I remember playing Lucasart's X-Wing back in the day. The first one. Years ago.
Within the game, Star Destroyers were (naturally) built up as nearly indestructible and not to be messed with. But in the second campaign... you get to launch an attack on one and take one down.
It wasn't a single mission. It was a series of interconnected missions which played out in almost a narrative style.
The Intrepid is stranded in an isolated system, the Alliance (in one mission) manages to intercept information on this. The follow up missions have you intercept a repair task force, destroy the Intrepid's escort ships before finally waging an final assault on the crippled vessel itself.
And it was awesome. Abso-frickin-lutely AWESOME.
This is a 20 year old game, and it was one of the first to make me feel like I was actually taking part in an on going campaign rather than just playing a video game.
I would have loved to have seen something similar take place with a full-scale attack on a Reaper capital ship (or even Harbinger itself). Not a "video-gamey" boss fight, or even a boss mission, but am actual campaign. Almost a Suicide Mission version #2.
1: Maybe we do a mission where we infiltrate a Cerberus base and recover the schematics/remains/reversed engineered designs for the Klendagon super weapon (which we know TIM recovered), and recover various Cerberus research projects that are used to create a one-shot weapon capable of disabling an active Reaper.
2: We follow this up with a statement from Hackett that he his science teams need Reaper intel for the Crucible's design - schematics, deployment patterns, anything that will help devise a targetting solution. The lead researcher informs us that the only way we'll get the necessary data is from an active Reaper, so we have to lure a Sovereign-class Reaper into a trap.
3: We're assigned to help evacuate a colony that is under attack by a single Reaper using the Normandy as bait, and the Klendagon weapon is deployed in a nearby system. The Normandy flees the planet, with the Reaper in close pursuit. We arrive at the isolated system, and the Klendagon weapon fires, glancing and disabling the Reaper, and we then take the battle to the Reaper itself.
4: The Alliance forces engage the Reaper's defences from distance while several Alliance strike teams shuttle to the Reaper's hull itself to initiate a boarding action. We fight the Reaper forces across it's hull - maybe even utilising zero-G combat - before breaching and entering the superstructure.
5: Inside the Reaper, we battle our way to the core, holding off more Reaper forces and salvaging tech/data caches in the process. We maybe even get offered choices - such as choosing between saving a squad mate or recovering significant data on the Reaper fleet.
6: We battle a never-before-been-seen Reaper sub creature - the remains of a harvested race - in the core as our squad mates attempt to arm several dark matter charges. The longer we can hold out against the creature for, the more charges our squad are able to successfully arm.
7: We then flee back to the shuttle, maybe again having to make vital decisions along the route - mount a rear guard action while the Alliance teams evacuate for higher war assets but risk team casualties.
8: The Reaper starts to recover full power just as we reach the Normandy, and pursues us as we attempt to escape the system. Depending on the actions we've taken during the mini-campaign (Klendagon weapon strength, time taken to breach the Reaper's hull, actions taken on board and number of charges successfully set) the Reaper is completely destroyed (full success), completely destroyed but manages to take some of the Alliance fleet with it as the Normandy escapes (success, but you lose Alliance war assets), or the Reaper survives the attack and flees (mission failure), or survives the attack and turns it's rage on the remaining Alliance forces as you escape (mission failure & you lose war assets)
Done right, it could have been absolutely amazing.
Modifié par ElSuperGecko, 02 décembre 2013 - 03:03 .





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