|
Post by cowgirl on Sept 18, 2012 12:18:47 GMT
Council, military
Javelin Disruptor Torpedoes/Pre-thanix cannon, tier 1,2,3. Thanix prototype, tier 1,2. Thanix cannon, tier 1,2
Kinetic barriers, tier 1,2,3 Multicore shielding / Cyclonic Barrier, tier 1,2 Copied Sovereign shielding tier 1,2
Ablative Armor, tier 1,2 Silaris heavy ship armor, teir 1,2
|
|
|
Post by davidt0504 on Oct 16, 2012 17:54:15 GMT
I havent read this thread all the way through so I'm sorry if I repeat things people said but I'm typing this in kind of a hurry. Here's some misc tech ideas: Solarics Armor for armor upgrades. Cyclonic barriers for sheild upgrades. Thanix cannon research/improvements. Quantum Entanglement Communications for culture upgrades. Krogan clans for improved council bombardment (assuming bombardment is going to be replaces by shuttles for invasion forces) The Migrant Fleet (high level research that will boost the fleet capacity) or alt Geth Quarian peace which will boost the fleet capacity. Improved VIs for better response rates (this could be shield restore or weapon firing frequency.) I might think of some more later lol but now I must finish studying
|
|
|
Post by Reaper_Armada on Oct 21, 2012 5:36:02 GMT
Working on the Research trees in a couple of weeks. Starting drafts now. Get keen.
|
|
|
Post by Wolfrahm on Oct 21, 2012 8:20:00 GMT
[number of research structures needed] name of research (/number of improvement slots)
Reapers, diplomacy section: [2]Repressive stimulus(/1) >> [3]Infrasound permeation(/1) >> [4]Ultrasound desensitizing(/1) >> [6]Electromagnetic disorientation(/1) >> [8]Nanite brain-alteration(/2)
Hull and armour improvement section: [3]Exotic metals(/2) >> [4]Memory alloys(/1) >> [6]Nanite micro-construction(/2) >> [7]Self-repairing armour(/1) >> [8]Synthetic-biological construct(/2)
Shielding improvement section: [2]Capacitive kinetics(/2) >> [4]Compound barriers(/2) >> [5]Ultra-cyclonic barriers(/1) >> [6]Algorithmic design(/2) >> [7]Viscid Barriers(/1)
Planet bombardment (invasion & harvesting): [1]Husk ground forces(/1) >> [2]Geth drop-squads(/1) >> [5]Collector shock-troops(/2) >> [6]Advanced Reaper forces(/2)
Cerberus Diplomacy section: [1]Puppet figures(/1) >> [2]Corporate fronts(/1) >> [4]Council sympathizers(/1) >> [5]Sleeper agents(/1) >> [7]Proto-indoctrination(/1) >> [8]Sanctuary Reaper control tech(/2)
|
|
wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
|
Post by wombatleader on Oct 21, 2012 17:19:24 GMT
I already threw dozens of ideas towards the creation of the tech tree But i'm still thinking of possible new ideas.
|
|
|
Post by Reaper_Armada on Oct 21, 2012 21:13:13 GMT
What I'm saying is, me and Shockmatter have started to build the trees. Thanks for the ideas everyone.
|
|
wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
|
Post by wombatleader on Oct 22, 2012 1:51:46 GMT
*hoping he sees some of his ideas in it*
|
|
|
Post by Wolfrahm on Oct 22, 2012 18:28:48 GMT
[number of research structures needed] name of research (/number of improvement slots)
Reapers
"Resources" collection section: [2]Populace assimilation(/2) >> [3]Improved population processing(/2) >> [4]Mass Enthrallment(/2) >> [6]Dark space Harvest fleet(/2) >> [8]Nanite Harvesting Swarm (/2)
"Communications"(culture) spread section: [1]Consensus(/1) >> [2]Collector comm hubs(/1) >> [4]Massive geth comm arrays(/1) >> [6]Dyson sphere(/1) >> [7]Extensive quantum entanglement(/1)
Eezo collection section: [3]Eezo-mining AI stations(/1) >> [4]Specialized mining drones(/1) >> [5]Eezo catalystic compounds(/1) >> [6]Nanite Eezo processing(/1)
"Communications"(culture) bonuses (recieved by allied ships in same gravity well as a allied Reaper) [2]Networked Geth ships(geth ships)(/1) >> [3]Collector Oppression(collector ships)(/1) >> [4]Harbinger of the Reapers(standard Reaper ships)(/1)
Cerberus
Cerberus Invasion (Planet bombardment and requisition) improvement (improves planet bombarding damage e.g. troops sent in shuttles onto a planets surface) [3]Genetic modification(/2) >> [5]Genetic restructuring(/2) >> [6]Proto-huskification(/2) >> [7]Cybernetic augmentation(/2)
[4]Economic Parasite(/3) (Cerberus Capital ships steal resource income from enemies if the ships are in the enemies gravity-well) from (0.05/0.1/0.15) Resources,Eezo and Credits per second
Fleet capacity modification [6]Mass cloning(/2) plus (10%/20%) fleet cap
|
|
|
Post by harbinger87 on Oct 29, 2012 13:47:00 GMT
The reapers could have an ability to summon other reapers from dark space like the Vasari loyalists...via a mass relay or something
|
|
|
Post by xphoenixsquadx on Oct 30, 2012 22:33:11 GMT
I feel that in rebellion, someone could get a titan up in the first 20 min (not that it was me or anything), since titans are supposed to be the biggest, baddest, strongest ships in the game, there should more research needed to build one of these so that people can't rush the titan during the "expand" stage of the game. I was also thinking that there should be more levels within each tier, making the titan a late game prospet and must take a ton of resources to make. Meaning that if your going to get one, there has to be a very good reason behind it (like lets say, i don't know..... a reaper invasion)
|
|
|
Post by Wolfrahm on Oct 31, 2012 8:18:01 GMT
more levels within each tier, making the titan a late game prospet and must take a ton of resources to make. Meaning that if your going to get one, there has to be a very good reason behind it (like lets say, i don't know..... a reaper invasion) I suspect only the Reaper Ravager Titan will be a true Titan, the other Titans will most likely be called Titans only in consideration to their function and not their size or strength. The Reaper Ravager Titan should require at-least 6 research structures and really a lot of resources to build. While the other Titans should be much cheaper, well at-least compared to the Ravager. Remember that the Destiny Ascension would have a hard time taking out a normal reaper (capital ship) even though it's a titan.
|
|
|
Post by harbinger87 on Oct 31, 2012 19:13:38 GMT
What would a reaper capital ships base hit points and damage be approximately, like a harbinger or sovereign class? Will the reapers generally be strongest race in the game even initially or will their shielding and weapons be balanced...
|
|
|
Post by Reaper_Armada on Oct 31, 2012 23:51:37 GMT
It is asymmetric gameplay.
|
|
|
Post by harbinger87 on Nov 1, 2012 12:06:10 GMT
I see. Reaper fun with citadel cannon fodder.
|
|
|
Post by Lockerd on Dec 9, 2012 2:50:30 GMT
*EDIT REMOVED*"
|
|