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Post by Reaper_Armada on Jul 29, 2012 7:01:33 GMT
How about in order to bring reapers from dark space you must build a reaper beacon (like object rho in The Arrival dlc) you can bring in a couple at a time and it has a large cooldown. When recruiting Reaper ships, the idea is that they fly into the gravity well once the time limit for their recruitment has been finished.
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Post by Reaper_Armada on Jul 29, 2012 7:03:30 GMT
The Turian battle prep is honestly a great idea. But i'm wondering something here Reaper. When attacking a planet, can you make it so different things are said compared when engaging in space combat? I don't understand what you mean? Are you talking about what the voices say when you order the ships to take specific actions?
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Post by Wolfrahm on Jul 29, 2012 7:47:32 GMT
Can you guys (the Mod team) improve the "group jump" feature from vanilla SoaSE, so that they actually jump as a group.
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Jul 29, 2012 16:02:17 GMT
The Turian battle prep is honestly a great idea. But i'm wondering something here Reaper. When attacking a planet, can you make it so different things are said compared when engaging in space combat? I don't understand what you mean? Are you talking about what the voices say when you order the ships to take specific actions? Exactly
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Post by xphoenixsquadx on Jul 31, 2012 18:56:45 GMT
The alliance dreadnought could have an admiral on board ability that raises the weapon's rate of fire and engine speed
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Post by Admiral Anderson on Aug 1, 2012 22:27:31 GMT
You could have the siege ships have a power called Krogan strike team that will lower the plants health by a large amount due to there combat prowess
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Post by cowgirl on Aug 1, 2012 23:07:58 GMT
Maybe frigates should have a "panic" ability that they can use against the Ravager, it lets them run away faster
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Aug 2, 2012 2:14:08 GMT
You could have the siege ships have a power called Krogan strike team that will lower the plants health by a large amount due to there combat prowess Came up with that a while back
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Post by commandershepard on Aug 5, 2012 0:39:14 GMT
Is it possible to give Quarians a research item that allows them to armor and arm their civilian ships giving them a modicum of combat effectiveness but reduces the non-combat efficiency of these ships. It would help reflect the fact the Quarians have no real economy and that their position is especially treacherous.
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Post by zanton94 on Aug 7, 2012 0:30:34 GMT
I'm very new to SoSE I only bought the game to be able to play this mod when it's finally released so I dont really know how far you could go with creating abilities but one for the reapers would be incredibly awesome if you could fly onto a ship and rip it apart. With a decent cooldown or it would probably be overpowered and not too high cost but also not too low. Edit: I'm not sure how many weapons the reapers will have but I bet they will have like 1 huge Thanix cannon and then 2 small? You could create an ability called Overload which increases the damage for a few seconds and also speeds up the attacks. Just thinking a little outside the box here. Could be used for your made up reaper classes perhaps? and if you do then you could probably put in some more firepower than normal reaper, huh? Edit1.5! You could also give Alliance ships some kind of overload which works kinda like the Overload ability in Mass Effect 3. High damage to shields and ignores armor or something like that. Edit2: I have 3 options for this ability. I think you guys are going to like this one. Harbinger voice: Assuming Control! The targeted ship will either stop attacking & Moving due to its captain being controlled by harbinger or option 2. You assume control over targeted ship and you controll it for a short period of time. 3. You use the ability on a friendly & Non-Reaper ship to increase its damage or something like that. If possible when the time runs out you'll hear: Releasing Control! I think this is doable and it would be really cool wouldnt it? It might be possible to make this ability in some other way as I said earlier I just bought SoSE to play this Mod so I'm not exactly sure about all kinds of abilities and stuff in the game. Edit3: Collector Ships should have that attack called "Boarding Party" but you need to rename it for sure tho! As we all know collectors are a fan of boarding ships and kidnapping people so this could be really good right?
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Post by zanton94 on Aug 7, 2012 0:38:09 GMT
I have a few other suggestions for example Council's SR2 Normandy. 2 Passive abilities could be like "EDI AI" which improves speed/armor/shield and perhaps damage. You could also have "Commander Shepard" Passive which would give some good passive stats. either splitting it for both EDI & Shepard or just using one of them for some extra stats or all, its all up to you.
Edit: You could have the Citadel Council onboard Destiny Ascension to improve its passive stats and perhaps Admiral Andersson or Admiral Hacket on a capital Alliance ship? I would prefer Andersson over hackett though!
Edit2: Tali'Zorah nar Rayya as a passive ability for a Quarian capital ship.
I will keep trying to come up other ideas!
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Post by commandershepard on Aug 7, 2012 9:25:47 GMT
Maybe the Commander Shepard ability, if implemented, could weaken the combat stats of all Reaper ships in the general area. This would allow you to demonstrate how Shepard is effective in fighting Reapers.
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Post by zanton94 on Aug 7, 2012 13:08:48 GMT
Maybe the Commander Shepard ability, if implemented, could weaken the combat stats of all Reaper ships in the general area. This would allow you to demonstrate how Shepard is effective in fighting Reapers. Sure that could work too. I made a post dawnofthereapers.boards.net/index.cgi?board=feedback&action=display&thread=15That you should read and let me know what you think about it. It's pretty much based on having a few ships with ME Characters on it as passives.
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Post by Shockmatter on Aug 8, 2012 5:54:35 GMT
When Council or Cerberus ship are in the gravity well of a Reaper, a slow process begins and ends with that ship being indoctrinated into the Reaper forces.
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Post by Shockmatter on Aug 8, 2012 5:55:59 GMT
You could have the siege ships have a power called Krogan strike team that will lower the plants health by a large amount due to there combat prowess You know what? That's not half bad...
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