I think pretty much all of the suggestions in this thread are better than the official endings, FWIW. Especially, I think people have shown how it would have been relatively easy to have endings that made much more sense when considering basic logic and the narrative tone of the series as a whole. This is what's really disappointing about the official endings.
I posted this in the huge thread complaining about the endings yesterday, but here's my 2c. (I think these could be massively improved, but I like the basic setup of the choices)
The first game established the importance of the citadel to the Reapers’ plans, as it would allow them to control galactic travel, isolating systems so that they could be picked off at their leisure. Due to the player’s interference, in this cycle the Citadel and the relay network remain out of the Reapers’ control. The Reapers proceed with the destruction of galactic life, but they have to deal with a functioning relay network this time (their technology has gotten out of their control, and their greatest weapon is turned against them).
Shep’s performance has convinced the Reapers that humanity is the greatest threat and so the largest strike is on Earth. During the course of ME3, you intervene in numerous conflicts deciding the fate of species: Quarians/Geth, Krogans, and Rachni, for a start. Squadmates or former squadmates can and likely will be lost along the way at various points. Thessia, Palaven, Hanar, and Elcor homeworlds are all saved or lost due to your decisions and performance. All of this is fairly consistent with what I’ve heard of the game so far.
The Prothean superweapon discovered on Mars will disable all Reaper tech throughout the galaxy, including mass relays. It’s really the ultimate doomsday weapon, as it will destroy galactic civilization as it exists and throw the universe into total chaos. The Protheans hesitated to use it, realizing it would mean the end of their culture
and society, though their species would continue to live. Before they could use it, they were taken off the board and the weapon was lost. In ME3, this is nobody’s first choice, as the consequences are so extreme.
You can decide to keep it or destroy it.
Assuming you successfully thwart the Reapers in some areas, they decide that they need to regain control of the Citadel and by extension the relays. Ilos shows that there can be a “backdoor” into the citadel. While this requires some handwaving (though I would argue much less than the ridiculous Merge ending), the Reapers decide to construct a new conduit on Earth, surprising the Citadel with the major part of their power and
decapitating any unified galactic effort.
Somehow you learn of this, perhaps through the final conflict with the Illusive Man, where during the conversational battle you can convince him to give you this critical information to save humanity. Despite his many
sins, he does this one good thing for the species he claims to love so much. Or, you fail and have to kill him, so you don’t learn about Conduit 2.0 yet.
At this point I’d have a Reapers Win ending. If you’ve royally botched the gathering of forces and don’t learn about the new Conduit, the Reapers successfully attack the Citadel. Normandy crashes, you and your surviving squad fight a last-ditch battle against overwhelming odds and are killed (I imagine something like the Human Torch’s death in FF [587?]).
Assuming the Reapers don’t win, you rally the fleet to go to Earth. There’s a combined Space/Ground attack. Here we get into the various endings based on your score:
1) Worst – Space attack Fail, Ground attack Fail
Despite heavy casualties, you land and make your way to the Conduit. Enough Reapers have gotten through before you and are going to take the Citadel (as the fleet is all in Earth and fighting the Reapers’ rear guard). You can choose to use the superweapon (if you have it) or take your chances.
A) If you use the weapon, all the Reapers and relays just go dark, the Reapers float creepily in space and the desperate calls from the Citadel you’re hearing cut off. Potentially, ships in orbit report their eezo cores are failing and they’re abandoning ship. Many if not all of your squad have died along the way. Earth is a ruin and the
survivors are going to have a desperate, post-apocalyptic life, but at least the galaxy is safe from the Reapers and life continues on other planets. Credits. This is pretty close to the real endings, but I think ends with more hope, and crucially more feeling that what you do and choose actually matters.

If you decide to take your chances, the Citadel cuts out and you hear Harbinger’s voice. The fleet
in orbit is being destroyed. A Reaper lands on the surface, like in the demo, and turns to face you. Your squad asks youwhat to do. You say something defiant, badass, “The Reapers have given organics nightmares for billions of
years.. Now we show them what a real nightmare is!” The Reaper fires, screen whites out, credits. (I guess this is really a variant of the Reapers win, but it’s all based on your choices throughout the game).
2)Mixed ending – One success, one failure
A)If you have the score to beat the ground attack, you reach the Conduit before any Reapers go through. The fleet is fighting in orbit and some Reapers are breaking off to land on Earth/bring reinforcements to the ground. You know there isn’t much time before the Reapers annihilate your ground troops. The Normandy is up in space with your crew, but not your squad. You can use the superweapon, or take your chances.
i) If you use the weapon, you get a very similar ending to 1A, thoughmore of your squad survives.
Ii)If you take your chances you destroy the conduit (But not the mass relays), and the Reapers, who have been in a stalemate with the fleet, retreat from the system. The pursuers, including the Normandy and your crew, sent after them are destroyed by a rear-guard on the other side. Harbinger assumes control of something on the ground (perhaps taking control of EDI) and tells you that you’ve earned a reprieve and they wonder how your species will fare without you. See you in 50K.

If you have the score to beat the space battle but not the ground attack, some Reapers get through to the Citadel. You have control of the conduit, but not for long, as the remaining Reaper ground forces are marshaling for a counterattack that you know you can’t stop. You can use the superweapon or take your chances.
i) Again, very similar to 1A, except there are more survivors.
Ii) You take your chances. You and your squad fight a desperate battle against overwhelming odds and go down fighting. You see Anderson and your squad and LI fall. The enemy’s numbers are thinning, but Shepard has been wounded multiple times. Shep kills the last husk and stands, swaying., and sinks to his/her knees. Joker calls from the Normandy, the fleet has won, the Reapers are destroyed. A final sigh as Shep closes his/her eyes. Joker: “Shepard? Shepard?!” Camera pulls out to Shep and the squad atop a huge pile of corpses and carnage. A truly pyrrhic victory, but a victory nonetheless.
Best Ending – Both succeed.
If you’ve read this far, thanks. You can probably guess the general outcome of this ending. You reach the Conduit before the Reapers go through. Someone asks if you should use the superweapon. (if you have it) You can choose a Paragon/ Renegade response, but basically it boils down to “Why would we need to? We’re winning” or “We’ve fought all this time for galactic civilization, I’m not going to destroy it when we’re so close to destroying the Reapers once and for all!” (Or maybe you can use it, and you get another 1A variant with lots of survivors). There are casualties on both the ground and in orbit. Definitely Anderson and Hackett, some of the Normandy crew, Capt Kirahee, etc. There are significant deaths among the secondary relationships that were meaningful but didn’t dominate the narrative. These can have powerful cutscenes, with Hackett ordering his badly damaged ship to attempt to ram a Reaper, etc. Joker calls from the Normandy, the fleet has won, the Reapers are defeated. Shep: “Joker, ready for pickup”. The Normandy lands on Earth at the battle site. The landing kicks up so much dust and ash, he can’t see Shepard and crew but there is a flare glowing through the gloom. He rushes to the door, opens the hatch. Shepard and the remaining squaddies (plus whoever joins you on Earth like Miranda, Jack et al) stride out of the ash, battered, bloodied, some supporting each other. The original Mass Effect text rolls, with some changes. I can’t remember exactly how it goes, but something like, “In 2157, humanity discovered it was not alone in the universe. After the Reaper War, it learned it never would be.”
Modifié par macmclean, 02 mars 2012 - 05:40 .