Borg Faction Redo Ideas

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posted on November 7th, 2010, 9:24 pm
I decided to put this here since the Borg faction redo is a mod in progress.  I would like to give some ideas for the redo.  But I think the Borg is long overdue for a redo.



First of all, I think we should get rid of the detector and make the scout cube the new "detector", and get rid of this
Image
Dodecahedron I believe the guide calls it, as well as the assimilator, resource assimilator, assembly node, and pyramid.  As well as most of the stations.

For the probe, give it the following modules:
2 module slots
--------------------
1 Beam Module
2 Assimilation Modules
2 Cloak Detect Modules
1 Construction Module
1 Mining Module
1 Torpedo Module

Beam Module
- Allows the probe to fire at up to two targets at once.
- If used with construction module, equips the probe with a tractor beam to bring disabled vessels to safety.
- If used with a mining module, increases the rate at which the resources are drawn up.

Assimilation Module
- Equips the vessel with more force-fields and armor to resist being captured and allows the capture of vessels with larger crew complements to be faster.  Enables the transport-attack special ability.
- Boarding parties get better with more modules of this type.
- Not recommended to be used with construction or mining module.

Cloak Detect Module
- Enables this vessel to detect nearby cloaked vessels in the area.
- Recommended with the assimilation, mining and construction modules.
- A second module will allow the vessel to scan out to a greater distance and allows a remote tachyon ping in already explored area.
- The remote tachyon ping does not reveal anything outside of sensor view.

Construction Module
- Enables the vessel to construction assembly frames and stations

Mining Module
- Enables the vessel to mine resources

Torpedo Module
- Gives the vessel a graviton torpedo launcher.

As long as it's not equipped with mining, construction, or assimilation module, this vessel can be made into a nice little defense turret.  Also, after being modified into a turret, allow it to put out a scout cube.



For the adaptor, give it the following modules.
3 module slots
---------------------
1 Beam Module
1 Regen Module
1 Neutrino-Mine Module
2 Federation Adaption Modules
2 Klingon Adaption Modules
2 Romulan Adaption Modules
2 Dominion Adaption Modules

Beam Module
- Gives this vessel a disruptor beam.

Regen Module
- Give the vessel extra regen abilities

Neutrino-Mine Module
- Gives this vessel the ability to wipe out extreme-threat areas.
- Super-expensive and dangerous, even to allied vessels.

Adaption Module
- Give 30% resistance to weapons fired from the said faction.
- Second module gives an additional 30% resistance to weapons from the said faction.
- Second module gives an adapted tachyon ping that only detects cloaked vessels from the said faction and mixed-tech cloak from that faction (eg:  cloaking defiant).
- Second module gives an auto-assimilator beam that specializes in the assimilation of crew of the said faction.



For the sphere, other than an un-adapted auto-assimilator beam that gives you a quarter of the crew per second as the adapted auto-assimilator beam and maybe allow that energy zapper to remove special energy from more than one target at once, I don't think it needs to be modified that much.



For the diamond, give back the shield remodulator, interface scrambler, and computer override functions, and it'll be just about perfect.



For the cube, give it a slightly better auto-assimilator beam than the sphere, but give it a resource processing module so that mining probes can dump their resources.  But only one resource processing module should be allowed.



The assembly probe should be capable of constructing the assembly frames, technology frames, and the transwarp hub frame.  The assembly frames don't need to be modified.  The technology frames will build the Dominion, Klingon, Romulan, and Federation adaption modules right on top of them as well as the Borg technology modules.  The transwarp hub framework can build up to 14 gates onto itself.

By the way, the technology frame will build the adaption modules, Borg technology modules, and the supply module to it.  The supply module will work like the collective connections upgrade station, but instead of giving you connections faster, gives you supplies faster.  As well as allowing you to generate resources like the recycler using the same resource ratio. as the recycler.




I know that a lot of these might not be possible, but I tried to make this look as balanced as possible while keeping up as much as possible with what the Borg would actually do.  Plus it would be more like what Star Trek depicts of the Borg.
posted on November 7th, 2010, 10:05 pm
Hmm, interesting.  From this post I can only conclude one thing:

You are completely off your rocker.

Remove half the ships and stations, then reconfigure the remaining ships to take over their roles?  Why?

This isn't a few ideas for the redo.  This is an entirely different mod of your own creation, and you're suggesting the FO team implement it for you.  Not to mention that they're currently coding the borg redo, which means the majority of the changes were decided months ago.  It's too late in the process to make large suggestions.

None of this is going to happen in Fleet Ops.
posted on November 7th, 2010, 10:10 pm
I suspected that might be the case.
posted on November 7th, 2010, 10:40 pm
Well i can tell you definently put alot of though into this, so good job on that, its nice to see well thought out, and written posts.

My first suggestion would be that maybe it would have been better for you to post this earlier as i belive the borg redo is already well underway.

Also @ tryptic it is not true that this will never make it into the game, often the team takes ideas from people on the forum, and while maybe not all of their ideas, maybe a certain aspect.
posted on November 7th, 2010, 11:21 pm
Yep.  Even if the idea as a whole wouldn't make it in, often times they will take part of an idea and augment it to suit their purposes.  It might even end up completely different from what you were thinking, but  something in what you wrote might spark an idea in Optec or even someone on the forums.  How many times have I or someone else proposed on "ok" idea, and several people added a different perspective to it that made it really cool?

I can't say I really agree with this idea as a whole, but Ray is correct on this one.  It might give someone else another idea that helps the game out. :thumbsup:
posted on November 7th, 2010, 11:26 pm
Spot on, Malfoy :D
posted on November 7th, 2010, 11:39 pm
I love this idea.

The borg are not like the other races, fleet ops allready semi shows that with things like lack of vet status for ships.

This just takes it to the logical conclusion.

Prehaps have adaptation modules give all ships a global % bonus against that race, and either remove the adaptor or find it a new role.

Probe modules: The combat ones should be more expenseve, to prevent a over powerd  rush being possible.

Veteran Levels: Borg dont have them, BUT they adapt. Replace add an adaptation station, similar to the tech assimilator, it eats up a ship, and for each number of ships you assimilate, you get a % defense/offense bonus against that ship, and a smaler racial bonus, up to a max level. Assimilating a starbase takes you at least half way to the max % against that race, assimilating a research station gives you 30% max adaptation, and makes you immune to special weapons researched from that station. Take a ship yard, and you get to max adaptation level for all ships from that yard AND their special weapon.
posted on November 7th, 2010, 11:46 pm
Actually Tok'ra I'm pretty sure that Optec has said before that he'd LIKE to have a Borg experience system.  I'm not sure when that will happen but I'm pretty sure it's something they plan on implementing when they are ready.  :D
posted on November 7th, 2010, 11:56 pm
The experience system would be more realistic.  The more the Borg assimilate, the better their technology gets and the easier it is to assimilate other vessels.  To a point.
posted on November 8th, 2010, 12:03 am
Yeah I've heard that before.

Not to toot my own horn but I think the basic idea of how to do it that I posted is the way to go for it.

The borg adapt, assimilation speeds adaptation, thus killing ships gives a slow boost against that ship/race and assimilating that ship gives even better adaptation against that ship/race.

Prehaps rather than giving a per ship type bonus on kill/assim, give a weapon type bonus.

So for example, kill/assim a photon torp armed ship, and you get a base defenseve bonus against all photon types.

For disruptors, have the bonus be against beam/pulse types of each race prehaps.

Prehaps give the Rom turret in projectile mode a LARGE damage% bonus against the borg, as they dont do well when ya just shoot em with a projectile weapon (or just make that the one weapon that they dont get any adaptation to)
posted on November 8th, 2010, 7:05 am
I've only been back on these forums for a day now and, gathering from other posts as well, I'm already getting the picture that TCR_500 and I are probably the biggest Borg fans on here at the moment. So I'll add my two cents as well...
The Borg don't gain experience per ship... They gain experience accross their entire race! At least accross all Borg within communications range. I figure an experience system for the Borg is not needed, but race wide adaptations (much like research upgrades) when a borg ship assimilates some tech makes more sense.
I won't go into it too much here cause I'm not ready to announce it yet and this isn't my thread, but I'm working on a borg mod of my own. It will not only answer these questions and more, but it will eliminate the problems entirely. You guys are gonna think I'm completely off my rocker too, but I'm making a mod where the Borg only have 1 ship. That's it, no base, no buildings, no scouts, no watered down balanced anything... just one big bad cube that'll make Wolf 359 look like a quaint Sunday brunch.
posted on November 8th, 2010, 8:49 am
Chewybond wrote:You guys are gonna think I'm completely off my rocker too, but I'm making a mod where the Borg only have 1 ship.


Yes, i think you are  :D

I presume this thread is a bit redundant as the Borg redo i'm sure is already well laid out and underway... unless Optec and DOCa have been squandering their time drinking beer and eating pizza.  >:(

Out of all the factions the Borg are my least favorite to play.  I mean, i like the features of being able to choose your components etc, but I just find them too boring.  Hopefully the current redo will make them a lot more fun to play.

EDIT: PS: Won't just having 1 ship make them even more boring to play as? 
posted on November 8th, 2010, 11:18 am
I suggested getting rid of the Borg stations and replacing them with temporary frameworks.  I'd post my own Borg mod except I have no way to export to SOD.  And, it's taking longer than I anticipated to complete the Tereanan Empire mod.  A lot longer!
posted on November 8th, 2010, 11:26 am
for borg experience i would think the experience would be collective wide, ie no single ship gets experienced.

how to do this is a serious question, if u just have the borg get more experience by killing then the borg just get more and more powerful the longer the game runs. and the borg have tough enough ships to defend with.

maybe they could put a building back in that analyses captured alien ships to give collective adaption passives.

maybe for assimilate the bonuses could be to allow better assimilation, like stronger drones while for optimise the ships get stronger defence. the collective can focus its thoughts on important things.
posted on November 8th, 2010, 6:47 pm
How are you supposed to get collective-wide experience?
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