The Cyborg: Difference between revisions

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  |RaceCharacteristics=
  |RaceCharacteristics=
  |StrategyGuides=
  |StrategyGuides=
The following guides below may provide helpful information:
* [http://www.donovansvgap.com/guides/cyborg.htm I, Cyborg] by WarriorSol
* [http://www.donovansvgap.com/guides/borgcutter.htm Cutter's guide to the Cyborg] by Cutter
* [http://www.circus-maximus.com/borg2.htm Cyborg: Collective strategies] by Noysh
  |RacialAbilities=*Assimilation: Transforms [[natives]] into [[colonists]], allowing for massive colonist outputs supporting heavy infrastructure.
  |RacialAbilities=*Assimilation: Transforms [[natives]] into [[colonists]], allowing for massive colonist outputs supporting heavy infrastructure.
*Recover Minerals: A participating ship can recover minerals (hull cost + fuel) of each ship it defeats in combat, in reverse order ([[Molybdenum]], [[Tritanium]], [[Duranium]], [[Neutronium]])
*Recover Minerals: A participating ship can recover minerals (hull cost + fuel) of each ship it defeats in combat, in reverse order ([[Molybdenum]], [[Tritanium]], [[Duranium]], [[Neutronium]])

Revision as of 19:29, 23 August 2015

The Cyborg race icon from VGA Planets Nu

The cyborg are loosely based on the Borg from Star Trek the next generation. Loosely speaking, they could also be compared to the Cybermen in the Doctor Who universe, or any other half-human half-machine race with a predilection for turning organics into copies of themselves. Roleplay appropriately.

Race Characteristics

Strategy Guides

The following guides below may provide helpful information:

Racial Abilities

  • Assimilation: Transforms natives into colonists, allowing for massive colonist outputs supporting heavy infrastructure.
  • Recover Minerals: A participating ship can recover minerals (hull cost + fuel) of each ship it defeats in combat, in reverse order (Molybdenum, Tritanium, Duranium, Neutronium)
  • Repair Self: Any starships that do not move under their own power can repair 10% damage per turn it uses this mission.

Ship List

See The master ship list for a list of The Cyborg ships.

Important Ships

Strategy

Overall Strategy

The Cyborg, if all goes well, have the most powerful economy in the endgame: money is plentiful, minerals are plentiful, supplies are plentiful. The trouble, as always, is the question of how to translate this marvelous bounty into deadly, overwhelming force, and thence, to translate this force into scrap metal under your salvage beams. A smaller trouble is the limitation of taxation on the natives (20% max).

Logistics, the science of how to get what you have, to where you need it, is a constant travail of the Cyborg, your greatest strength, and your greatest weakness. A Cyborg player deprived of his Fireclouds is an easy target. Protect them. Do not expose them unnecessarily. Other players will be gunning for them, to capture them and to prevent their spawning fleets of cubes.

Three Fireclouds are required to make a two-way endpoint: one at each end as a target, and one to make the trip. Don't make a one-way Warp Chunnel if you can avoid it.

Early Game

  • Build B200s and spread them throughout the quadrant. Seek out forgotten crannies that other races fail to exploit, and assimilate them, or, at the very least, assimilate their natives in order to deny the benefits of those natives to your future enemies.
  • Make a friend early. Make two friends early. Make as many friends as you possibly can.
  • Nearly everyone will gun for you on general principles: your ships are weak, your planets are easily rooted out, and most players know that the time to deal with the Borg is before they have cubes.

Midgame

Endgame

  • Things can get extremely nasty for the borg's enemies. The borg rule straight up conventional warfare in the end-game.
  • 30+ cubes appearing to break everything in sight is not unheard of, attacks come from all directions simultaneously, their fleet resupplies, arms and refuels like no other. It can be a nightmare scenario.
  • Example finished games on nu: Rebirth3, Beta 2, and especially the Taurus War]

Notes

Alliances

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man

Enemies

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man