Tac Modules cost 10 CCs

Post ideas and suggestions on new features or improvements here.
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posted on November 18th, 2010, 7:15 am
Last edited by yandonman on November 18th, 2010, 3:27 pm, edited 1 time in total.
Idea: Reduce the base CC cost of cubes to 110 (and maybe tweak the stats down a hair), and then give the Tactical Armor modules a 10 CC cost.

This would give two tiers of cubes (tac and non-tac) based on cost and you would see more non-tac cubes on the board.
posted on November 18th, 2010, 8:08 am
Hmm, this could make sense, would give the borg a transition between early-mid mid game, and total complete victory/totally completely dead (hey lets start a resource pool so i can make a cube)
posted on November 18th, 2010, 8:59 am
this is a super great idea yandon!  :woot: this should be done with all borg ships! every module costs a certain number of CC's + a small base cost to the chosen chassis.

so you might end up costs on a scube being:
1) scube with regen: 5 CC + scube chassis cost (2 CC) = 7 CC
2) scube with interception module: 8 CC + scube chassis cost (2 CC)= 10 CC
3) Beam Module: 6 CC + scube chassis cost (2 CC)= 8 CC
4) EM Module:3 CC + scube chassis cost (2 CC)= 5 CC

Something like i stated above

really awesome idea yandon  :thumbsup:
posted on November 18th, 2010, 9:02 am
I agree with a CC cost for Tactical Armor modules.
posted on November 18th, 2010, 4:38 pm
Somehow, this made me think this...

I want to see a Tactical Sphere.
posted on November 18th, 2010, 5:48 pm
silent93 wrote:Somehow, this made me think this...

I want to see a Tactical Sphere.


OH YEA silent93! nice one! im getting so excited with this thread (borg always turn me on :sweatdrop:).keep em coming! DEVS I HOPE U READING THIS THREAD!  :woot:
posted on November 18th, 2010, 7:57 pm
yandonman wrote:Idea: Reduce the base CC cost of cubes to 110 (and maybe tweak the stats down a hair), and then give the Tactical Armor modules a 10 CC cost.

This would give two tiers of cubes (tac and non-tac) based on cost and you would see more non-tac cubes on the board.




Amen.

We need more norm-cube epicness! :D :borg:
posted on November 18th, 2010, 11:42 pm
Yep!  I really like the concept of different Module combination filling the soft "CC Cap" a bit differently.  Right now the forms that have the best survivability seem to be the most frequently used as they preserve their investment better.


    With Assimilators and Spheres even this could be a great boon as well-  Stronger versions more difficult to counter all around (x3 Regen Spheres) could cost more CC than a Sphere outfitted with less commonly used modules to encourage a build more specific to the game circumstances that's not effectively a waste :).


Coolio!  :thumbsup:
posted on November 23rd, 2010, 7:25 pm
Boggz wrote: With Assimilators and Spheres even this could be a great boon as well-  Stronger versions more difficult to counter all around (x3 Regen Spheres) could cost more CC than a Sphere outfitted with less commonly used modules to encourage a build more specific to the game circumstances that's not effectively a waste :).



My experience may vary from yours... but i find anything but 3x regen to be a waste unless your have order to chaos handy. they just die too fast without active regen, since they do so little damage that you can ignore the other 2-3 and focus on one.
posted on November 24th, 2010, 4:45 pm
Have you looked at the top offensive value a sphere can have?  If that's doing 'so little damage you can ignore it' something is seriously borked.
posted on November 24th, 2010, 5:36 pm
Borg ships dont have a yard to repair and are slow, so they need in-field repair. If you build a sphere with focus on offense, you can count on it, that it will be the first to fall without making a kill.

A sphere costs 2,5k dil + 800 tri and 50 CC and is very weak when being build, cant rpair in a station and you cant retreat against faster units.

Have a try when bulding those. I tried to build spheres with two prime and two regen-modules, in order to have the regen-ability and a little more offense. Trust me, 3 regens are better.

Also, I didnt notice any sigificant or even existing reduction of special energy from enemy ships. The fired their specials on and on...

So borg ships must regenerate "fast" or they will be useless. Build a ship with 1k offense and 1 defense. You make one shot, one kill and then your ship is down too. Not good.
posted on November 24th, 2010, 7:40 pm
silent93 wrote:Have you looked at the top offensive value a sphere can have?  If that's doing 'so little damage you can ignore it' something is seriously borked.


a top offensive sphere or cube is less firepower than you could have already built via a conventional fleet.
posted on November 24th, 2010, 7:48 pm
Last edited by Tyler on November 24th, 2010, 7:59 pm, edited 1 time in total.
The highest Sphere I know of is 79, while the Cubes are over 200. You can't make fleets of Borg ships with as much firepower as the stronger Cubes without imparing their ability to fight, their ships tend to take up room.
posted on November 24th, 2010, 11:39 pm
I mentioned it in response to the comment about them doing so little damage that their attacks could be ignored.

Other than the detector, and maybe the probe and scube, there should be no such thing as a borg ship who's attacks are ignorable.
posted on November 24th, 2010, 11:41 pm
Were you replying to me or viper759?
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