Maxster_ wrote...
Problem with relay fixing is 1) unknown and advanced technology(need resources and time(a lot of) to study), 2) enormous anmount of resources(especially eezo) needed to fix, 3) both ends need to be repaired, 4) homeworlds devastated(meaning destroyed infrastructure and unability to even sustain itself, not to create some advanced and resource-eating project).3DandBeyond wrote...
Maxster_ wrote...
Would be great, if relay damage is removed.
Otherwise, it will take centuries to rebuild, thus making Earth and allied fleets finished.
I don't so much mind this if it made sense. It's in the EC as well. The codex says a ruptured relay would ruin all terrestrial worlds in a system, so the damaged relay in the ending really looks like it is ruptured.
I have no problem with things needing to be fixed since that makes sense, but the devs should have at least paid attention to what they said in the game.
This is exactly why Earth and allied fleets are completely screwed.
Oh yes, I do understand the monumental task at hand. And it's one of the reasons there are still ending problems. On the list of problems though, it falls way short because for me the choices, the kid and all that are the big stinky poo elephant in the room. I can head canon a lot of things, even that someone somewhere gleaned relay knowledge and can make use of it. Then there's the whole idea of communications to coordinate repairs (QEC, I would think would be out of the question). There's a lot of that, but since for me the most important part of the story was the characters and achieving the goal, a lot of the tech aspects (aside from crashed Normandys and starving people) are secondary. The destroyed relays in the original endings were a real problem, but BW didn't even fully solve that in the EC-they just used slides, smiley slides to say all is well.





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