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Post by Yanxa on Jul 23, 2012 16:12:15 GMT
If y'all have any ideas for ship abilities, let them be heard - we're open to ideas from the public.
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Jul 23, 2012 21:03:49 GMT
Ship abilities...Thannix on some of the Alliance and Turian ships? Do nuclear missiles still have a role in the ME universe or no?
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Jul 23, 2012 21:05:50 GMT
Or perhaps on the titan reaper/capital ship class reapers the beam cannon that cuts a ship in half in seconds? Except give it a long recharge time and large anti matter cost? For capital ship reapers, maybe have them give the whole "You're doomed" speech to a ship and it will be disabled for like ten seconds while the crew panics? Sort of like the ion cannon in sins vanilla. Man, another idea. How about if Reapers go with the collector path, a collector ship can send over a boarding party and capture a ship?
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Garrus
Salarian Hatchling
"Im Garrus Vakarian and this is my favorite spot on the Citadel."
Posts: 1
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Post by Garrus on Jul 23, 2012 21:22:33 GMT
Do nuclear missiles still have a role in the ME universe or no? According to gunnery chief in Mass Effect 2 each shot dreadnought fires is equivalint to a nuke so it wouldnt really work as an ability.
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Post by Admiral Anderson on Jul 24, 2012 3:56:23 GMT
Reapers should have a ability that "indoctrinates" the crew of a ship making them more efficient in combat. For example if a geth frigate is in the same gravity well as a reaper dreadnought they get a passive attack and defense bonus from the "old machine code"
Also Geth ships should get the same bonus when a lot of them are in a area. Kinda like how they said the more geth the smarter they are, well more ships = more geth right?
Further (I know stupid amount of ideas right) I think the alliance carrier ships need a bonus kinda like TDN carrier had in vanilla that make strike craft stronger and do more damage, and that ability needs to be married to the one the advent had that made more strike craft squadrons due to the fact tha the alliance pioneered carrier class ships.
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Jul 24, 2012 4:33:59 GMT
I honestly think the strike craft thing is a good idea. But the indoctrinate one? Ehhhh its kind of iffy to be honest. Unless you want to use it as an ability for the Cerberus titan. I think it would be better suited for that. That way, the crew on Cerberus ships perform better. Plus the Geth idea, its pretty great. Dear god, that would be quite the challenge to be honest. I would be up for the challenge. I know I threw out some ideas for boarding parties for the reapers. But for council race capital ships. For the Turian ones, have a special "Krogan ground troops" ability while attacking an enemy planet? For Alliance ships, have either Marines or N7 teams. Also for the Normandy class ship, have a stealth mod for it but it cannot fire and such? Hm...Should a council ship have the ability for ship boarding parties too? But for example, it will work against Cerberus ships but not Reapers? I've seen something like that on the Star Trek mod. Abilities that could only be used on the Borg.
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Post by Shockmatter on Jul 24, 2012 6:51:25 GMT
Ship abilities...Thannix on some of the Alliance and Turian ships? Do nuclear missiles still have a role in the ME universe or no? Thanix lasers will be an upgrade for the Council military tech tree.
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Post by Shockmatter on Jul 24, 2012 6:59:02 GMT
Reapers should have a ability that "indoctrinates" the crew of a ship making them more efficient in combat. For example if a geth frigate is in the same gravity well as a reaper dreadnought they get a passive attack and defense bonus from the "old machine code" Also Geth ships should get the same bonus when a lot of them are in a area. Kinda like how they said the more geth the smarter they are, well more ships = more geth right? Further (I know stupid amount of ideas right) I think the alliance carrier ships need a bonus kinda like TDN carrier had in vanilla that make strike craft stronger and do more damage, and that ability needs to be married to the one the advent had that made more strike craft squadrons due to the fact tha the alliance pioneered carrier class ships. Strike craft for the Council and Cerberus will be Fighters but for the Reapers they'll be Oculi. Geth frigates and cruisers will have a passive ability (called "Networked AI" which give them buffs to damage and health. The more Geth ships you have in a fleet the larger the buffs will be. Also for the Council and Cerberus their fighters will only be spawnable from capital ships, mostly carriers but some other capitals may be able to spawn them. I'm sure Reaper_Armada and I will think of some fighter upgrades that will benefit from leveling up your ships.
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Post by Shockmatter on Jul 24, 2012 7:01:31 GMT
I honestly think the strike craft thing is a good idea. But the indoctrinate one? Ehhhh its kind of iffy to be honest. Unless you want to use it as an ability for the Cerberus titan. I think it would be better suited for that. That way, the crew on Cerberus ships perform better. Plus the Geth idea, its pretty great. Dear god, that would be quite the challenge to be honest. I would be up for the challenge. I know I threw out some ideas for boarding parties for the reapers. But for council race capital ships. For the Turian ones, have a special "Krogan ground troops" ability while attacking an enemy planet? For Alliance ships, have either Marines or N7 teams. Also for the Normandy class ship, have a stealth mod for it but it cannot fire and such? Hm...Should a council ship have the ability for ship boarding parties too? But for example, it will work against Cerberus ships but not Reapers? I've seen something like that on the Star Trek mod. Abilities that could only be used on the Borg. Well the Council does not allow bombing on Garden worlds. Maybe for the Council we'll use planet take overs instead of nuking the **** out of planets.
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Jul 24, 2012 7:05:41 GMT
Reapers should have a ability that "indoctrinates" the crew of a ship making them more efficient in combat. For example if a geth frigate is in the same gravity well as a reaper dreadnought they get a passive attack and defense bonus from the "old machine code" Also Geth ships should get the same bonus when a lot of them are in a area. Kinda like how they said the more geth the smarter they are, well more ships = more geth right? Further (I know stupid amount of ideas right) I think the alliance carrier ships need a bonus kinda like TDN carrier had in vanilla that make strike craft stronger and do more damage, and that ability needs to be married to the one the advent had that made more strike craft squadrons due to the fact tha the alliance pioneered carrier class ships. Strike craft for the Council and Cerberus will be Fighters but for the Reapers they'll be Oculi. Geth frigates and cruisers will have a passive ability (called "Networked AI" which give them buffs to damage and health. The more Geth ships you have in a fleet the larger the buffs will be. Also for the Council and Cerberus their fighters will only be spawnable from capital ships, mostly carriers but some other capitals may be able to spawn them. I'm sure Reaper_Armada and I will think of some fighter upgrades that will benefit from leveling up your ships. In that case, will carriers be under cruisers or capital ships? Since there is no limit in the series on how many carriers can be built.
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wombatleader
Turian Patriarch
Hear a Reaper? Run, just run.
Posts: 123
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Post by wombatleader on Jul 24, 2012 7:07:46 GMT
Also, for the council, instead of shooting missiles/nukes that kind of stuff when attacking a planet. How about landing craft will come out of some sort of assault bay?
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Post by Shockmatter on Jul 24, 2012 19:28:38 GMT
Strike craft for the Council and Cerberus will be Fighters but for the Reapers they'll be Oculi. Geth frigates and cruisers will have a passive ability (called "Networked AI" which give them buffs to damage and health. The more Geth ships you have in a fleet the larger the buffs will be. Also for the Council and Cerberus their fighters will only be spawnable from capital ships, mostly carriers but some other capitals may be able to spawn them. I'm sure Reaper_Armada and I will think of some fighter upgrades that will benefit from leveling up your ships. In that case, will carriers be under cruisers or capital ships? Since there is no limit in the series on how many carriers can be built. Carriers will be Capitals only
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Post by xphoenixsquadx on Jul 25, 2012 20:52:55 GMT
The normandy should have an ability that can be used like the embargo ability from the TEC carrier. Also seeing how the Council has spectors, will they be able to take over ships or give a bonus to planet raiding?
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Post by everymgiovanni on Jul 26, 2012 4:55:36 GMT
I know it may sound a little boring, but Turian ships should have an ability like "turian discipline" or "turian battle preparations" which increase their fire rate/shield regen.
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Post by Reaper_Armada on Jul 26, 2012 7:45:02 GMT
I know it may sound a little boring, but Turian ships should have an ability like "turian discipline" or "turian battle preparations" which increase their fire rate/shield regen. No idea is boring or stupid. Its an idea and we welcome suggestions. It may not become utilised but its still welcomed. By the way, that is a good suggestion that makes Turians seem more battle ready then most races.
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