Tocquevillain wrote...
Deuterium_Dawn wrote...
Yay for plot devices. And while the impossibility of conventional victory is played up, we aren't given a good reason why other than perhaps sheer numbers, which can be overcome. They're more advanced than we are, but not impossibly so. We know Thanix weaponry(derived from reaper tech) is effective against them and the codex entry on the Reapers suggests that if the right strategies were employed they could in fact be defeated. The Turians, especially with Krogan help, seem to have made a pretty good go of it.
....
And then anyone nearby a mass relay dies anyway and the rest of the galaxy is plunged into a dark age.
The game states that even with the Krogran, Palaven is losing.
Large swaths of territory fell back into turian and krogan control. News
of the victory gave a much-needed boost to the morale of the turian
resistance and the galactic public.
The codex states it takes four dreadnoughts, firing together to destroy a Sovereign-class Reaper. There are thousands of Reapers in the galaxy, there are less than fifty dreadnoughts.
As far as I'm aware we don't have hard numbers for either of those. I'm curious as to where you got them.
The codex states that smaller ships can take out smaller Reapers, but again the numbers are skewed.
"A single cruiser or many fighters." And the alliance has dedicated fighter carriers. Yes the numbers are skewed, and the odds are against us, but not so much they cannot possibly be overcome with some creative tactics.
The codex stated that there are certain weaknesses that can be exploited, but that they are ultimately not very exploitable, because the weaknesses are only for short periods of time (like when descending through the atmosphere of a planet, their shielding is weaker).
The codex states that when pushing their ship well beyond the capabilites of Council vessels(like Sovereign's ridiculous turn on Virmire or capital ships landing on planets) their shields are weaker due to the immense power requirements. That means in combat they are still less maneuverable unless they want to dangerously deplete their shields, which is certainly exploitable.
Look, I'm not saying it would be easy, and it would certainly be costly. But it is conceviable.
As to your last point, one of the narrative themes is "history repeats".
You break this cycle as Shepard. Obviously, Bioware misjudged how well something like this would go over in a videogame. But let me just say this. The clarification DLC reunites you with your team, who are all in or around Earth at the time of the relay explosions. If the relays explode and destroy the solar system, how can you be reunited with your team?
Good question. I'm hoping it Bioware finds a good way to make it fit
withing the existing lore and doesn't just introduce more problems.
Also, even if the galaxy is plunged into a dark age (and given that Bioware are making ME4 as stated by Ray Muzyka, it's obviously NOT), it is free of Reaper control and the cycle. That's the most important takeaway.
Not really. If the relay explosions follow what was laid out in Arrival, then most of the galaxy has now been destroyed, whether advanced or not. At least Reaper victory would have left future cycles a chance, however small.
Also, link? It'd be pretty premature for ME4, and most statements I've seen have indicated any future content would be between or before current games.
Modifié par Deuterium_Dawn, 05 avril 2012 - 09:06 .