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"It took multiple fleets, AND the Destiny Ascension, to bring Sovereign down." Right, Hackett, the geth fleet never existed.


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#201
Butcher_of_Torfan

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All of your points are very valid Versidious, but is mass producing skeleton crewed AI assisted ships and antimatter weapons any less plausible than constructing the crucible while remaining hidden?

#202
Versidious

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Butcher_of_Torfan wrote...

All of your points are very valid Versidious, but is mass producing skeleton crewed AI assisted ships and antimatter weapons any less plausible than constructing the crucible while remaining hidden?


I see your point...   However, the Crucible is something which was done relatively quickly...  replenshing losses is something that would have had to be done continuously! Though, that aside, I'm not sure how the Reapers didn't figure out that the Alliance was up to something and destroy it, given how much traffic supplying the resources and manpower to build it must have taken, secret or not, and that's another good reason for why the Crucible SHOULD NOT BE TRUSTED and was probably a Reaper trap.   :P

#203
wotmaniac

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The crucible was the size of several dreads or at least cruisers in the cutscenes and don't tell it didn't have a crew. plus they were working on plans they didn't understand. it can't have been harder to mass produce zillions of ships based on plans you made yourself, which already existed.
Another thing which made suspicious of the Crucible, so many people working on it, possibility of Indocrinated agents??

#204
Clumsy Astronaut

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Salutations all and as my opening trick...


Tudorwolf had an exellent post back on page 6 where he used the age of the derelict reaper and the length of our cycle to determine about 700 reapers minimum, and that means around 7000-8400 destroyers if all cycles have a similar level of sapient, havestable life. This is also if the derelict reaper is the oldest, he could be midle aged by reaper standards, effectively doubling these numbers.

*edit he said 740, so thats 7400-8880 destroyers with the main fleet*

#205
Clumsy Astronaut

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Here's how I back it up.

The codex entry on reaper destroyers says that they are made from races not worthy of capital ships. In the cycle that ME takes place in there are 12 spacefaring species that the reapers would target and that means 12 new destroyers. For the sake of things like attrition and incompatibility with reaper tech I assumed 10 destroyers per cycle with each cycle being denoted by a capital ship. By multiplying the number of capital ships by 10 we get a decent approximation of the total number of destroyers.


*@Butcher It's nice to see that I was missed*

Modifié par Clumsy Astronaut, 29 mars 2012 - 07:28 .


#206
SaltyWaffles-PD

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SaladinDheonqar wrote...

It was obviously to setup the crucible/catalyst business. I would've been perfectly fine with overwhelming (at least some of) the reapers by firepower & strategy. It's like people writing sci-fi stories are compelled to use deus ex machinas and superduperultraweapons. Sigh...


This, really, is what bothers me. It happens all the freaking time--set up a villain/threat as ultra powerful/effective, and then to get out of the "hole" the writers got themselves in, they immediately turn to a poorly executed Deus Ex Machina Device, Weaksauce Weakness, or Instant Win Button. Rather than, you know, having the good guys actually come up with a way to fight them.

That's not to say that superweapons (especially ones that are "Lights Flung Into the Future" by past wiped out species/civilizations) are inherently bad or anything, but 95% of the time it's poorly done and an obvious, lazy plot device that renders the whole threat establishment and resolution meaningless and dissapointing.

That, and ME2's big final decision literally made no significant difference at all (even if you destroy the Collector base, you still get 100 EMS to "Preserve"'s 110, because Cerberus found the Reaper larvae's "heart" instead of its "brain"--which makes no sense whatsoever, since, if you kept the base intact, you should ALSO HAVE FOUND THE HEART TOO), even when the decision was all about a chance at an unethical superweapon (or equivalent) in the hands of an unethical, extremist group (or finding a better way and risk not finding one at all).

It's sad, really, since literally EVERY one of your ME2 squadmates tells you how saving the Collector Base was a bad call or a really worrying one--even MIRANDA, of all people, says that. And then ME3 goes and makes the whole choice utterly meaningless by giving you the same EMS either way (which isn't much regardless), and affecting which one the 3 crappy endings you get when you have an impossibly low EMS.

Yay for you decisions mattering?