Dawn of the Reapers
« Faction Superweapons... »

Welcome Guest. Please Login or Register.
May 20, 2013, 4:46pm


Dawn of the Reapers
Welcome to our forum!

We hope you enjoy your stay. If you are an existing member, please login below. Otherwise, please register.

Login using your social network or forum account:
Keep me logged in
Username:
Password:


Dawn of the Reapers :: Dawn of the Reapers :: Suggestions and Ideas :: Faction Superweapons...
   [Search This Thread][Reply] [Share Topic] [Print]
 AuthorTopic: Faction Superweapons... (Read 396 times)
Wolfrahm
Global Moderator
*****
member is offline

[avatar]



Joined: Jul 2012
Gender: Male
Posts: 170
Location: WC-South Africa
Karma: 9
 Faction Superweapons...
« Thread Started on Sept 9, 2012, 1:22pm »
[Quote]

-Council: The Crucible, which either allows you to destroy or control any Reapers in a gravity well or possible act as a massive EMP.


-Cerberus: A huge nuke (with somewhere around a 100Mt blast yield)

Now for my Idea of the Reaper Superweapon:

An Alpha Relay Cannon, Effectively a mass effect propelled Mass Relay capsule that can be fired into systems to allow direct travel between that system and other relays (similar to the Visari's kostura cannon's phase stabilizer effect except the Alpha Relay Cannon would have a a permanent effect). It would allow the Reapers to remotely place Mass Relays in any system they wished ,so they could jump straight to it if they wished. The Reapers should be able to build Alpha Relays and normal Relays.

[image]

This idea though is now not valid anymore, due to a change in the Reapers abilities:

Lord_set:"Close to the end of the tech tree they will allow reapers to jump into any system they have previously been to before"

I think it is a bit overpowered. In ME1 it was already established that even the Reapers needed to use the Mass Relays to travel great distances in a short enough period of time.

What do you guys think about my idea?
« Last Edit: Jan 12, 2013, 11:09am by Wolfrahm »Link to Post - Back to Top  IP: Logged

I'm a Mental-Masochist; your arguments hurt me and I like it.
spud
Salarian Hatchling
*
member is offline





Joined: Sept 2012
Gender: Male
Posts: 10
Karma: 0
 Re: Faction Superweapons...
« Reply #1 on Sept 26, 2012, 8:26am »
[Quote]

I Don't Think The Reaper would need a superweapon besucsea of there sherrpower and firepower.
Link to Post - Back to Top  IP: Logged
Wolfrahm
Global Moderator
*****
member is offline

[avatar]



Joined: Jul 2012
Gender: Male
Posts: 170
Location: WC-South Africa
Karma: 9
 Re: Faction Superweapons...
« Reply #2 on Sept 26, 2012, 10:50am »
[Quote]

It's not really a super weapon, more of a super support ability.
Link to Post - Back to Top  IP: Logged

I'm a Mental-Masochist; your arguments hurt me and I like it.
spud
Salarian Hatchling
*
member is offline





Joined: Sept 2012
Gender: Male
Posts: 10
Karma: 0
 Re: Faction Superweapons...
« Reply #3 on Oct 2, 2012, 9:01pm »
[Quote]

in what why like indoctrination? or supporting the ships
please no bescusea i play a star treak mod and the Brog killed as soon as i came into contact
Link to Post - Back to Top  IP: Logged
Wolfrahm
Global Moderator
*****
member is offline

[avatar]



Joined: Jul 2012
Gender: Male
Posts: 170
Location: WC-South Africa
Karma: 9
 Re: Faction Superweapons...
« Reply #4 on Oct 9, 2012, 1:29pm »
[Quote]

Support as in allowing instant and direct travel between two previously unconnected planets.
It certainly has little to do with indoctrination directly.
Link to Post - Back to Top  IP: Logged

I'm a Mental-Masochist; your arguments hurt me and I like it.
davidt0504
Salarian Hatchling
*
member is offline





Joined: Aug 2012
Gender: Male
Posts: 21
Karma: 3
 Re: Faction Superweapons...
« Reply #5 on Oct 9, 2012, 5:28pm »
[Quote]

I think it would be worthwhile having 2 super weapons per faction.

Hear me out.
1 researchable super weapon in each different branch. In other words a wuper weapon for Cerberus Pure Human and another for Synthesis. (Btw it might be cool for Cerberus to be branched into Control and Synthesis instead of Pure human).

This wouldn't be as necessary for the Council or Reapers I guess but it would be cool for Cerberus to have either a massive weapon or something more subversive depending on how you branched into the Tech trees.
Link to Post - Back to Top  IP: Logged
Wolfrahm
Global Moderator
*****
member is offline

[avatar]



Joined: Jul 2012
Gender: Male
Posts: 170
Location: WC-South Africa
Karma: 9
 Re: Faction Superweapons...
« Reply #6 on Oct 9, 2012, 5:40pm »
[Quote]


Oct 9, 2012, 5:28pm, davidt0504 wrote:
I think it would be worthwhile having 2 super weapons per faction.

Hear me out.
1 researchable super weapon in each different branch. In other words a wuper weapon for Cerberus Pure Human and another for Synthesis. (Btw it might be cool for Cerberus to be branched into Control and Synthesis instead of Pure human).

This wouldn't be as necessary for the Council or Reapers I guess but it would be cool for Cerberus to have either a massive weapon or something more subversive depending on how you branched into the Tech trees.


I don't mind the concept. The implementation of this concept would be the problem though.
Link to Post - Back to Top  IP: Logged

I'm a Mental-Masochist; your arguments hurt me and I like it.
jedicolin
Salarian Hatchling
*
member is offline





Joined: Mar 2013
Gender: Male
Posts: 8
Karma: 1
 Re: Faction Superweapons...
« Reply #7 on Mar 20, 2013, 11:06am »
[Quote]

The reapers could just use the star child as a super weapon...
Link to Post - Back to Top  IP: Logged
Shockmatter
Mod Team
*****
Mod Information
member is offline

[avatar]

I'm a simple guy with extreme tastes. I like shiny and pointy objects.



Joined: Jul 2012
Gender: Male
Posts: 57
Karma: 10
 Re: Faction Superweapons...
« Reply #8 on Mar 25, 2013, 6:40pm »
[Quote]

Would Cerberus' nuke hit the planet like the TEC's Novalith or will it effect ships/structures in the gravity well?
As for the Reapers I'd say they should be able to fully indoctrinate a planet (bring it fully under control and uncapturable by other factions for a WHILE)
Link to Post - Back to Top  IP: Logged

-Shock "Ecstatic" Matter
Wolfrahm
Global Moderator
*****
member is offline

[avatar]



Joined: Jul 2012
Gender: Male
Posts: 170
Location: WC-South Africa
Karma: 9
 Re: Faction Superweapons...
« Reply #9 on Mar 26, 2013, 8:04pm »
[Quote]

I'm hoping the C.A.R.E cannon will damage everything in a gravity well, including the planet.


Mar 25, 2013, 6:40pm, Shockmatter wrote:
As for the Reapers I'd say they should be able to fully indoctrinate a planet (bring it fully under control and uncapturable by other factions for a WHILE)


That's seems like a good idea for a Reaper titan ability.
Link to Post - Back to Top  IP: Logged

I'm a Mental-Masochist; your arguments hurt me and I like it.
jedicolin
Salarian Hatchling
*
member is offline





Joined: Mar 2013
Gender: Male
Posts: 8
Karma: 1
 Re: Faction Superweapons...
« Reply #10 on Mar 27, 2013, 6:43pm »
[Quote]

Nobody likes my idea :(
Link to Post - Back to Top  IP: Logged
Wolfrahm
Global Moderator
*****
member is offline

[avatar]



Joined: Jul 2012
Gender: Male
Posts: 170
Location: WC-South Africa
Karma: 9
 Re: Faction Superweapons...
« Reply #11 on Mar 30, 2013, 2:38am »
[Quote]

You can't use the star-child because I put a bullet through its skull.
Link to Post - Back to Top  IP: Logged

I'm a Mental-Masochist; your arguments hurt me and I like it.
jedicolin
Salarian Hatchling
*
member is offline





Joined: Mar 2013
Gender: Male
Posts: 8
Karma: 1
 Re: Faction Superweapons...
« Reply #12 on Mar 30, 2013, 4:35am »
[Quote]

Haha good job wolf. I like your ideas.
Link to Post - Back to Top  IP: Logged
whenix
Salarian Hatchling
*
member is offline





Joined: Apr 2013
Gender: Male
Posts: 17
Karma: 2
 Re: Faction Superweapons...
« Reply #13 on Apr 2, 2013, 5:11pm »
[Quote]

Been reading this forum a couple of weeks now, there really are some good ideas.
Since positive criticism is Welcome, here i go!

The reapers, as powerfull they may be, they also build slow and are expensive if im correct. this should in a sense make up for the weaker vessels of the council and cerberus that build at a faster and economic cheaper way.

That say'd,
If "The Crucible" can completely destroy incoming reapers, i find that overwheling... however, suvere damage to the reapers (not geth and collector ships) or temporary control of reaper ships or detering them from the gravity for 15 or 20 minutes makes more sense. especialy if placed in frontline planets as a first defense so your fleet can mobilize to the planet. thats tactical and fun! This also give collector and geth capital ships a bigger role later on and wil ensure them being build allong the way...

the Reaper superweapon is an awsome idea :-D

cerberus... could be fun... hoping for a big bang... but that in turn would not bother the reapers i think ;-)
« Last Edit: Apr 2, 2013, 5:13pm by whenix »Link to Post - Back to Top  IP: Logged
whenix
Salarian Hatchling
*
member is offline





Joined: Apr 2013
Gender: Male
Posts: 17
Karma: 2
 Re: Faction Superweapons...
« Reply #14 on Apr 5, 2013, 8:25am »
[Quote]

Instead of a reaper superweapon, we could allow them to build 2 titans haha :-P (i know its overwhelming but it would be so cool to see 2 large super reapers combined whit an armada of capital reapers :-P)

the short version, goodby advanced organic life, where gonna make a brand new reaper out of you! lol!
Link to Post - Back to Top  IP: Logged
   [Search This Thread][Reply] [Share Topic] [Print]

Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!
Terms of Service | Privacy Policy | Notice | FTC Disclosure | Report Abuse | Mobile