Moduled assimilated ships
Post ideas and suggestions on new features or improvements here.
posted on November 17th, 2010, 5:38 am
Just an idea to make assimilation a bit more fun...
When a ship gets assimilated by the Borg, give it a modules button on the ship bar. Modules available to the ship would include: Resistance Module (see below for variations), Regeneration Module, Beam Module, Torpedo Module
While no module is installed, the ship retains the experienced based stats (current behavior, I think). When a module is selected, the experience based stats go away and it becomes the base vessel + the modification (lore: "The Borg are not creative. Experience with the unmodified ship's systems does not transfer to the modified systems." ... also means fewer ODFs needed, even though that shouldn't restrict ideas).
Assimilated ships that have modules installed look more Borg-a-fied.
Ship size or class could influence the number of available modules. I.e. small might only have one or two modules available to it, while a large might have all four available.
Ship size or class could influence the number of modules that can be installed. I.e. a battleship might be able to install three modules, while a scout can only install one.
Modules would have a cost. The cost could include dilithium, tritanium, supply and/or collective connections. The cost could scale with the size or class of the ship. I.e. to add a Regeneration Module to a destroyer it would cost 200 dilithium and 100 tritanium, but to add a Regeneration Module to a battlshiop, it would cost 400 dilithium, 100 tritatinum, 10 supplies and 1 collective connection.
If no ship has Order to Chaos, allow one Order to Chaos module to be available.
The Resistance Module idea variations (pick one and use it for all Resistance Module options):
When a ship gets assimilated by the Borg, give it a modules button on the ship bar. Modules available to the ship would include: Resistance Module (see below for variations), Regeneration Module, Beam Module, Torpedo Module
While no module is installed, the ship retains the experienced based stats (current behavior, I think). When a module is selected, the experience based stats go away and it becomes the base vessel + the modification (lore: "The Borg are not creative. Experience with the unmodified ship's systems does not transfer to the modified systems." ... also means fewer ODFs needed, even though that shouldn't restrict ideas).
Assimilated ships that have modules installed look more Borg-a-fied.
Ship size or class could influence the number of available modules. I.e. small might only have one or two modules available to it, while a large might have all four available.
Ship size or class could influence the number of modules that can be installed. I.e. a battleship might be able to install three modules, while a scout can only install one.
Modules would have a cost. The cost could include dilithium, tritanium, supply and/or collective connections. The cost could scale with the size or class of the ship. I.e. to add a Regeneration Module to a destroyer it would cost 200 dilithium and 100 tritanium, but to add a Regeneration Module to a battlshiop, it would cost 400 dilithium, 100 tritatinum, 10 supplies and 1 collective connection.
If no ship has Order to Chaos, allow one Order to Chaos module to be available.
The Resistance Module idea variations (pick one and use it for all Resistance Module options):
- Resistance vs Race - current game mechanism where you get X% of resistance vs that race.
- Resistance vs Ship - X% damage reduction from the same ship type. I.e. Assimilate a K'Vort, choose this module and this assimilated K'Vort would get X% damage reduction vs K'Vorts. (maybe choose from any assimilated ship...)
- Resistance vs Race's Class of Ships - X% of damage reduction vs the opposing ships of the same race and class. I.e. Assimilate a Federation destroyer and choose this module and get X% of damage reduction vs any other Federation destroyer.
- Resistance vs Race's Ship's Weapons - X% of damage reduction vs opponent's weapons that are present on this ship. I.e. Assimilate an A-20 Destroyer ("bug") and get X% damage reduction from all Dominion beam weapons.
posted on November 17th, 2010, 11:43 am
not bad, i like. 
i would prefer less modules per ship though.
so destroyers cant get modules at all as they are so small. cruisers can get 1 module. and battleships can get 2.

i would prefer less modules per ship though.
so destroyers cant get modules at all as they are so small. cruisers can get 1 module. and battleships can get 2.
posted on November 17th, 2010, 12:54 pm
So you will lose the experience when installing a borg module? Not worth when assimilated a two gold bars-ship.
A refit would be better. Make a global "borg-refit" for this ship and give it damage reduction/more hitpoints and a better subsystem-stability.
A refit would be better. Make a global "borg-refit" for this ship and give it damage reduction/more hitpoints and a better subsystem-stability.
posted on November 17th, 2010, 5:45 pm
Sheva wrote:So you will lose the experience when installing a borg module? Not worth when assimilated a two gold bars-ship.
A refit would be better. Make a global "borg-refit" for this ship and give it damage reduction/more hitpoints and a better subsystem-stability.
In the OP's idea you'd have to decide if the trade off is worth it, "are the module upgrades better or should I retain the experience level ?"
I always felt that assimilated ships should be stronger then their non-assimilated counter parts by a good degree. I like this idea.
posted on November 17th, 2010, 5:50 pm
Wasn't it suggested before about assimilation working like an experience system; gradually getting stronger as it levels? Preferably stronger than the unassimilated ranks.
posted on November 18th, 2010, 1:27 am
Tyler wrote:Wasn't it suggested before about assimilation working like an experience system; gradually getting stronger as it levels? Preferably stronger than the unassimilated ranks.
I've posted that idea in the past, I'm sure it wasn't original but it may be me your thinking of. I originally posted that assimilation should automatically grant the target unit a rank (or two) up, as I thought that would be the easiest way to do it.
posted on November 19th, 2010, 1:41 pm
Last edited by vonCarstein on November 19th, 2010, 1:48 pm, edited 1 time in total.
Interessting as everybody knows the Borg are getting a rework there are several great ideas popping up.
I really like this idea, also the thing about changing the look a little to the grey/green overgrowth over a ship I learned to like.
I really like this idea, also the thing about changing the look a little to the grey/green overgrowth over a ship I learned to like.
posted on November 19th, 2010, 2:12 pm
Well, why not doing both?
You can refit the ships to borg technology that will cost you something. You can balance everything out with costs, so make it a little more expensive than to build native borg ships, if you want to refit. Take the increase/costs ration and make it to 133% or so.
Then you can refit your assimilated ships to borg technology and get a little stronger ship.
The experience the borg will gain will run on another level:
A borg ship, that will destroy enemy ships, analyze it and gain experience - even with drones.
Lets take an example:
You build a sphere for 2.500 dil and 1000 tri
How many fed-ships would that be? 5? Something like 5 Akiras. Now we put them together and see: The borg are weaker... MUCH weaker. And they only have ONE passive they can use, while 5 ships represent active abilities. Okay, this is a little biased, because the borg regen faster and can build out resistance... but the calculation in numbers shows the way how you can defeat the borg... with numbers.
I would like to see a two gold-bar sphere that can hold against them.
How do we manage it? Well, we transfer a borg queen to a borg ship. If a queen is on a borg-ship, the ship CAN gain experience. The queen will cost something and is a risk to put her on smaller ships. She also increases the regeneration of the ship by 10%.
You "build" a queen in your central matrix and it will cost you collective connections.
Now I think, this is balanced. :-)
You can refit the ships to borg technology that will cost you something. You can balance everything out with costs, so make it a little more expensive than to build native borg ships, if you want to refit. Take the increase/costs ration and make it to 133% or so.
Then you can refit your assimilated ships to borg technology and get a little stronger ship.
The experience the borg will gain will run on another level:
A borg ship, that will destroy enemy ships, analyze it and gain experience - even with drones.
Lets take an example:
You build a sphere for 2.500 dil and 1000 tri
How many fed-ships would that be? 5? Something like 5 Akiras. Now we put them together and see: The borg are weaker... MUCH weaker. And they only have ONE passive they can use, while 5 ships represent active abilities. Okay, this is a little biased, because the borg regen faster and can build out resistance... but the calculation in numbers shows the way how you can defeat the borg... with numbers.
I would like to see a two gold-bar sphere that can hold against them.
How do we manage it? Well, we transfer a borg queen to a borg ship. If a queen is on a borg-ship, the ship CAN gain experience. The queen will cost something and is a risk to put her on smaller ships. She also increases the regeneration of the ship by 10%.
You "build" a queen in your central matrix and it will cost you collective connections.
Now I think, this is balanced. :-)
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