Borg:Supplies and connections
Post ideas and suggestions on new features or improvements here.
posted on July 30th, 2009, 8:04 am
i just had a little idea for the borg:
we never saw the borg building real bases in the shows. mostly the borg "bases" consisted out of a few ships.
so my idea:for getting supply, you have a module.
you can instal it on ships, which then gain the "Incubation Mode". The engines get deactivated, the offensive value gets lower by 50%. now the ship produces supply, the more the more incubation module the ship has.
additional idea 1:to get rid of the connections problem the borg have, we could add a similiar module for connections.
it would be only avaiable for the diamond and really expensive.
additional idea 2(i think this is way to weird to implement^^):the assimilation matrix gets replaced by a HUGE mother cube^^
so, thats all
we never saw the borg building real bases in the shows. mostly the borg "bases" consisted out of a few ships.
so my idea:for getting supply, you have a module.
you can instal it on ships, which then gain the "Incubation Mode". The engines get deactivated, the offensive value gets lower by 50%. now the ship produces supply, the more the more incubation module the ship has.
additional idea 1:to get rid of the connections problem the borg have, we could add a similiar module for connections.
it would be only avaiable for the diamond and really expensive.
additional idea 2(i think this is way to weird to implement^^):the assimilation matrix gets replaced by a HUGE mother cube^^
so, thats all

posted on July 30th, 2009, 8:11 am
hm. the thing with the supplies module sounds indeed interestin. i only fear that it could lead to thousands of scout cubes with that module floating around in borg bases without real use.. but i will take some thoughts into that direction 

posted on July 30th, 2009, 8:23 am
you could give the module only to greater ships, like spheres or assimilators^^
or maye desingn the module so that you need at least 3 of them to work properly?
or maye desingn the module so that you need at least 3 of them to work properly?
posted on July 30th, 2009, 8:31 am
yea but that would force a player to build larger ships, and if the player wants to use smaller ships, you will have "supply assimilators" floating arround, same problem. But it might eb an interessting thing, in addition to incubation centers
posted on July 30th, 2009, 1:13 pm
Sounds cool dna42: might give further use to Scout Cubes etc 

posted on July 30th, 2009, 2:34 pm
Possibly put a limit on how many ships with a configuration consisting of a Supply Module? Or limit the number of ships permitted to use Supply Mode at any given time?
posted on July 30th, 2009, 7:24 pm
Maybe, once Planets are active again, let Assimilators harvest supply off habitable planets. 

posted on July 30th, 2009, 7:57 pm
We are the Borg nursery.
Please drop off your little drone at one of our many incubation module ship locations, scattered about the collective for your convenience. Remember, resistance is futile, and so is our commitment to you. Have a nice day, even if it is irrelevent.


posted on August 29th, 2009, 8:14 pm
Supplies: I like the accruing rate mechanism of supplies. It's unique in the game, it feels relatively Borg-ish.
Connections: I dislike that there's a second accruing rate mechanism. It mirrors the supplies, differing only
in that one has to research as oppose to build to increase the rate.
As is, mining aside, as a Borg player, I don't have to do anything to get a cube besides wait.
The old Priority system (which has its critiques) encouraged me to build nearly every ship. I had to do something to make available the bigger ships.
With the current Borg resources/supplies/connections system, there's no 'growth' in the Borg game - everything is available to me as long as I wait long enough.
Other races have to do something to enable bigger ships (be it research or building buildings). Personally I loved that with the Priority system, I had to build ships to be able to build bigger ships. It was unique and gave all ships some intrinsic value.
-- Idea 1 --
dna42's idea
Pro: Ships are more exciting
Con: I still can just wait and get my big ship.
-- Idea 2 --
What if the Bord did away with the conduction Matrix for connections and transfered this completely to ships? (a variation of dna42's idea, but with connections) Each ship has an accruing rate associated with it. Scout Cube: 2 connections per second, Diamonds: 3 connections per second (subject to balance of course).
Pro: Ships are more exciting
Con: I still can just wait and get my big ship.
-- Idea 3 --
Get rid of the Assimilation Matrix, make it a (non-tactical) Borg cube with no module slots filled. Module slots can be later purchased. Default weapons would be roughly equivalent of a non-upgraded station. All Borg cubes can now produce construction ships and miners (variations: have this ability as a module that can be purchased).
Pro: Unique amongst the races. Goes with the idea that the Borg are not base builders(?).
Con: I still can just wait and get my big ship.
-- Idea 4 --
Bring back Priority system
Pro: I have to do something to get my big ship
Con: "Priority useless in end game"
-- Counter argument: Chassis upgrade (and other upgrades) are 'useless' in the end game as well - they are just available just like Priority is just available.
-- Idea 5 --
Make supply a function of killing opponents ships/stations
Get rid of incubation centers
Pro: Different?
Con: I don't really like the idea...
Variation:
or limit the accrue rate of incubation centers
+Con: I still can just wait and get my big ship.
-- Idea 6 --
Put a cap on the number of connections that can be accrued, but the max can be raised.
This limit is raised by having ships. Each ship has a value (similar to the Priority system) that they contribute to the max allowed connections.
Connections would look like this on the screen now: "Connections: 23/45"
Pro: All ships are more exciting (or at least have some intrinsic value added to them)
Pro: I can't just wait to get my big ship, I now have to do something (build ships)
Con: ...?
Connections: I dislike that there's a second accruing rate mechanism. It mirrors the supplies, differing only
in that one has to research as oppose to build to increase the rate.
As is, mining aside, as a Borg player, I don't have to do anything to get a cube besides wait.
The old Priority system (which has its critiques) encouraged me to build nearly every ship. I had to do something to make available the bigger ships.
With the current Borg resources/supplies/connections system, there's no 'growth' in the Borg game - everything is available to me as long as I wait long enough.
Other races have to do something to enable bigger ships (be it research or building buildings). Personally I loved that with the Priority system, I had to build ships to be able to build bigger ships. It was unique and gave all ships some intrinsic value.
-- Idea 1 --
dna42's idea
Pro: Ships are more exciting
Con: I still can just wait and get my big ship.
-- Idea 2 --
What if the Bord did away with the conduction Matrix for connections and transfered this completely to ships? (a variation of dna42's idea, but with connections) Each ship has an accruing rate associated with it. Scout Cube: 2 connections per second, Diamonds: 3 connections per second (subject to balance of course).
Pro: Ships are more exciting
Con: I still can just wait and get my big ship.
-- Idea 3 --
Get rid of the Assimilation Matrix, make it a (non-tactical) Borg cube with no module slots filled. Module slots can be later purchased. Default weapons would be roughly equivalent of a non-upgraded station. All Borg cubes can now produce construction ships and miners (variations: have this ability as a module that can be purchased).
Pro: Unique amongst the races. Goes with the idea that the Borg are not base builders(?).
Con: I still can just wait and get my big ship.
-- Idea 4 --
Bring back Priority system
Pro: I have to do something to get my big ship
Con: "Priority useless in end game"
-- Counter argument: Chassis upgrade (and other upgrades) are 'useless' in the end game as well - they are just available just like Priority is just available.
-- Idea 5 --
Make supply a function of killing opponents ships/stations
Get rid of incubation centers
Pro: Different?
Con: I don't really like the idea...
Variation:
or limit the accrue rate of incubation centers
+Con: I still can just wait and get my big ship.
-- Idea 6 --
Put a cap on the number of connections that can be accrued, but the max can be raised.
This limit is raised by having ships. Each ship has a value (similar to the Priority system) that they contribute to the max allowed connections.
Connections would look like this on the screen now: "Connections: 23/45"
Pro: All ships are more exciting (or at least have some intrinsic value added to them)
Pro: I can't just wait to get my big ship, I now have to do something (build ships)
Con: ...?
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