Pro_Consul wrote...
Again, admirably cautious, and possibly even effective, albeit very slow.
Maybe, but it's still more progress than what you'd get if you know... you
destroyed the base in the first place. True, the base may not have anything of value, but the risk in case there was and you promptly detonated it is too great. Militarily speaking, it would be a catastrophically stupid decision to make. If it's useless, you can always destroy it later, but only after you've ascertained that it was indeed useless.
Pro_Consul wrote...
But as Shep how likely is it you will be able to compel TIM to take such precautions? After all, we have to remember that the situation is not Shep deciding whether to destroy the base or keep it himself, but whether to destroy it or give it to Cerberus. How likely is it that Cerberus will accept such draconian safety measures and their inevitable slowing of results and not resort to shortcuts which cause the whole thing to blow up in everyone's faces.
I temper this with a certain amount of 'faith' that Cerberus and TIM aren't complete and utter idiots. Sure, progress is required, but I think it would be catastrophic beyond just the obvious if they 'rushed' in too much. Afterall, the Collector Base is unique, and the threat that the Reapers represent also threatens Cerberus and it's aims (let alone the rest of the galaxy's species).
Presumably, Cerberus will send their best and brightest to the station, and even it's remoteness may prove some added protection against the Reaper attacks themselves.
It's a hard balancing act to be sure; but if the continuation of World War 2 made things a bit tense, the Manhattan Project managed to work it's way through the hard math well enough, and as far as I'm aware, didn't suffer any massive breakdowns in terms of maths.
I'd also think that a certain amount of due respect would be considered nowadays for any project, Indoctrination is an insidious form of attack that apparently even works after the Reaper's death and more to the point Cerberus recognises this.
Pro_Consul wrote...
Ah well, still I can see where you are coming from anyway. If I was on your team when your Shep made this choice I would prolly understand enough to accept your orders. But like Mordin and others I would be grumbling about it after the fact....
I wouldn't think every decision I make would be met with wide open arms. But I did find it interesting that not one of your companions in the game really gave you much in the way of solution in the way of preparing for the Reapers other than the proverbial slap on the back. As far as I can see it, by destroying the base you've added an unknown chaotic ingredient to the recipe that is defeating the Reapers, whereas by keeping it the end goal seems to be a plottable course.
Or to use another analogy, it's like rogaining, destroying the base means that you wont pick up some points, whereas keeping it nets you some. The problem is, neither option knows exactly where the timer is at.