Changing Range on Borg Ships
Post ideas and suggestions on new features or improvements here.
posted on March 15th, 2011, 4:05 am
Last edited by Arash8472 on March 15th, 2011, 4:09 am, edited 1 time in total.
I was thinking, what if you could change the range of a borg ship instead of the normal range that is automatically given to a borg ship
so for example, when you are choosing the mod's for your borg ship you get a slot and you could tell it if you want it short range, medium range, or long range
perhaps even limit the maximum range a certain borg ship could have
cost can be adjusted depending on the range also
post your idea/thoughts
so for example, when you are choosing the mod's for your borg ship you get a slot and you could tell it if you want it short range, medium range, or long range
perhaps even limit the maximum range a certain borg ship could have
cost can be adjusted depending on the range also
post your idea/thoughts
posted on March 15th, 2011, 4:19 am
Perhaps one or two chassis could have a Range Extender module available that would allow for a range increase of one rank (short to medium, medium to long, etc.) from standard for the chassis? I can see range increases being useful to counter stuff like Sabers, and needing to sacrifice a different module for range would likely keep the feature from becoming too powerful.
Was that about what you had in mind?
Was that about what you had in mind?
posted on March 15th, 2011, 4:20 am
I dig the concept 

posted on March 15th, 2011, 5:37 am
Last edited by Nebula_Class_Ftw on March 15th, 2011, 5:42 am, edited 1 time in total.
I suggested a while back to have certain modules change ship range.
I don't like simply choosing a range separate from modules, since that would make countering the Borg a huge pain and could easily lead to certain combos being too powerful compared to others.
Maybe module combos could set limits on what ranges you could get.
I also think that cost alone is not enuff to balance having a different range (and the speed balancing, while it does work, is just too overdone already and tends to make most long range ships into specialists because they're too slow to be generally good fleet ships), otherwise people will only ever go below long if they are facing long range counters or are super resource locked.
Why long? Short just has a tuff time keeping in range, and medium is countered easily without countering anything itself. Plus only Feds have good long range counters that aren't S2 spam or the Negh'var that sits at the "you seriously have already won if you got here" peak of the Klingon tech tree.
I don't like simply choosing a range separate from modules, since that would make countering the Borg a huge pain and could easily lead to certain combos being too powerful compared to others.
Maybe module combos could set limits on what ranges you could get.
I also think that cost alone is not enuff to balance having a different range (and the speed balancing, while it does work, is just too overdone already and tends to make most long range ships into specialists because they're too slow to be generally good fleet ships), otherwise people will only ever go below long if they are facing long range counters or are super resource locked.
Why long? Short just has a tuff time keeping in range, and medium is countered easily without countering anything itself. Plus only Feds have good long range counters that aren't S2 spam or the Negh'var that sits at the "you seriously have already won if you got here" peak of the Klingon tech tree.
posted on March 15th, 2011, 5:51 am
from what I understand a 'borg' vessel is an entire fleet so while the borg get to build an 'entire' fleet with same range/abilities, the opponent who can build different types of ships with different range or passive abilities has a superior advantage.
also note that borg only have 8 different types of ships while the other races have 11-20 different types of ships ( all which have different passives and range )
also note that borg only have 8 different types of ships while the other races have 11-20 different types of ships ( all which have different passives and range )
posted on March 15th, 2011, 6:16 am
I would definitely like to see this. Obviously not every ship should get it, but for some it could be invaluable:
Scubes can get medium range, but they take a speed reduction to 120. Perhaps work this into the beam or EM modules?
Dodes...can get a tactical weapon array module that makes them weaker vs early game destroyers but gives them a fighting chance vs sangs, E2 and the other borg-killers.
Assims could get artillery range if the subsystem gave NOTHING else, which means its stats would be very low.
Spheres...hmm, spheres. I recommend their base speed gets lowered a tiny bit and they get a module that can increase it. So they can have EITHER awesome regen OR the speed to run away.
Pyramids get a module that grants both ADAI and fast-tracking computers, which makes them deadly against early game ships (with a large supply cost added by ADAI) but vulnerable to sang, E2, and supports. With their torpedo base they won't be TOO strong against short-range destroyers.
Diamonds can get transwarp drive, the range is pitiful (like the rhienn refit pitiful) but the research isn't required they just need the module.
Cubes get higher speed, and tactical plates reduces their speed. No plates is 10 higher than current, 1 plate is current speed, 2 plates is 10 slower than current.
Dangit I went overboard. Oh well, it was fun anyway.
Scubes can get medium range, but they take a speed reduction to 120. Perhaps work this into the beam or EM modules?
Dodes...can get a tactical weapon array module that makes them weaker vs early game destroyers but gives them a fighting chance vs sangs, E2 and the other borg-killers.
Assims could get artillery range if the subsystem gave NOTHING else, which means its stats would be very low.
Spheres...hmm, spheres. I recommend their base speed gets lowered a tiny bit and they get a module that can increase it. So they can have EITHER awesome regen OR the speed to run away.
Pyramids get a module that grants both ADAI and fast-tracking computers, which makes them deadly against early game ships (with a large supply cost added by ADAI) but vulnerable to sang, E2, and supports. With their torpedo base they won't be TOO strong against short-range destroyers.
Diamonds can get transwarp drive, the range is pitiful (like the rhienn refit pitiful) but the research isn't required they just need the module.
Cubes get higher speed, and tactical plates reduces their speed. No plates is 10 higher than current, 1 plate is current speed, 2 plates is 10 slower than current.
Dangit I went overboard. Oh well, it was fun anyway.
posted on March 15th, 2011, 6:18 am
Add a special module or TransMatrix research. When complete, it only works on certain classes, but allows a ship to use special energy to temporarily change weapons range.
posted on March 15th, 2011, 12:55 pm
em module currently negates anti short passives already. That either obviates the need for a switch to medium or fits well with it.
Beam scubes are undereffective currently, so giving them a range increase is attractive as an idea.
I think some borg range changers should be in modules and some in field, maybe take special energy to up range, with the ability granted by a transmat research.
Beam scubes are undereffective currently, so giving them a range increase is attractive as an idea.
I think some borg range changers should be in modules and some in field, maybe take special energy to up range, with the ability granted by a transmat research.
posted on March 15th, 2011, 3:07 pm
Last edited by Elim on March 15th, 2011, 3:13 pm, edited 1 time in total.
I want short range spheres with 130 speed, and a webcam to watch Boggz's face when he tries to kill them.

Just to say someting that should be at least somewhat useful: I like it, but it would be a huge ass thing to balance, as generally ships that are able to kite are very hard to balance (bugs, dis rhienns, etc), so changing a range on a ship should come with drastic speed changes, or some other drawbacks.




Just to say someting that should be at least somewhat useful: I like it, but it would be a huge ass thing to balance, as generally ships that are able to kite are very hard to balance (bugs, dis rhienns, etc), so changing a range on a ship should come with drastic speed changes, or some other drawbacks.
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