VII Revenant wrote...
In terms of gameplay, a high enough EMS rating and a visual deployment, command, or assist with those resources, alongside a compliment of intense player-driven choices would have been a great way to make conventional victory achievable with an extreme cost to player resources.
As players do not have such a degree of control over the battlefield situation at the game's end, the current decision to deny players conventional victory with the Reject Ending is acceptable. I believe much of the disappointment stems from it not being possible and the seeming uselessness of our gathered resources at game's end. By having an ending in which conventional victory is achievable, you would give tangible value to those resources instead of merely assigning them a numerical value. My Krogan allies, for example, would mean more than a slight bump in EMS, and I, as Shepard, would value their sacrifice and commitment greater.
That's an interesting response. Thanks!
I do agree that the EMS value isn't as clear as it maybe could be. Especially in terms of what it fed into. Based on how the game uses the EMS, it definitely ties more into the Crucible's capability rather than the military capability of the fleet itself. I love naval warfare and associated the EMS with military might as well, and it didn't become apparent to me until I read up on what the EMS affected in the game.
I just asked because in reality, the ME team "could" have done literally anything they wanted. It could have been more fleshed out. I know Epler made a comment that he would have liked to see the fleets go down in a blaze of glory too, though as a CinDesigner himself he mentioned he can understand why there might have been limitations in place in terms of size as well as time and money.
What about if we take into account scarcity and assume that there was fixed time/budget and that all the resources were spent. What would people be willing to take away from the other endings in order to improve the refuse one?