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Post by alandrew456 on Jan 30, 2013 10:35:56 GMT
There was a little discussion over on Moddb and Reaper_Armada said to bring it here : { Original post by Airaviper: Mod idea: Sense we could get Ex-Cerberus assets in mass effect 3 could we make it so the Council broadcast station(or whatever structure is similiar) can recruit a small Ex- Cerberus fleet( of like, 2 cruisers, 4 frigates, and some fighters?) Kindof like the TEC Rebels ability to summon pirate fleets in default Rebellion. }
{ Lockerd Reply: I believe it is already set to have batarians alone in the call pirates ability. }
{ Wolfrahm Reply: If they do that then they'll have to also eventually allow the non-heretic Geth and Batarians to be recruited by the Council. Eventually making the mod confusing as you have Cerberus fighting the council who has Cerberus forces and Batarian forces fighting Batarian forces who are part of the Council and Council Geth fighting Reaper Geth... so, in my opinion, no. }
{ My reply :Couldn't you have it so instead of one race of ships summoned per research and have a predicament, instead have it summon a small amount of ships from each race rallying to the Council ?? }
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Post by Reaper_Armada on Jan 30, 2013 11:15:23 GMT
Thanks for brining it here. It can be done but I'm not sure about the idea.
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Post by alandrew456 on Feb 12, 2013 1:47:16 GMT
I don't know if anyone on the team will see this on Moddb since comments tend to get buried but, here's something that someone suggested:
[ TheAncientOne: hey just as an idea for an ability of the live ship would it be possible to make so that it can target a resource asteroid for a boost of the materials that the asteroid contains] [ Joccaren's reply: In what way? There is no finite amount of Metal or Crystal in Asteroids in Sins. Its unlimited. Increasing the amount of resources that the Asteroid contains would be impossible as you can't increase it past an infinite amount. You could, however, give a temporary [Or permanent, but that's be OP really] increase to its resource generation rate - at least I think you can. Been too long since I've played around with modding Sins.]
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Post by Wolfrahm on Feb 12, 2013 5:50:11 GMT
Well, I like the idea.
I'm sure it is possible to get a instant resource boost, after all there is the blackmarket and gifts of resources, which give a instant fixed amount of resources. I'm also thinking this ability should only be able to be used on hostile and neutral asteroids.
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Post by davenport94 on May 28, 2013 17:21:38 GMT
I recently got this idea from the codex, and ME2-3 lore, for Cerberus.
Cerberus/Synthesys--ReaperTech Augmentation: These cybernetic implants developed form technology scavenged from the omega4 relay make possible to cohercitively "recruit" human civilians and transform them into deadly assault troopers in a very short amount of time; this significantly increase your numbers and reduces the time necessary to build your army, even if the cost increases slightly due to the heavy armour your soldiers are now wearing....This research increases the unit/capital ship maximum number by a TOT. and decreases the time necessary to build any unit and/or station by 65%, but they result more expensive by 30% of their original price.
Cerberus/Pure Human--Phoenix Program: This extensive training bolster your forces with biotic powers and commando-grade weapons and preparations, thus increasing their efficiency and resilience in combat; every occupied planet will have a garrison increase, thus making it much harder to conquer for enemy forces....This research increases the health of every owned planet (or station-Omega/Citadel) by a 50% and reduces damage taken from enemy invasions (bombardment) by 50% as well.
These two research are meant to be costly, high tier ones...to avoid Cerberus being Overpowered....
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Post by Wolfrahm on May 29, 2013 9:41:41 GMT
Cerberus/Synthesys--ReaperTech Augmentation: These cybernetic implants developed form technology scavenged from the omega4 relay make possible to cohercitively "recruit" human civilians and transform them into deadly assault troopers in a very short amount of time; this significantly increase your numbers and reduces the time necessary to build your army, even if the cost increases slightly due to the heavy armour your soldiers are now wearing....This research increases the unit/capital ship maximum number by a TOT. and decreases the time necessary to build any unit and/or station by 65%, but they result more expensive by 30% of their original price. Overall this is a good idea but veteran SoaSE players would not think it a good idea to exchange resource cost for a decreased construction time and increased capacity. Consider of the following scenario: In the first stage of a game the Cerberus faction has enough initial resources to build a fleet of two dozen ships (consisting of a capital ship, a few cruisers and mostly frigates) all at a medium resource cost. Those resources where used up during the construction of the aforementioned ships, and since the ships are built at a medium speed, they drain resources at a fairly gradual rate. And so a stable economy is ensured. In the last stages of the game the Cerberus faction decides to research Synthesis - Reaper-tech Augmentation. Initially it's alright, as by now the faction has expanded throughout the system and has a much larger resource base than before. They have the capacity for a substantially larger fleet, so they queue building that fleet. Then the resource drain hits them. The increased build speed turns out to be a double edged sword as it more than doubles the resource consumption rate. When you factor in the increased resource cost as well, then you've got an unstable economy on your hands. Hey, wait. Scratch everything I've just said. This sort of research ability is exactly what would make Cerberus feel authentic. Initially (in Mass Effect 1 and 2) The Illusive Man was relatively cautious (which coincides with the first stage of gameplay as I illustrated above) and then later on (in Mass Effect 3, after various Reaper-tech research was conducted) Cerberus went all-out and on the offensive (i.e. staging offensives on the Citadel and even the Salarian and Krogan Homeworlds) which coincides with the last stage of gameplay. This would be a good Suicide Run research ability. You're going to sacrifice you're economy for a killing blow. Cerberus/Pure Human--Phoenix Program: This extensive training bolster your forces with biotic powers and commando-grade weapons and preparations, thus increasing their efficiency and resilience in combat; every occupied planet will have a garrison increase, thus making it much harder to conquer for enemy forces....This research increases the health of every owned planet (or station-Omega/Citadel) by a 50% and reduces damage taken from enemy invasions (bombardment) by 50% as well. This won't help much at all against the Reapers (Who'll have their invasion (bombardment) tech to such a level that they'll conquer planets almost within seconds of starting) and against the Council it would make gameplay extremely slow (similar to how Entrenchment was). Just remember that Cerberus is supposed to be the guerrilla faction not the turtling faction (I don't think any of the factions can be considered a turtle faction).
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Post by SenjiBen on May 30, 2013 1:55:04 GMT
^^^ Now this sounds cool, for me as a player anyway. Slowly building and protecting an economy, then blowing it all on a single suicide run for the enemy Capital, definitely. Though as far as turtle factions go, I think that perfectly describes the Citadel Council, even including the Systems Alliance. Also you could consider giving the Reapers a nod in their late research towards turtle shelling up, like after they seized the Citadel in ME3. Anyway, my two cents worth.
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Post by threehell on Jun 5, 2013 19:57:02 GMT
For the Council Civilization tree one of the culture upgrades could be a insurgency that has a one time effect to disable all production harvesting etc. if the planet is not fully harvested until a new collector ship comes into orbit to stop the abillity
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Post by davenport94 on Jun 19, 2013 20:09:48 GMT
Hi, here's a new idea (i hope, dunno if it's been mentioned before)!!
Soooo......what do the reapers do when they're finished building a reaper for each species of the cycle (the sovereign-class from the most adaptable and destroyer class from the others)?
I guess they'll need to wipe out the remaining population on all the colonized worlds, right?
So i figured that it should be possible to repurpose the Vasari loyalist "Stripped to the core" research, keeping the same mechanism (it is triggered as the planet is abandoned) but leaving behind, instead of a Dead Asteroid, a determined planet type only obtainable by reapers in this fashion...
Extinction process: Since the genetic material of the species of this cycle is no longer useful, reapers are preparing to leave the planets under their control: therefore all "processor" ships on said planets are re-purposed to the creation of the resources and reaper ground troops necessary for the final push against those who still resist..... and the utter devastation left on the ground will make it impossible for the following species to identify what happened to their predecessors.
This research gives the same amount of resources of "stripped to the core" (always depending on the type of planet being davastated) and leaves behind a "Wasteland" type planet, which can support 0 population but is still usable by enemy (or allied) military forces if colonized, with emergency facilities and logistic/tactical slots planet development capabilities reduced by 50% of the original world, while civilian facilities reduced to 0, thus making it a constant credits drain because of the destruction unleashed upon it (underdevelopment).
This should make it different from a Dead asteroid (since the latter has very limited tactical capability and 0 logistics, whilst the "wasteland" still has logistics) .....and of course the textures should also be made accordingly....
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