Borg ship idea
Post ideas and suggestions on new features or improvements here.
posted on January 30th, 2013, 4:21 am
I have this idea for a Borg ship:
Icosahedron
60 Offense, 60 Defense, 60 System, Beam Weapon, Long Range, 80 Speed, 5900 Drones
Five module installation limit.
Beam Module: Adds a new beam weapon. The number of targets increases with additional modules of this type. Each added beam module decreases damage taken from beam weapons by 16% (+16 to Off/Def). Limit of three.
Holding Beam Module: Adds the Holding Beam special ability. The number of drones transferred per second increases with additional modules of this type. Limit of two. Each added holding beam module decreases damage and effects taken from special weapons by 20% and increases crew complement by 3000 (+10/+20 to Def/Sys).
Regeneration Module: Increases hull regeneration rate and reduces the chance of subsystem failure (+10 to Off/Def/Sys). Limit of two.
Tactical Armor Module: The largest Borg vessels have been spotted to carry heavy tactical armor plates. Those plates are several meters thick and their great polarization capacity is unmatched by the defense capabilities of any other technology. Weapons with low energy profiles are rendered almost useless against these vessels. Limit of one (+45 to Def).
Torpedo Module: Adds a Graviton Torpedo launcher or modifies existing Graviton Torpedoes to deal a portion of their damage as direct hull damage. Direct hull damage increases with additional modules of this type. Limit of two. Each added torpedo module after the first decreases damage taken from torpedo weapons by 9% (+30 to Off).
Some module for a special weapon. Limit of one.
Icosahedron
60 Offense, 60 Defense, 60 System, Beam Weapon, Long Range, 80 Speed, 5900 Drones
Five module installation limit.
Beam Module: Adds a new beam weapon. The number of targets increases with additional modules of this type. Each added beam module decreases damage taken from beam weapons by 16% (+16 to Off/Def). Limit of three.
Holding Beam Module: Adds the Holding Beam special ability. The number of drones transferred per second increases with additional modules of this type. Limit of two. Each added holding beam module decreases damage and effects taken from special weapons by 20% and increases crew complement by 3000 (+10/+20 to Def/Sys).
Regeneration Module: Increases hull regeneration rate and reduces the chance of subsystem failure (+10 to Off/Def/Sys). Limit of two.
Tactical Armor Module: The largest Borg vessels have been spotted to carry heavy tactical armor plates. Those plates are several meters thick and their great polarization capacity is unmatched by the defense capabilities of any other technology. Weapons with low energy profiles are rendered almost useless against these vessels. Limit of one (+45 to Def).
Torpedo Module: Adds a Graviton Torpedo launcher or modifies existing Graviton Torpedoes to deal a portion of their damage as direct hull damage. Direct hull damage increases with additional modules of this type. Limit of two. Each added torpedo module after the first decreases damage taken from torpedo weapons by 9% (+30 to Off).
Some module for a special weapon. Limit of one.
posted on January 30th, 2013, 8:27 am
Nice idea.
Dont know if it can be used, but it looks good.
Dont know if it can be used, but it looks good.
posted on January 30th, 2013, 9:51 am
The classic borg ship style enough and perfect. This idea is exaggeration 

posted on January 30th, 2013, 12:35 pm
This is meant to bridge the power gap between the Diamond (45/45/45) and the Cube (75/75/75). The Borg seem to like Platonic solids, so why not?
posted on January 30th, 2013, 2:13 pm
RedSnappa wrote:This is meant to bridge the power gap between the Diamond (45/45/45) and the Cube (75/75/75). The Borg seem to like Platonic solids, so why not?
except the big sphere, little sphere, probe and that god awful thing from descent (aka adaptor)
i don't think more shapes are particularly in order. i'd change modules to bridge the gap.
currently ever ship has to build with all its modules selected. a simple solution would be to build a ship with less than all its modules. eg on a cube, you could just leave the tactical armour off without needing to add something else. that way you can get a bargain basement cube, more powerful than diamon/pyramid, but cheaper than a cube with all 6 modules.
posted on February 9th, 2013, 4:00 am
Myles wrote:except the big sphere, little sphere, probe and that god awful thing from descent (aka adaptor)
There are only five Platonic solids: tetrahedron (triangular pyramid), cube, octahedron (diamond), dodecahedron, and icosahedron. I would say to have a Tetrahedron and an Icosahedron as avatar-specific ships for new Borg avatars. Tetrahedron might be more like an artillery ship, with a 20/10/20 starting point (as we have a 10/20/20 and a 20/20/10 already).
Myles wrote:currently ever ship has to build with all its modules selected. a simple solution would be to build a ship with less than all its modules. e.g. on a cube, you could just leave the tactical armor off without needing to add something else. that way you can get a bargain basement cube, more powerful than diamond/pyramid, but cheaper than a cube with all 6 modules.
This could easily be accomplished with a "null module" that gives no benefits, costs no resources, and has no limit. Hopefully the devs have thought of this.
posted on February 10th, 2013, 1:05 am
I used this same idea for my mod.
Basically, I added a module that has no cost, and just says 'empty', with the tool tip being 'None.
Doesn't install a module here.' (Straight forward, but it works.)
Right now, for the version I'm working on, I removed custom ships until I can finish the ODFs.
The version that's downloadable right now has it, and researchable modules, which prevent you from making overpowered ships too quickly. (Only a few are researchable, the rest are enabled.
)
Basically, I added a module that has no cost, and just says 'empty', with the tool tip being 'None.
Doesn't install a module here.' (Straight forward, but it works.)
Right now, for the version I'm working on, I removed custom ships until I can finish the ODFs.

The version that's downloadable right now has it, and researchable modules, which prevent you from making overpowered ships too quickly. (Only a few are researchable, the rest are enabled.

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