The purpose of this thread is to present to Bioware a gameplay mechanic for the Final Mission that follows the Suicide Mission mechanic from ME2. This thread will also present 4 new endings that will be easy to create, because it keeps the current endings in place...to a certain degree.
The problem with most "final mission changes" & "alternate ending" ideas is that it throws out everything that Bioware currently has in ME3. It's difficult to implement suggestions that completely change Bioware's ending because there's nothing from the old ending material that they can use to support the proposed ideas. Bioware would essentially have to create new material, AS WELL AS go back into the old material and change everything. It's double the work.
Therefore, this proposal will create 4 alternate endings ("Total Annihilation", "Refusal & Loss", "Refusal & Victory", and "Refusal & Total Victory"), as well as develop a new mechanic in the Final Mission to Retake Earth in an attempt to make our choices matter.
WARNING: Wall of Text Incoming!
UPDATE: See the "Refusal Ending Youtube Video" in this thread!
INTRODUCTION
We just spent 30+ hours developing an army the likes of which this galaxy has never seen. We, as Commander Shepard, have united the galaxy under 1 unified banner. It was mostly his/her/our doing; without his/her/our help, this army would never see the light of day.
And when the head honchos finally strategize on the Battle of Earth, Shepard has NO imput on battle strategy whatsoever???
C'mon, Bioware. Here was the prime opportunity to show just how important your choices were throughout the series, as well as implement & improve the highly regarded "Suicide Mission mechanics" into ME3...just on a galactic level.
To summarize, the Choices Matter ending proposal creates 1 new Briefing Scene before Hackett's Epic Speech while boarding the Normandy, 1 new "Nominate your Assets" section that implements Suicide Mission-esque mechanics, 7 choices for the final mission that will lead to a "success scene" or "failure scene" of your chosen asset per each choice, and 4 new endings to go with our current 3 based on how many correct choices & Total War Assets you have.
Imagine you, as Shepard, in a huge debriefing room on an Alliance Frigate with Hackett, Anderson (hologram), Victus, Wrex/Wreav, The Dalatrass, Aria (assuming Retake Omega gets her off the Citadel), Liara, Admiral Raan, and EVERY other major character you've encountered in the series (Kirrahe, Miranda, Jacob, Kaylee Sanders, etc.). Through a discussion led by Hackett, you plan your attack to retake the Citadel & ward the Reapers off Earth.
ALLIANCE FRIGATE DEBRIEFING ROOM, INT.
HACKETT
The Reapers are in full force both down on ground level and orbiting Earth. Penetrating both layers will be critical in retaking the Citadel.
ANDERSON
The key to our plan is to secure safe transport for several warships down to ground level on London.
SHEPARD
London? Why aren't we hitting the Citadel directly?
A hologram of the Citadel over Earth appears. The station begins to close.
ANDERSON
As you can see, the station's closed itself ever since it appeared over Earth.
LIARA
Damnit. We have to get those arms open to dock the Crucible. The Citadel's useless to us as it is now.
SHEPARD
So, how do we get warships groundside?
A new hologram pops up showing Earth, the Crucible, and the Galactic Fleet, splitting into 3 groups.
HACKETT
We split our forces into 3 groups- some will be dedicated to attacking the Reapers surrounding Earth; that's the Sword Fleet. They'll keep the enemies engaged, which'll give this team...
HACKETT points to the fleets entering Earth's atmosphere.
HACKETT
(cont.)
...enough time to get into London. That's the Hammer Fleet. They'll be responsible for groundside actions. Meanwhile, the Shield Fleet...
HACKETT points to the fleets heading towards the Crucible.
HACKETT
(cont.)
...will be in charge of guarding the Crucible at all costs.
VICTUS
I doubt the Reapers will provide a friendly landing party.
ANDERSON
You're right-- the Reapers have set up Hades cannons surrounding London. Hammer transports can't land in full force while they're active.
The hologram changes to a map of London. 4 areas of Hades cannons are shown guarding the North, South, East, and West perimeter.
WREX/WREAV
Your men can't take down those cannons while you're down there?
ANDERSON
We don't have enough troops to spare! We're barely alive just keeping the Reapers at bay!
SHEPARD
What if we lead a squad of smaller shuttles down to Earth first? We could infiltrate with a ground team at each cannon cluster and shut them down before the brunt of the Hammer Fleet arrives.
HACKETT
That could work. If your teams can take those cannons offline we can land ground forces near Anderson's troops safely and set up a Forward Operations Base from there.
ARIA
Maybe I'm missing something, but how exactly are we supposed to get into the Citadel from London?
ANDERSON
A transport beam.
A new hologram pops up, similar to the one used in-game.
ANDERSON
The Reapers use this beam to transport humans, dead and alive, to the Citadel. From the FOB, Hammer Fleet could launch an all-out assault on the Citadel beam...but...
SHEPARD
Another obstacle?
ANDERSON
The Citadel beam seems to use an IFF code similar to the one the Omega 4 Relay has. The signal of the beam's code is coming from here...
Another hologram, once again of a map of London. A map marker is placed somewhere inbetween the FOB & Citadel Beam.
ANDERSON
We've accumulated a lot of Reaper tech during our fight down here on Earth, but we can't seem to decipher anything useful from them. Another unit from Hammer Fleet needs to get to where the IFF signal is coming from and see if they can disable or repurpose it.
HACKETT
Shepard, I want you to lead both the Cannon Teams and Signal Teams. They're critical to this fight, and without them no one gets into the Citadel.
SHEPARD
I won't let you down, sir.
ANDERSON
Once the signal's been dealt with, all remaining ground forces can charge to the beam. Anyone who makes it that far can then locate and activate the Citadel arm controls.
LIARA
And once the arms open, we can send Shield Fleet to escort the Crucible into the Citadel.
HACKETT
But timing will be critical. We don't have enough firepower to keep the Crucible safe for long.
SHEPARD
And I thought uniting every species in the galaxy was a challenge.
DALATRASS
It's desperate. I don't even want to guess at our odds.
HACKETT
But...this is the only plan we have. If we wait, the Reapers bleed us slowly. Conventionally...we can't beat the Reapers without the Crucible.
SHEPARD
So it's settled then. We split the armada into 3 fleets: Sword Fleet, Shield Fleet, and Hammer Fleet. From there we split the Hammer Fleet into 4 Cannon Teams and 1 Signal Team.
HACKETT
We'll need some time to determine which of our forces go where, Shepard. But you put this fleet together. You know each race's strengths and weaknesses better than anyone. Your imput will be valuable to our final decision.
==================
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The screen then fades to black. When it comes back up again, you are in control of Shepard, and 3 sets of Holograms appears in front of you, each of which are interactive: the leftmost hologram set is for Sword Fleet, the middle is for Hammer Fleet, and the rightmost is for Shield Fleet. When you interact with each hologram fleet, you can "nominate" certain races/characters to fill certain roles within the respective fleet. Each race/character is given an informative blurb similar to the blurbs given in ME2 when choosing roles in the Suicide Mission.
"Nominating" the races and characters will effectively have the game "choose" them to fulfill the role assigned. Correct choices will lead to a "Higher Success Score", which gives you more choices within the Starchild's final choice, as well as the ability for Shepard to survive the ending, and the ability to have Shepard refuse the Starchild's final choice altogether. The roles you can assign, and the power rankings & effectiveness of each choice in role, are as follows:
SWORD FLEET:
1. Nominate 3 Fleets to Fight Spaceborn Reapers:
Behind-the-scenes numbers: The 3 fleets you choose MUST have an average of at least 2 points in order to be considered "successful". Strength of the fleets are determined via [War Asset Total Received Per Fleet] / [Total War Asset Available Per Fleet]:
1. Geth Armada (3 points; will be replaced w/ "Synthetic Ships" if sided w/ Quarians- 0 points)
2. Quarian Flotilla (2-3 points; will be replaced w/ "Quarian Ships" if sided w/ Geth- 0 points)
3. Turian Fleet (2-3 points)
4. Alliance Fleet (1-2 points; 2-3 if you sacrificed the Council)
5. Asari Frigate (1-2 points)
6. Krogan Army (1-2 points)
7. Ex-Cerberus Battleships (0-1 points)
8. Salarian Fleet (0-1 points; 1-2 points if sabotaged the Genophage Cure)
9. Other Alien Fleet (0-2 points)
SHIELD FLEET:
2. Nominate 3 Fleets to Protect Crucible:
Behind-the-scenes numbers: The 3 fleets you choose MUST have an average of at least 2 points in order to be considered "successful". Strength of the fleets are determined via [War Asset Total Received Per Fleet] / [Total War Asset Available Per Fleet]:
1. Quarian Flotilla (3 points; will be replaced w/ "Quarian Ships" if sided w/ Geth- 0 points)
2. Geth Armada (2-3 points; will be replaced w/ "Synthetic Ships" if sided w/ Quarians- 0 points)
3. Alliance Fleet (2-3 points)
4. Turian Fleet (1-2 points)
5. Asari Frigate (1-2 points; 2-3 if you saved the council/Destiny Ascension)
6. Ex-Cerberus Battleships (1-2 points)
7. Salarian Fleet (0-1 points; 1-2 points if sabotaged the Genophage Cure)
8. Krogan Army (0-1 points)
9. Other Alien Fleet (0-2 points)
HAMMER FLEET:
3. Nominate 3 Fleets to Fight Groundside:
Behind-the-scenes numbers: The 3 fleets you choose MUST have an average of at least 2 points in order to be considered "successful". Strength of the fleets are determined via [War Asset Total Received Per Fleet] / [Total War Asset Available Per Fleet]:
1. Krogan Army (3 points; 2 points if sabotaged the Genophage Cure)
2. Turian Fleet (1-3 points)
3. Alliance Fleet (1-3 points)
4. Geth Armada (1-3 points; will be replaced w/ "Synthetic Ships" if sided w/ Quarians- 0 points)
5. Asari Frigate (1-3 points)
6. Ex-Cerberus Battleships (1-2 points)
7. Quarian Flotilla (1-2 points; will be replaced w/ "Quarian Ships" if sided w/ Geth- 0 points)
8. Salarian Fleet (0-1 points; 1-2 points if sabotaged the Genophage Cure)
9. Other Alien Fleet (0-2 points)
***EACH FLEET CAN ONLY BE ASSIGNED 1 FLEET EACH; THEREFORE, YOU CANNOT SELECT THE TURIAN FLEET TO BE A PART OF BOTH THE SWORD FLEET & HAMMER FLEET. YOU MUST DELEGATE YOUR 9 FLEETS ACCORDINGLY.
The next 2 sections use assets other than your 9 major fleets. Like the "major fleets" section, each choice can only take 1 role. Therefore, Jack cannot lead Cannon Team South & Signal Team. This section will be ranked from least effective to most effective***
4. Nominate 3 Teams & 3 Team Leaders for the Cannon Teams:
Behind-the-scenes numbers: Shepard will operate 1 cannon group and take on the northern-most cannon cluster. For each other cannon cluster (east, west, south) you must nominate a Team, as well as a Team Leader. The Team and Team Leader you choose MUST have an average of at least 2 points in order to be considered "successful". Strength is determined via story choices and War Asset Total Received/War Asset Total Available.
TEAMS:
Grissom Academy (0 points; 1 point if told to go on front lines; Will always be successful if paired w/ Jack)
Quarian Footsoldiers (0 points; 1 point if Kal'Reegar was saved)
Salarian STG (0-1 points)
Ex-Cerberus Operatives (0-1 points; 2 points if Collector Base was saved)
Mercenaries / Aria's Army* (0-1 points / 1-2 points)
Alliance Servicemen (0-2 points)
Turian Footsoldiers (0-2 points)
Synthetic Soldiers / Geth** (0 points / 0-2 points)
Shadow Broker Teams (1 point)
Rachni (1 point; 3 points if saved twice)
Asari Commandos / Justicars*** (1 point/ 2 points)
Krogan Soldiers / Aralakh Company**** (1-2 points)
*Aria's Army is an upgrade from Mercenaries & will not be an option if Aria's sidequest was never completed.
**Geth is an upgrade from Synthetic Soldiers & will not be an option if sided w/ Quarians.
***Justicars is an upgrade from Asari Commandos & will not be an option if Samara was not saved.
****Aralakh Company is an upgrade from Krogan Soldiers & will not be an option if the company was never saved.
TEAM LEADERS:
Feron (0 points; 3 points if paired w/ Shadow Broker Teams)
Tali (0 points; 3 points if paired w/ Quarian Footsoldiers or Geth)
Kahlee Sanders (0 points; 3 points if paired w/ Grissom Academy or Geth)
EDI (0 points; 1 point if relationship w/ Joker successful; 3 points if paired w/ Geth or Ex-Cerberus Operatives)
Liara (1 point; 3 points if paired w/ Shadow Broker Teams or Justicars)
Javik (1 point; 3 points if paired w/Rachni or Asari Commandos)
James (1 point; 3 points if paired w/ Alliance Servicemen)
Mordin (1 point; will always be successful when paired w/ Salarian STG)
Grunt (1 point; 3 points if paired w/ Aralakh Company or Rachni)
Aria (1 point; 3 points if paired w/ Aria's Army or Asari Commandos)
Jacob (1 point; 3 points if paired w/ Ex-Cerberus Operatives or Alliance Servicemen)
Jack (1 point; will always be successful when paired w/ Grissom Academy)
Zaeed (1 point; 2 points if Paragon option chosen in ME2 loyalty mission; 3 points if paired w/ Mercenaries)
Miranda (2 points; 3 points if paired w/ Ex-Cerberus Operatives)
Samara (2 point; 3 points if paired w/ Justicars)
Garrus (2 points; 3 points if paired w/ Turian Footsoldiers; 0 if paired w/ Mercenaries unless Sidonis was spared)
Ashley/Kaidan (2 points; 3 points if paired w/ Alliance Servicemen)
Kirrahe (3 points; will always be successful when paired w/ Salarian STG)
*If any leader has died at any point in the series before the Battle for Earth Debriefing, they will not become options. Kahlee Sanders, EDI, Liara, James, & Aria will always be options.
5. Nominate 1 Team and 1 Team Leader for the Signal Team:
Behind-the-scenes numbers: Shepard will operate a distraction team to provide the Signal Team ample time to decipher the IFF signal, as well as either shut it off or repurpose it. The Team and Team Leader you choose MUST have an average of at least 2 points in order to be considered "successful". Strength is determined via story choices and War Asset Total Received/War Asset Total Available.
TEAMS:
Krogan Soldiers / Aralakh Company (0 points; 1 point if paired w/ Mordin)
Rachni (0 points; 1 point if Rachni were saved twice)
Grissom Academy (0 points; 1 point if told to support; Will always be successful w/ Jack)
Mercenaries / Aria's Army (0 points; 1 point if paired w/ Zaeed / 1 point)
Alliance Servicemen (0-1 points)
Turian Footsoldiers (0-1 points)
Shadow Broker Teams (1 point; 2 points if ME2 Shadow Broker DLC completed)
Asari Commandos / Justicars (1 point / 2 points)
Ex-Cerberus Operatives (1-2 points; 3 points if Miranda was saved)
Synthetic Soldiers / Geth (0 points / 1-2 points; 3 points if Quarians were wiped out)
Quarian Footsoldiers (1-2 points; 3 if Geth were wiped out)
Salarian STG (2 points; 3 if Mordin was saved & Genophage was sabotaged)
TEAM LEADERS:
Aria (0 points; 3 points if paired w/ Aria's Army)
Jacob (0 points; 3 points if paired w/ Ex-Cerberus Operatives)
Jack (0 points; 3 points if paired w/ Grissom Academy)
Zaeed (0 points; 1 point if Renegade option chosen in ME2 loyalty mission; 3 points if paired w/ Mercenaries)
Grunt (1 point; 3 points if paired w/ Aralakh Company or Rachni)
Samara (1 point; 3 points if paired w/ Justicars)
Garrus (1 points; 3 points if paired w/ Turian Footsoldiers; 0 if paired w/ Mercenaries unless Sidonis was spared)
Ashley/Kaidan (1 points; 3 points if paired w/ Alliance Servicemen)
Kirrahe (1 points; will always be successful when paired w/ Salarian STG)
Javik (1 point; 3 points if paired w/Rachni or Asari Commandos)
James (1 point; 3 points if paired w/ Alliance Servicemen)
Feron (2 points; 3 points if paired w/ Shadow Broker Teams)
Tali (2 points; 3 points if paired w/ Quarian Footsoldiers)
Miranda (2 points; 3 points if paired w/ Ex-Cerberus Operatives)
Liara (2 point; 3 points if paired w/ Shadow Broker Teams or Justicars)
Kahlee Sanders (2 points; 3 points if paired w/ Grissom Academy or Geth)
EDI (3 points)
Mordin (3 points)
===============================================
====================
SO, WHAT DOES THAT ALL MEAN?
You will either be considered "successful" or "unsuccessful" based on the aforementioned criteria. There are 7 categories as to which you decide ("nominate") the outcomes:
1. Sword Fleet
2. Shield Fleet
3. Hammer Fleet
4. Cannon Team East
5. Cannon Team West
6. Cannon Team South
7. Signal Team
If you accomplish......
0 Successful Choices- Total Annihilation. Shepard limps alone to the Transport Beam and is shot down by Harbinger. Liara deploys her time capsule for the next cycle as a last resort.
1-2 Successful Choices- You are only given "Destroy" as a final option. Shepard Dies.
3-4 Successful Choices- You are given "Destroy" and "Control" as final options. Shepard Dies.
5-6 Successful Choices- You are given "Destroy", "Control", and "Synthesis" as final options. Shepard Dies.
7 Successful Choices- You are given "Destroy", "Control", and "Synthesis", and "Refuse". Shepard lives ala Breath-cut-to-black in all 3 original choices, and MAY live in Refuse.
REFUSE ENDING DETAILS HERE
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SPECIAL THANKS TO:
Arkis' Alternate Ending
Grimez7
RyuGuitarfreak
Asuka Bianchini
Nuchy
AxeloftheKey
FlyingCow371
Whizzper134
Joccaren
What are your thoughts, BSN? Let Bioware know if you'd like something like this!
Modifié par FlyinElk212, 08 mai 2012 - 02:29 .





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