wacky borg ideas
Post ideas and suggestions on new features or improvements here.
posted on March 25th, 2012, 2:54 am
Last edited by yandonman on March 25th, 2012, 2:59 am, edited 1 time in total.
(basis of ideas stolen from obvious places)
Borg Starbase
- has 3 abilities and 400 energy
("Requires" does not consume on use. Gameplay effect is to make players have to choose between these special abilities vs building ships. )
"Optimize Mining": Cost 200 energy. Requires 30 CCs
- Targets one Resource Collector. Increase mining rate by 10%. Lasts 30 seconds
"Optimize Construction": Cost 200 energy. Requires 60 CCs
- Targets one ship under construction. Increase construction rate by 10%. Lasts 30 seconds.
"Activate Self-Destruct Sequence": Cost 200 energy. Requires 90 CCs
- Targets one borg ship under player's control. Ship is destroyed. Up to 5 enemy ships within have engines disabled for 10 seconds.
Transwarp Gateway: Cost 1200 dilitium, 600 tritanium.
- Has 400 energy
- Has 4 slots (0-49 CC cost vessels occupy 1 slot. 50-99 CC cost vessels occupy 2 slots, 100 and above CC cost vessels occupy 4 slots)
"Transwarp Conduit: Enter" : Cost: 200 energy. Requires: 90 CCs
- Targets a ship within range (nearby). Place ship into the Transwarp Conduit. Ship is removed from play. Ship can be recalled with "Transwarp Conduit: Recall". Ships may also 'enter' via movement - similar to wormholes - cost/requirement is the same.
"Transwarp Conduit: Recall" : Cost: 200 energy. Requires: 90 CCs
- Targets visible space (line of sight of all ships/structures). All ships within the Transwarp Conduit are removed and placed at targeted location.
"Upgrade Transwarp Conduit" - Cost: 500 dilithium, 1500 tritanium.
- Increases capacity (number of slots) of the Transwarp Gateway by 2.
"Upgrade Transwarp Conduit II" - Cost: 1000 dilithium, 2500 tritanium.
- Increases capacity (number of slots) of the Transwarp Gateway by 2.
"Upgrade Transwarp Conduit III" - Cost: 1500 dilithium, 3500 tritanium.
- Increases capacity (number of slots) of the Transwarp Gateway by 2.

- has 3 abilities and 400 energy
("Requires" does not consume on use. Gameplay effect is to make players have to choose between these special abilities vs building ships. )
"Optimize Mining": Cost 200 energy. Requires 30 CCs
- Targets one Resource Collector. Increase mining rate by 10%. Lasts 30 seconds
"Optimize Construction": Cost 200 energy. Requires 60 CCs
- Targets one ship under construction. Increase construction rate by 10%. Lasts 30 seconds.
"Activate Self-Destruct Sequence": Cost 200 energy. Requires 90 CCs
- Targets one borg ship under player's control. Ship is destroyed. Up to 5 enemy ships within have engines disabled for 10 seconds.

- Has 400 energy
- Has 4 slots (0-49 CC cost vessels occupy 1 slot. 50-99 CC cost vessels occupy 2 slots, 100 and above CC cost vessels occupy 4 slots)
"Transwarp Conduit: Enter" : Cost: 200 energy. Requires: 90 CCs
- Targets a ship within range (nearby). Place ship into the Transwarp Conduit. Ship is removed from play. Ship can be recalled with "Transwarp Conduit: Recall". Ships may also 'enter' via movement - similar to wormholes - cost/requirement is the same.
"Transwarp Conduit: Recall" : Cost: 200 energy. Requires: 90 CCs
- Targets visible space (line of sight of all ships/structures). All ships within the Transwarp Conduit are removed and placed at targeted location.
"Upgrade Transwarp Conduit" - Cost: 500 dilithium, 1500 tritanium.
- Increases capacity (number of slots) of the Transwarp Gateway by 2.
"Upgrade Transwarp Conduit II" - Cost: 1000 dilithium, 2500 tritanium.
- Increases capacity (number of slots) of the Transwarp Gateway by 2.
"Upgrade Transwarp Conduit III" - Cost: 1500 dilithium, 3500 tritanium.
- Increases capacity (number of slots) of the Transwarp Gateway by 2.
posted on March 25th, 2012, 4:11 am
OMG, wow, i don't knoow about you but i'm never floating enough ccs to just throw away 90 to disable 5 ships, WHERE MAH NAN-ITES ZAT!!!!!!!!!!!!!!
posted on March 25th, 2012, 4:12 am
those are some nice idea's but I hope the CC's are just for research and not for every time use.. else it would be worthless..
posted on March 25th, 2012, 4:45 am
The idea is just to "have" CCs, not to spend them. The only cost there is energy.
i.e. You have 30 CCs. You click "Optimize Mining", you still have 30 CCs.
I find that I often spend my CCs on ships when I have the CCs. This would give me a reason to hold onto CCs.
i.e. You have 30 CCs. You click "Optimize Mining", you still have 30 CCs.
I find that I often spend my CCs on ships when I have the CCs. This would give me a reason to hold onto CCs.
posted on March 25th, 2012, 5:08 am
oh.. i see. now that is interesting.. and gives more reasons to start upgrading to higher tier technology level nodes too!
posted on March 25th, 2012, 6:54 am
Let's just rename the mod to Starcraft II: Fleet Operations. 
All joking aside, I like the idea of giving a player incentive to have more CCs in their bank. And it would be neat to see construction and mining speeds increased temporarily.
I've always felt that the Borg should have more global powers, since they act like a hive mind.

All joking aside, I like the idea of giving a player incentive to have more CCs in their bank. And it would be neat to see construction and mining speeds increased temporarily.

I've always felt that the Borg should have more global powers, since they act like a hive mind.
posted on March 25th, 2012, 9:59 pm
Mal wrote:I've always felt that the Borg should have more global powers, since they act like a hive mind.
Word.

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