Mass Effect 3 fan ending: Everyone lives and no starbrat- NOW WITH A REAPER VICTORY ENDING AS WELL
#176
Posté 04 juillet 2012 - 02:47
Variations in EMS would cover all possibilities - very low EMS = Reapers win.
Lowish EMS = Everyone dies but Reapers are destroyed too. Next cycle has a blank slate to work with.
Mid EMS = Shepard dies and some races survive, Reapers destroyed. High casualties.
High EMS = Shepard can survive along with many races. But some inevitable casualties (e.g Krogan or Salarian).
#177
Posté 04 juillet 2012 - 05:03
iSpider-Man wrote...
How long did it take you to make these endings?! Les than 3 months? 2months? 1 month?
About 4- 5 hours
#178
Posté 04 juillet 2012 - 05:08
#179
Posté 04 juillet 2012 - 05:26
In fact Sheepie Crusher, have you thought of making bad endings? Have an ending where the Geth/EDI die. Maybe an ending where almost everyone dies. You're limited to source material, but by cutting and pasting the right slides with the dialogue you can imply that a few more people died?
#180
Posté 04 juillet 2012 - 05:33
Modifié par LaughingDragon, 04 juillet 2012 - 05:33 .
#181
Posté 04 juillet 2012 - 05:38
But thank you. I'll be using this as my canon ending now.
#182
Posté 04 juillet 2012 - 05:42
#183
Posté 04 juillet 2012 - 06:01
#184
Posté 04 juillet 2012 - 06:07
Especially love the ME1 shout-out at the end.
#185
Posté 04 juillet 2012 - 06:13
#186
Posté 04 juillet 2012 - 09:37
elitehunter34 wrote...
In fact Sheepie Crusher, have you thought of making bad endings? Have an ending where the Geth/EDI die. Maybe an ending where almost everyone dies. You're limited to source material, but by cutting and pasting the right slides with the dialogue you can imply that a few more people died?
I am currently working on an ending where the Reapers win
Modifié par Sheepie Crusher, 04 juillet 2012 - 03:34 .
#187
Posté 04 juillet 2012 - 03:00
#188
Posté 04 juillet 2012 - 04:30
You did what BioWare could not do in 5 months. NiceSheepie Crusher wrote...
About 4- 5 hoursiSpider-Man wrote...
How long did it take you to make these endings?! Les than 3 months? 2months? 1 month?
Modifié par iSpider-Man, 04 juillet 2012 - 04:33 .
#189
Posté 04 juillet 2012 - 04:52
Looping it back full circle was simply brilliant.
Artistic integrity... feh.
#190
Posté 04 juillet 2012 - 06:02
Modifié par awwnuts07, 04 juillet 2012 - 06:03 .
#191
Posté 04 juillet 2012 - 07:15
#192
Posté 04 juillet 2012 - 07:43
Shepardtheshepard wrote...
My only gripe with it is that it should of cut away JUST before we see the relay spinny thing shatter.
Why?
#193
Posté 04 juillet 2012 - 07:55
#194
Posté 04 juillet 2012 - 08:10
Very well done!
#195
Posté 04 juillet 2012 - 08:24
I have to admit that the removal of the conversation with the catalyst didn't bother me.
I still prefer the EC high EMS Destruction ending, though.
#196
Posté 05 juillet 2012 - 12:27
Avian005 wrote...
I've never agreed with chopping out parts of a story could lead to improvements, until now.
See Attack of the clones
#197
Posté 05 juillet 2012 - 12:43
#198
Posté 05 juillet 2012 - 12:48
#199
Posté 05 juillet 2012 - 01:03
#200
Posté 05 juillet 2012 - 01:15
Sheepie Crusher wrote...
Shepardtheshepard wrote...
My only gripe with it is that it should of cut away JUST before we see the relay spinny thing shatter.
Why?
I personally would of liked the relays to not break at the end is all.
I don't mind the citadel breaking that much because as cool as it is, it's still basically only a space station.
The relays on the other hand govern how everyone travels. No one knows how they work (I guess nor what they're made of too). So a LOT of time is going to be required to learn how to get them running again and then more time added on to that for repair. Meaning no one's leaving wherever they were at the time the relays broke anytime soon.
Then especially if you've only got a primary relay in your area, you've also got wait for the peeps at the connecting relay to of done the same thing. With most communication methods being destroyed there's going to be a lot of hoping they're as smart as you are. Admitedly I don't quite know the ins and outs of all the communication in the ME universe but I'm pretty sure that like the relays, the comm buoys need a partner buoy to send information (and possibly I think they need to use the relays to work at that), which is the same problem as the relays, got to hope everyone's super-smart.
There are quantum-entanglement thingys which could work, but I recall them being very rare as it is, so you're simply hoping the peeps at the partner relay has one too.
Then if by chance you and your buddies are able to talk and fix things in a sensible timeframe, you're now hoping the people at the next nearest relay can talk to you or the very least smart enough to fix the relay by themselves.
This is followed by the same problem with every relay you reach.
This is the game maker's scary design though. I'd actually pay (52 cents, 'cause I'm cheap) for this fan version of the ending, relays broke or not.





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