Iceman wrote: ↑Thu Aug 24, 2023 6:32 pm
I lowered the cost of the shipyard to 5000, which should revert it to previous build times.
Cool! Will be testing this asap.
Iceman wrote: ↑Thu Aug 24, 2023 6:32 pm
I've been meaning to make some changes to Borg buildings for some time, maybe itis now that time. I'm not happy with some of the buildings/bonuses.
Central Alcove: +100% Ground Combat
Although it kind of makes sense that the homesystem is better protected, you can actually turn this building off while it is not needed (most of the game?), which is kind of lame. It should probably have a permanently needed (important) bonus.
What I have in mind is, when I add a new bonus for Fleet Support, the CA would have that bonus (instead of the currently harcoded minimum support).
Agreed, now it serves next to no purpose for most of the game.
The fleet support is the option I'd go for!
However, I would like to see the fleetyard in the homesystem though!
Could it do both?
I'd absolutely love that!
Iceman wrote: ↑Thu Aug 24, 2023 6:32 pm
Another option would be to make it the +Shipbuilding building (instead of the Unicomplex), kind of mimicking the empires - the homesystem would be the fleetyard with enhanced output, and other systems would only have shipyards (maybe with a slightly increased output).
Could other shipyards get the production bonus other empires get, or something similar? (when production is idle in system, % of production goes to shipyard) It wouldn't have to be an as high a % as the other empires, but I feel there should be some reward/purpose of owning a 600-pop system, especially now that the PF for research are so expensive, and intel serves basically no purpose for the Borg in the later game (as it stands now anyway).
Iceman wrote: ↑Thu Aug 24, 2023 6:32 pm
Hive Link:
Should we split this one into 2 separate buildings, each with one of the bonuses
I guess we could do. But what exactly do we gain from this though? Just another building to build, so that the build list in assimilated colonies is longer?
Iceman wrote: ↑Thu Aug 24, 2023 6:32 pm
Unicomplex:
As per above, drop the +Shipbuilding bonus and either make it generate one of the resources of the Hive link, or the +ScanRange ability of the Subspace Analyser (which we would get rid of?).
Could this building give the % bonus from idle production instead of the flat %?
I kind of like the subspace analyzer
Iceman wrote: ↑Thu Aug 24, 2023 6:32 pm
I'm also not sure about the Processing Node. The idea was to have the Borg capture ships during combat, which would then be scrapped at the PN to gain resources. It might be too gimmicky though. The 50 energy cost also makes it one of those buildings that you will only activate when needed (might as well have no energy cost?).
OOOOH! can we please get to capture enemy ships! OMG that would be awesome! Just imagine a fleet of Borg cloaked Warbirds, Vor'chas.. my imagination is going wild! Gimmicky? Not in my book.
As for the PN, I haven't yet found a use for it in any of my games.
If we were in fact be able to capture enemy vessels, it could very useful - You see, Early Borg games are all similar in one way: Lack of Duranium. This isn't a bad thing, mind you, because otherwise, the Borg would get too strong too quickly. The Borg are forced to build a Tritanium Forge as the first building in most colonies, especially early game, but this continues well into mid game. Capturing ships and getting duranium from them via the PN could change this..
However, perhaps the captured ships need to be towed by a cube (each) to the nearest PN? - this would possibly give the empires some breathing time between Borg attacks. Plus, by going back and forth with captured ships, the Borg will finally start using some of that deuterium stockpile that's been steadily rising.
Also, captured ships could self destruct after a finite amount of time (7 turns?) if they're not brought into a PN by then - to add urgency, and to prevent abuse. It would be even more cool if there was a random time of self destruction! Say, at any time between turn 4 and turn 10. Perhaps it could even damage the cube's hull, warranting repairs..
That's my two cents anyway.. anyone else have any ideas?