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Post by schorchguy on Aug 8, 2012 22:46:23 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. Seems like a good idea to me. It is already said that turians have the best military, so it seems almost obvious that they should have that ability, maybe a passive ability? Perhaps it must be researched in order to get that bonus, or within a capital ships ability radius?
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Post by zanton94 on Aug 10, 2012 14:18:53 GMT
Harbinger should have a passive ability which gives Collector ships some kind of bonus since he is the mastermind behind them. Probably a good idea to buff their damage and something else.
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Centurian128
Asari Maiden
I'm an Asari Maiden now. Asari Maiden's are cool.
Posts: 44
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Post by Centurian128 on Aug 10, 2012 16:22:31 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. Could you elaborate on this one? I'm a little confused as to what the effect is and what it's scope or limitations might be. Or am I misinterpreting this one? Also, while this may be a bit redundant, I had a thought of an "Indoctrination Field" passive ability, maybe specific to the Soverign-class reapers, that causes the crew of enemy ships to have lapses in their concentration. This would take the form of a small debuff on enemy ships' firing rate, causing it to slow down. The effect would also stack, with a percentage decrease in what is added to the ability with the stacking. Here's what I mean with the stacking bit: The more of these specific ships you have in your fleet the harder this effect will hit your enemy, but the debuff added to the original ability by having more of those ships is not worth the original value. That way someone couldn't just build a huge number of these ships and have the enemy fleets have a firing rate of 0. In-depth example: 1 Sovereign-class ship in your fleet = Enemy ships' firing rate reduced by 5% 2 Sovereign-class ships in your fleet = Enemy ships' firing rate reduced by 9% 3 Sovereign-class ships in your fleet = Enemy ships' firing rate reduced by 12% 4 Sovereign-class ships in your fleet = Enemy ships' firing rate reduced by 14% 5 or more Sovereign-class in your fleet = Enemy ships' firing rate reduced by 15% Just an idea. Hopefully that's well balanced.
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Post by im a fan on Aug 10, 2012 20:59:10 GMT
ok well i didnt see anything for effects for the reaper weapons but i just want to tell you you should make it to were reapers ships fire dark read pulse beams but go back and rewrite it to were it fires for like more than a half a second like around 5 seconds it would be more realistic second cerberus should be with the reapers cause they werent so freindly to the other people
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Post by Reaper_Armada on Aug 11, 2012 0:09:00 GMT
ok well i didnt see anything for effects for the reaper weapons but i just want to tell you you should make it to were reapers ships fire dark read pulse beams but go back and rewrite it to were it fires for like more than a half a second like around 5 seconds it would be more realistic second cerberus should be with the reapers cause they werent so freindly to the other people Go to the official website and look at the factions there. Cerberus were assholes to everyone including the Reapers. The Illusive Man tried to trick them in the end to gain control but instead he was controlled. There be no adjusting of the factions till possibly after the full release.
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Post by Shockmatter on Aug 11, 2012 5:55:24 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. Could you elaborate on this one? I'm a little confused as to what the effect is and what it's scope or limitations might be. Or am I misinterpreting this one? Also, while this may be a bit redundant, I had a thought of an "Indoctrination Field" passive ability, maybe specific to the Soverign-class reapers, that causes the crew of enemy ships to have lapses in their concentration. This would take the form of a small debuff on enemy ships' firing rate, causing it to slow down. The effect would also stack, with a percentage decrease in what is added to the ability with the stacking. Here's what I mean with the stacking bit: The more of these specific ships you have in your fleet the harder this effect will hit your enemy, but the debuff added to the original ability by having more of those ships is not worth the original value. That way someone couldn't just build a huge number of these ships and have the enemy fleets have a firing rate of 0. In-depth example: 1 Sovereign-class ship in your fleet = Enemy ships' firing rate reduced by 5% 2 Sovereign-class ships in your fleet = Enemy ships' firing rate reduced by 9% 3 Sovereign-class ships in your fleet = Enemy ships' firing rate reduced by 12% 4 Sovereign-class ships in your fleet = Enemy ships' firing rate reduced by 14% 5 or more Sovereign-class in your fleet = Enemy ships' firing rate reduced by 15% Just an idea. Hopefully that's well balanced. Sure I'll explain it. While playing as the Council or Cerberus, Let's say your scout ships discover a lone Sovereign-Class Reaper in a neutral gravity well (such as a Gas Giant) You decide to attack said Reaper before he regroups with the rest of his fleet. When your ships enter the gravity well, a passive ability dubbed *Indoctrinate* will begin effecting your fleet caused by the Reaper. Frigates will be easy and fast to convert to the Reaper's fleet. Cruisers will be difficult but not impossible. And Capitals will take a while but will be possible if the battle draws out. (which it shouldn't because you should have sent a massive *** fleet to wipe out that Reaper) Corvettes will be the easiest and fastest to convert while Titans will be the hardest. (Titans being the hardest because of their immense crew size and crew mates snapping them out of their trances.) Here's what happens on the Reaper's side. -Every ship within a specific radius of the Reaper becomes affected. -Rate of Fire decreased by 4% -Turn rate reduced by 5% -4 hull points lost -Damage reduced by 3% -Ability cool downs extended by 4% Multiply those percents by the number of Reapers being encountered and you have a **** ton of ship queuing to do.
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Post by Wolfrahm on Aug 11, 2012 11:15:50 GMT
I don't suppose you can make it so that the larger the fleet, the longer it would take to convert a ship in that fleet (using the same reason behind Titans being so hard to convert).
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Post by thirdshadowops on Aug 12, 2012 6:45:29 GMT
You will like this!
The citadel faction led be the Commander Shep. and Normandy should be able to convert rebel (local) forces in neutral planets to side with them. What do you think?...
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Post by Shockmatter on Aug 12, 2012 6:48:03 GMT
I don't suppose you can make it so that the larger the fleet, the longer it would take to convert a ship in that fleet (using the same reason behind Titans being so hard to convert). Well it depends on how many ships are in that Reaper's radius. If it's a few than fast but if many than slow.
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Post by Wolfrahm on Aug 13, 2012 13:11:33 GMT
You will like this! The citadel faction led be the Commander Shep. and Normandy should be able to convert rebel (local) forces in neutral planets to side with them. What do you think?... Planetary militia are Batarian. I agree. bring the meat.
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Post by Wolfrahm on Aug 13, 2012 13:34:48 GMT
While playing as the Council or Cerberus, Let's say your scout ships discover a lone Sovereign-Class Reaper in a neutral gravity well (such as a Gas Giant) You decide to attack said Reaper before he regroups with the rest of his fleet. When your ships enter the gravity well, a passive ability dubbed *Indoctrinate* will begin effecting your fleet caused by the Reaper. Frigates will be easy and fast to convert to the Reaper's fleet. Cruisers will be difficult but not impossible. And Capitals will take a while but will be possible if the battle draws out. (which it shouldn't because you should have sent a massive *** fleet to wipe out that Reaper) Corvettes will be the easiest and fastest to convert while Titans will be the hardest. (Titans being the hardest because of their immense crew size and crew mates snapping them out of their trances.) Infrasound and ultrasound can't travel through a vacuum, that means the Reapers' indoctrination capabilities are limited. The only means by which the Reapers can indoctrinate are electromagnetic fields, and possibly nanites (how they move through the vacuum is another problem).
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Post by thirdshadowops on Aug 15, 2012 7:47:36 GMT
While playing as the Council or Cerberus, Let's say your scout ships discover a lone Sovereign-Class Reaper in a neutral gravity well (such as a Gas Giant) You decide to attack said Reaper before he regroups with the rest of his fleet. When your ships enter the gravity well, a passive ability dubbed *Indoctrinate* will begin effecting your fleet caused by the Reaper. Frigates will be easy and fast to convert to the Reaper's fleet. Cruisers will be difficult but not impossible. And Capitals will take a while but will be possible if the battle draws out. (which it shouldn't because you should have sent a massive *** fleet to wipe out that Reaper) Corvettes will be the easiest and fastest to convert while Titans will be the hardest. (Titans being the hardest because of their immense crew size and crew mates snapping them out of their trances.) Infrasound and ultrasound can't travel through a vacuum, that means the Reapers' indoctrination capabilities are limited. The only means by which the Reapers can indoctrinate are electromagnetic fields, and possibly nanites (how they move through the vacuum is another problem). Or maby you could have a Reaper (support) class that can shoot boarding parties (like the drop pods for reaper forces) or as stated just above ^-^ | I think all reapers can indoctrinate only Planets/ Systems, as in Sins. Influence, with the exception of the reaper class I stated above?
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Post by Shockmatter on Aug 17, 2012 2:28:44 GMT
I remember Lord_Set had an ability called the C.A.R.E. package, mounted on the Cerberus dreadnaught. I forgot it's description but this thing makes a nuke explosion sound like a baby fart.
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Centurian128
Asari Maiden
I'm an Asari Maiden now. Asari Maiden's are cool.
Posts: 44
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Post by Centurian128 on Jan 25, 2013 18:25:21 GMT
Sorry to dig up a thread again,
I was reading up on the ME Codex entries for the Reaper War and I found something interesting. Apparently during the Reaper attack on Teatrus in Turian space, the Turians tried to launch a counter offensive through the relay by launching things call Warp Bombs [presumably a souped-up version of a nuke] through the relay first to try to clear the way. My thinking is that while this kind of thing won't work cross relay, the Turian Dreads could be given a Warp Bomb ability, basically launching a bomb at incoming enemy ships that does heavy damage with a long recharge or possibly a number of recharges dependent on the number of level points that are in the ability. Say if there is one point in the ability then you can use it once or if there's two points in there you could use it twice and so on, because (presumably) the things are so volatile that only a certain number of them can be carried at a time.
Anyway, there's my thoughts for the day.
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Post by Wolfrahm on Jan 26, 2013 22:24:17 GMT
Good Idea, CenTurian (hey, I only realise the play on words in your name now!). I don't remember them calling it a "Warp" bomb though.
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