A Revolutionary Borg

Post ideas and suggestions on new features or improvements here.
posted on May 25th, 2013, 2:00 pm
I want to start by saying I love FleetOps. Its the best total convert and the most sensible.

Now, I ask you, consider the challenge of keeping each race unique and the gameplay fun. Each race accommodates a certain style in a way that feels canon. To that end, I propose a Borg that you might consider a evolution of traditional Borg, but in a way that seems canon.

Area Assimilation: Let that thought simmer for a second. Instead of an incubation center that generates connections and supply, assemble structures that assimilate space. The core structure would be called 'Assimilator'. It can be added to a uni-complex and either become a recycler to harvest energy from assimilated ships or add to the energy supply with something akin to bussard collectors. These assimilators could be built onto a nebula or asteroid field. Nebula assimilators are big energy producers. Damaging nebula might add +1 offense for all ships and structures. There would be something similar for the others like +1 def or system, or boosted sensor range. An asteroid field Assimilator generates tritanium as well as a little energy. These outputs can be drastically improved if a uni-complex is then connected to them. The Assimilator could also be built onto moons, eliminating the mining ship concept which I have never cared for. Finally, they can be built in open space by themselves and automatically become a collector.

Structure Assimilation: Congrats! You've assimilated a storage dock, but not the mining ships! Or surprise! Fleet yard! You could decommission it, but where's the fun in that? With the handy dandy Assimilator, turn those useless energy consumers into producers. By the end of the game, if you played right, you should see a terrifying picture of the galaxy's future.

Energy: A replacement for supply, it dictates what you have in your fleet. The amount of energy you possess at any point is constant, but it decreases with each mobile unit (a ship) or solitary structures that don't produce energy on their own. If a vessel is lost in some way, the energy it consumed becomes available for other ships. Same for structures. The output of structures can be improved with upgrades.

Ship Construction: When I first saw the Up link blow up, I hoped it was a glitch. I was wrong, wasn't I? I don't ever want to see that thing again. A construction module will work for starters. Want Probes? Okay. Scoutcubes, Dodecahedron, or an Adapter? Why not? Anything else, and you're going to need a transwarp module. Such a massive chassis requires a vast construction operation that your operational grid is insufficient for such activity. It's like building the magnificent Starfleet HQ in the badlands. You'll still have to consume the same resources, possibly more, but you can request ships with the same modules and customization you had before with the transwarp network module. You can also set the portal in any location you want. This can be risky since this portal can be collapsed by direct weapon's fire.

Buffs and Nerfs: The Collective's weakness has always been it's interdependency. That should always be the case in FO. Energy collection accomplishes this goal. Ships cannot be built unless sufficient energy is available, and if a source is lost, ships will be chosen at random for auto self-destruct until the value is no longer negative. However, in the worst case, you have a manual self-destruct. If you believe you're about to lose a source, all Borg ships are able to self-destruct and deal area damage relative to chassis size. With that despairing bit of info, you can take comfort in knowing all ships and structures are armed to a acceptable degree and all attributes are raised a little for structures and constructable ships and 'transwarp-in' ships will see significant buffs.

Keeps: The manner in which the Borg get their special abilities. :sweatdrop: Possibly, you might pick special abilities with your 'transwarp-in' ships. Dilithium and Tritanium consumption is obviously a given.

Thanks for reading. All opinions welcome.
posted on June 7th, 2013, 9:53 pm
I like everything about this except one problem. Supply is the old Officers resource and Collective Connections is what was Biomatter. Since there is no avalible sixth resource and due to the fact that more can't be created, you would have to lose CC or somehow combine CC and Energy. While changing Supply to Energy for the Borg would do so for everyone else so, thats obviously out of the picture. We'll have to see what the NX Project is all about because it might be doable then but, thats years away.
posted on June 8th, 2013, 5:42 pm
Hmm, that is a pickle. So then Latinum is the same as Biomatter? (Exploding freighters had made them worthwhile again :shifty: )

That certainly sounds like an NX project then. Although I wouldn't mind converting CC to Energy. Energy would be more dynamic and unique to the Borg. CC to me is just another resource issue solved by 'mining' enough of it.

The immediate alternative would simply have Assimilator stations generate CC along with the attribute buffs.
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