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The Borg - Star Trek Gaming

PhaserLightShow

Captain
Captain
I am working on a simple Star Trek combat game. I want to include the Borg and combat with them.
But how do I have consistent combat situations with them without complicated frequency/nutation/phase/modulation. Any ideas on implementation of a Borg cube and combat with them?

Shield Types -
Standard (Deflector)
Regenerative
Metaphasic/Multiphasic
etc.

Ship Format -
--Ship Name--
Shield Type: xx
Shield Capacity: xx
Main Power: xx
Aux. Power: xx
Beam Weapon Maximum Damage: xx, firing arcs
Torpedoes: number, damage, firing arcs

(can include more than one type of beam weapon and/or torpedoes)
 
You're too early in developing the main game to be able to decide how to work the Borg in. You need to get the basic core game rules stable first, and then you can figure out exceptions that don't break the rest of the game.

See the Andromedans in Star Fleet Battles as a good example. They don't use shields, but the game rules had to come up with a viable replacement for shields that do the same thing (protect the ship) and yet are different enough to not be "shields", that are powerful enough to make the Andromedans a threat but not so powerful they can't be beaten.
 
You're too early in developing the main game to be able to decide how to work the Borg in. You need to get the basic core game rules stable first, and then you can figure out exceptions that don't break the rest of the game.

See the Andromedans in Star Fleet Battles as a good example. They don't use shields, but the game rules had to come up with a viable replacement for shields that do the same thing (protect the ship) and yet are different enough to not be "shields", that are powerful enough to make the Andromedans a threat but not so powerful they can't be beaten.
Well, this is the same game as the one I presented that you saw (you saw the Miranda). I had an idea that you must roll to do damage to Borg Shields. On a 1 or 2 roll (out of 6) you could damage Borg defenses, perhaps.

@PhaserLightShow
 
Well, yeah, I knew it was the same game. That's why I said you need to get a basic set of balanced rules down first, and then you can start worrying about the Borg and what-not. That's not to say if in developing the basic rules you can't happen to think of how you might do the exceptions. Just put a pin in it for later. You may find the basic rules don't work, and you don't want to get fixated on "I need it to work that way because I have the Borg rules figured out."
 
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