Elyiia wrote...
If I had written it, the designs would have been left by the Reapers as a plan B in case plan A failed. However, with the tampering by each cycle there's a weakness that Shepard can exploit to destroy communications between the Reapers. Without being able to communicate they lose their strength in fighting in format and we start to fight a winning war against them.
The reason they leave the Citadel in control of the cycle until that point is to try and force a last fight, because at that point they're going to win in a straight battle. The reason they leave the beam open is so that we'll decimate our own troops trying to reach it. The reason they only have a Destroyer guarding the beam is because it really doesn't even matter if they reach it or not.
In a dream-world where I was in control of the writing for
Mass Effect 3, I would have (and actually did expect something like this):
The reapers, on reaching the location where we destroyed the relay in
Arrival, split into a number of smaller swarms and FTL to nearby relays. During this time: Shepard has been detained on Earth for trial and the Spectres (the invisible hand of the council) have figured out how to control the Citadel, allowing it to 'break the link' between relays of their choice - as all relays need to go from one to another, it means no amount of tampering on one end can make it 'work'.
After 6 months these swarms reach the relays and start expanding, one such splinter fleet hits earth, interrupting Shepards trial and forcing him and the Normandy to flee through the relay moments before it is shut down, along with most others in the area.
After some initial confusion, lines of communication are reopened and the following scenario is established as the basis of the game:
- The bulk of the reaper fleet are 'trapped' within one corner of the galaxy, whose relays are all offline.
- Dozens of smaller reaper 'destroyers' are scattered among the galaxy as scout craft, which are not currently engaging allied forces.
- Systems adjacent to Reaper territory are deemed "threatened" at are being evacuated, with their relays 'online' only for breif windows.
- Rest of the galaxy has working relays and is preparing for war.
- At best speed, the reapers will take 2 years to reach the Citadel (they almost certainly have a large fleet heading straight there), giving a hard time limit for the game.
The Council, acting on information from their Spectre agents, behaves like a competent organisation and pitches in immediately, without dithering about. However, their assets are limited, and although they have ordered war-time rapid production of ships and weapons, they combined are not enough to stop the reapers.
Shepard then spends the game performing three types of missions
1) Reaper Missions: Brutal, terrifying encounters with Reapers themselves (usually scout vessels), as they attempt to sabotage the organic war effort from behind the lines (attacking production facilities, indoctrinating small colonies as sleeper agents etc). There should be at least 1-2 per chaper, and generally speaking be fairly individual and climactic.
2) War Support: Missions about gaining support, evacuating people, prepping defenses. Rannoch & Tuchanka are both good examples (and both threads need resolving).
3) Quest for The Sword These missions focus on searching for means to fight the Reapers more effectively, and where Cerberus (see below) comes in. Concepts include: Cerberus FTL core technology, Collector tech & beam weapons (which ignore kinetic barriers), Prothean tech advances from Ilos, Cerberus biotic shielding tech. And so on.
The results of these three, coupled with having splintered the reaper swarm, allow a shot at victory.
Breaking the game up into segments, each with it's own climax (much how most games are), and each having a cutscene of Earth being ravaged by reapers (about 1 billion dead/liquified per year) rather than dream sequences. Preferably using landmarks in the background for player recognition (even if a little cliche), to appropriately get across that this is your home, and you should care.
The ClimaxThe climax of the game would
start with the Citadel fight Mk 2, however only a relatively small fleet actually arrived here, far smaller than the one that hit Earth (which was vast). Analysis of the wreckage and war data reveals that the bulk of the reaper fleet... is parked on Earth, harvesting humanity to build a new, and more powerful Reaper (again, reveal about humans being ideal foodstock).
The fleets then assemble every shred of war asset you have and go to reclaim Earth before they convert humanity into the Deathstar (so to speak).
Arriving at earth, the allies fight the reapers, but they have already assembled the main shell of the Megareaper and although immobile it is inpregnable to weapons fire, and Shepard has to lead a ground team to infiltrate and destroy the thing from within - because the gameplay is about Shepard and his gun.
Cerberus
After the events of
Mass Effect 1, I would have written Cerberus' vast advances in tech and financing to be a result of reaper 'patronage'. The Illusive Man (TIM) would have been very subtley indoctrinated to believe he was obtaining this tech behind the reapers back, and using it against them, all the while the Reapers increasing their hold over his organisation as a covert force to use against the organics.
Destroying the Collector Base in
ME2 would deny Shepard potential war assets (E.g. Collector-style beam weapons and better power generators), but it also ensures TIM and Cerberus can't cause too much damage during ME3, and thus you have have more ships and allies in the last battle. Cerberus are still a PITA, but nowhere near as dangerous as they could be.
Saving the Collector Base in
ME2 means you get better tech, but Cerberus is a powerful and deadly organisation raising all kinds of hell around the galaxy. In the end: Fewer ships and allies in the last battle, but with better armor, shields and weapons.
Concept Tech Advances
FTL Torpedos: Missiles using a Mass Effect core with Cerberus overrides to accelerate to FTL speeds towards the target, before reversing their Mass Effect field (without decelerating) to increase their mass moments before impact. While attempting this maneuver on a ship would be suicide, an unnmanned missile - although expensive - would devastate any target it hit.
Biotic Barriers: Biotic barriers are unusually resistant to both energy and kinetic attacks, and Cerberus has been researching genetically modified tissue controlled via cybernetics that can create a biotic barrier. Although still in early development, were it employed on the scale of a spaceship, it would give a powerful, if short-duration secondary barrier that is resistant to the reaper's beam weapons.
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But... again, the above is just fantasy.
I'd be satisfied with a compromise where it is possible to fight them conventionally - or just sucker-punch them with an overloading Crucible power core. Because really, "Giant Bomb" is a far more reliable tactic than "Turn it on and see what happens"