Surprise surprise....more Borg stuff! :-p

Post ideas and suggestions on new features or improvements here.
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posted on April 2nd, 2009, 4:35 am
So I was playing a few games the last 2 nights and I just realized something about my oh so likeable Borg.  I couldn't decide whether Game Balancing or Feature Request, so I opted for the latter.

First, most of you know my complaints about Assimilation/Holding beams/Boarding Party (see //www.fleetops.net/component/option,com_smf/Itemid,3/topic,4675.0/).  Just to add a related idea.....maybe the Assimilation avatar can combine the Holding beam and Assimilator beams to a one button special or something....or would that be too OP (over-powered for the ppl new to the interweb.)

Second, could the fed repair ship PLEASE stop repairing Borg cloak sensor nodes (or whatever they're called?)!??!?!  My brother and I play and he plays feds and I'll get some repair ships, but they stop along the way to get every sensor node along the path....and if that weren't bad enough, they take priority over ships.

Third, I thought the Holding beam was supposed to prevent the ship from moving or firing?  Or is it just movement and I can't read tooltips....which it could be that....I was late going into 1st grade on the count of the fact I'm stupid! :-p 

Fourth, I had something else to say but I can't remember it as my girlfriend's trying to engage my half-asleep a$$ in conversation....so I'll edit this post sometime tomorrow if I remember. 

Fifth, I think Sovereigns need to be more powerful as well as you should make Galaxy class ships buildable!!  :shifty:  JUST KIDDING! :-P

p.s. mind the heavy sarcasm.....its all in good fun.
posted on April 2nd, 2009, 4:50 am
i will take a closer look at assimilation, its planed to add more depth to it with the next patches either way :)

Yep Holding-Beam is only ment to shot the enemies engines down, otherwise we would have something put like "incapacitates the target" or something like that in the tooltip, but i must admit "locks in place" could perhaps be irritating :sweatdrop:
posted on April 2nd, 2009, 7:47 am
i'll put an exception list for repair ships on todo, not as high priority though
posted on April 2nd, 2009, 1:47 pm
Sweet.  ty.  I don't suppose you guys read my post on the Sphere beam modules and had any 2cents on that?
posted on April 2nd, 2009, 4:36 pm
i love the "combine the holding and assimilation beam" idea.
in the shows they started boarding and assimilating after activation, so there's already a possible explanation.
and then it would come in handy in early-game, cause of the other races that can send small-ship fleets faster that you can build the scoutcubes and probes cause of the highcost vs. useful-factor, so you would have an actual chance to defend the base on small maps
posted on April 2nd, 2009, 11:20 pm
This sorta fits in with Borg stuff, but bear with it: having played Romulans heavily, I have since come to the conclusion that the Generix Support Refit without upgrades is WAY too powerful against the Borg (and just the Borg). I took out huge numbers of human controlled assimilators yesterday while only spamming Generix support, and this should not be the case. At one point I had 15 generixs vs 10 assimilators... and I won with 2 losses. To fix this, might the hit chance for the plasma overload weapon be changed to miss a bit more (but just against the Borg)? I just think it is ridiculous that I could have won with no micro and no strategy. Perhaps you could claim that the "Borg ships give off a good deal of electromagnetic disturbance which befuddles the targetting system of the special plasma torpedo"?
posted on April 3rd, 2009, 5:02 am
Or just cause the Borg ship to restore its systems faster, thanks to the fact that the moment you blow a node, they are instantly and with the effeciency of a machine rerouting through another node while they repair it?
posted on April 3rd, 2009, 12:36 pm
yep the problem that Borg vessels suffer to much from weapon-disabling weaponry will be adressed in the next patch :borg:
posted on April 3rd, 2009, 12:42 pm
Will they be immune?
posted on April 3rd, 2009, 1:07 pm
  They should, or at least the effect should last one or two seconds.
posted on April 3rd, 2009, 1:56 pm
Last edited by Anonymous on April 3rd, 2009, 2:04 pm, edited 1 time in total.
I made a post about this somewhere, they me try and find it....

EDIT: Found it:
Unleash Mayhem wrote:[How easy it is to disable a borg cube] made me wonder if cubes should really be this susceptible to special weapons. Maybe there could be a module on bigger chassis that allows your to "reroute primary systems" or something that prevents subsystem damage, with a different module for each subsystem.


I just had another idea now that some ships could resynchronize with the collective instantly, but it costs special energy.
posted on April 3rd, 2009, 2:59 pm
Galefury wrote:  They should, or at least the effect should last one or two seconds.


I clearly don't think that they should be immune. The Defiant and the Plasma bolt are the key features for many rommy and fed players (especially as they rather fight defensive battles and are much more interested in loosing no man than klingons or the dominion.)

In general I greatly appreciate counter techologies, because they add additional depth to the game. Endgames (if they were reached) tend to be just endless mutual slaughters, and nothing's to be done on economy and research (or trading (in future?)) any more. So I welcome everything that lenghtns the research phase. Making a counter technology  like "reroute primary systems" a researchable feature is a step into that direction.

In my opinion the "reroute primary systems", or whatever you like to call it (but I particularly like that name), should allow a recreation of all systems within 2 seconds (remove the failure and the damage) at a quite high cost of special energy. Otherwise anti-weapon-technologies will become ridiculous.


Making them researchable features lengthens the time, in which players do resaearch, thus gives additional diversity to the proceedings at the end of a game ().

"reroute primary systems" or immidiate "resynchronization", that
posted on April 3rd, 2009, 3:04 pm
yeah. the rerouting of systems is a better approach. the borg will regain partial power to that specific system which was disabled, but it will function at a lower efficiency - say 50% or 30% efficiency compared to the regular 100%. This ability to reroute will become available about 5 secs after the system disabler has hit.
posted on April 3rd, 2009, 3:11 pm
Their decentralized design is a key feature of Borg ships, making it a lot harder to disable their systems than other races.

Is it possible to reduce the chances that the weapon will have an effect at all?
posted on April 3rd, 2009, 3:40 pm
That would make more sense, otherwise if borg have their weapons disabled, as far as I know there isn't anything they can use to counter it then, because everything is a special weapon of some type.

What about a research for a passive effect that drains special energy when hit by a system disabling weapon, but those weapons have no effect. This may be too good, but I can't think how else to counter weapon disabling weapons.
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