More Adaptive Adaptor

Post ideas and suggestions on new features or improvements here.
posted on March 15th, 2011, 4:31 pm
I was thinking about the adaptor which does not seem to be used very much so to make it more appealling I thought about a module that would take two slots and not give it any stats boost but would give the adaptor the special ability of "Advanced Adaptation" which would change the adaptors weapons passives and range to counter what ever vessle it is engaging for x-seconds or until it runs out of special energy.  I think of done right it could help the borg more flexable in the early mid game to stategy changes. What do you guys think?
posted on March 15th, 2011, 5:02 pm
sounds good. cant remember when last i saw an adaptor in a replay.
posted on March 15th, 2011, 5:55 pm
deathincarn wrote:sounds good. cant remember when last i saw an adaptor in a replay.


get me as borg vs another borg and ull see lots of them....  esp vs asims
posted on March 15th, 2011, 7:16 pm
I think a version of the EM scube's effect would be good, making it so enemy passives don't affect it
posted on March 15th, 2011, 8:15 pm
I dont see many adapters either, if you can actually get one out in a 1v1 thats adapted to your openents weapons then its like game won.... but in a team game there not such a big deal and hard to get anyway.
posted on March 15th, 2011, 9:42 pm
That sounds interesting.  I have some more ideas for the Adaptor that allows it to adapt to certain situations.

I was also thinking that the Adaptor could take the place of the Resource Node.  So when an Adaptor is built, it can be transformed into a mobile mining station at the expense of it's weapon systems and half of its maximum speed, but not effecting the armor strength and being able to reverse the process.  Each time it's converted to or from a mining station/combat vessel, it consumes a small amount of resources.  Once it has been converted, you would have to wait 15 seconds before converting it again.  Also, when converted into a mining station, it should be able to build and repair mining freighters.

For the passive adaptation module, if one module is installed, buttons appear on the adaptor that only adapt to counter-measures.  Like the Sabre's ECM Suite.  If two modules are installed, counter-measure adaptations become passive and buttons appear that allow the Adaptor to adapt to armor and shield passives.  If three modules are installed, then the Adaptor gains passive adaptations to computerised defensive systems like ADAI, EPS Control Nodes, and Fast-Tracking Computers.

With that, the cost of the modules should increase exponentially with the number of modules installed.  For example, if one module costs 100/50/10, a second module would cost say 100*2^(6/5)/50*2^6/5)/10*2(6/5).  And a third module would cost say 100*3^(6/5)/50*3^(6/5)/10*3^(6/5).  I made the costs bold to make it easier to read.

And make it so that a fourth module could be installed.  This adaptation module should replace the adaptation modules and a Beam module should be added to the Adaptor.
posted on March 15th, 2011, 10:03 pm
we do indeed have some ideas to make the adaptor a baseline vessel and move mixed-tech into a different feature. Might be good to do that in one of the next patches, and re-add mixed-tech later on
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