Moiaussi wrote...
Oh, and if Harbinger was there then small unit tactics would have been the only chance, because there is no navy able to stand up to the reapers yet. Frankly though since Harbinger is with the Reaper fleet it would really just mean civilization is doomed... again....
Well, I just think that in that case the skillset would have leaned towards recruiting more Kasumis and fewer Grunts

It would have been a better game if they had found the collectors had a world, multiple bases, etc, were forced to flee for their lives and barely managed to seal off the relay somehow buying a few years time, but this time bringing back conclusive evidence of the threat.... rather than nothing at all..... they didn't even buy time really....
I think Shepard should have been raiding COllector bases and foiling their trades all through the game, but then I think the COllectors should have had a far stronger focus than they were given.
I think a perfect twist ending would have been, after all was said and done with the base, instead of cutting to the Reaper fleet waking up, we cut to another Collector base with a bunch of Collectors working on a half-finished dark space relay. Congratualations, you have mildly inconvenienced them! See you in ME 3!
Therion942 wrote...
What's annoing is that 85% of these issues (I love pulling statistics out of my rear, but bear with me) could be solved with a line or two of dialogue, not some monumental task of writing genius. Shepard asks the illusive man "We don't know what we're up against, why are you asking me to gather a team?" The Illusive Man then shows us some damning intelligence that points more to the fact that there is no collector homeworld and blah blah blah you get the picture. Yeah sure this tells about the Collector's plot-induced stupidity but I'd rather be able to go "well that's just silly" than "that doesn't make any sense"
My thought: Shepard should have learned of the base at Freedom's Progress.
Imagine: One of the colonists was former Alliance military and a biotic. He uses his biotics to protect himself from the seeker swarms and fights the Collector ground troops. He kills one or two before the rest bring him down. Veetor, undetected by their instruments, manages to filch a damaged omnitool from one of the corpses. He ends up giving it to Shepard Cerberus techs can't get much off of it, but manage to get a basic schematic of the Collector base.
::puffpuff:: "Shepard, this base seems to be where they're taking the colonists. I'll need you to break into this base and find out all you can. Find out if there are any survivors. Sabotage whatever it is they're doing. And most importantly, discover what their connection is to the Reapers." ::puffpuff::
"For what you're asking, I'll need an army. Or a really good team"
::sip puffpuff:: "Defenses seem to be minimal. They' are relying on secrecy and the region's black holes to discourage visitors. So you won't need an army. For the team, I'll send you dossiers on the best fighters, infiltration experts, scientists, and biotics available." ::sip:: You'll have a team ready for anything we think this base can throw at you, I promise" ::puffpuff::
There, definable targetl, information (albiet incomplete) about what you'll be up against, and a reason for recruiting a small number of ground troops rather than a small army.
Kai Hohiro wrote...
This game is a Heist plot. Not sure if you know the slightest thing about storytelling, but the whole point of it is that the majority of the story is building up the team and ressources in order to complete the heist at the end (Dirty Dozen, Ocean's Eleven, etc)
What kind of heist would it be if they arrived at their target location, decided it's too much and flew home?
That would be a godawful ending.
My experience with heist plots, particularly ones with an ensemble cast, is that they spend the first act recruiting the team, the second act preparing for the heist and learning how to work together.
I have already gone over (at length) how I think ME 2 utterly failed at the latter. The major problem with the former is that this team doesn't even know what they're heisting until after the Collector Ship mission. Is the cruiser based at a mothership or dreadnaught? a base? A planet? What numbers are they up against? Heist stories typically have the crew scouting out the location ahead of time. Counting guards, checking alarm systems, looking for weak points. They plan things out and practice for various contingencies.
Now if Shepard did have access to information about the base, and could recruit his/her team based on that information, and choose one of several plans on how to attack the base (recruiting the team that the player thinks best fits that plan) that would be cool, and really add to the replayability of the game. As it is, it's about as much a "heist" game as Starcraft 2.