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Mass Effect Crossovers: XCOM (What Cerberus Wishes It Could Have Been)

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Dean_the_Young

Dean_the_Young
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TL;DR: You have been warned.

Other disclaimer: a passing familiarity with X-COM should also be required. If you aren’t… well, shame for you. Check out X-COM Enemy Unknown, which is coming out next month. If you like Fireaxis Strategy Games like Sid Meir’s Civilization, and/or turn-based strategy games, you’ll probably like it.

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Intro

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With my interest in Mass Effect still going strong, but X-COM stealing my attention, X-COM and Mass Effect are already crossing over in my head. Creative juices are flowing, ideas are shaping, and one idea in particular is really sticking out to me:

X-COM is what Cerberus wishes it could be.

Just hear me out: both are paramilitary organizations with extreme military, industrial, and scientific focuses, dedicated to allowing Humanity to match more advanced and often hostile alien threats. Both are financed and supported by shadowy backers, recruit incredibly dedicated special forces and elite scientists, and have military strength of impressive ability. Operational restrictions are few, operational freedom is massive, and survival at any cost can frequently entail that high cost, and the idea of a loss-free solution is laughable. Civilians suffer in the name of safeguarding resources for future threats, and the ultimate goal of both agencies is making Humanity as strong as the aliens who threaten it. Oh, and all executive power for that agency is invested in a single individual, who can set the entire moral tone of the organization.

That’s right: in X-COM, you are the Illusive Man.

And here’s where the idea of this hypothetical cross-over game comes in: a crossover of X-COM and Mass Effect, a sort of AU take on the First Contact War, and a lead-in to the trilogy as a whole. Mass Effect with X-COM additions and mechanics, if you know what I mean.

Some analogs are obvious. Project X-COM is now Project Cerberus. The Council of Nations is now the Alliance.

What I’m about to sketch is a game outline, both touching on mechanics (so you can imagine playing it) and plot (so you can imagine how it goes). You need a passing familiarity with X-COM gameplay to grasp it (but only that, as that’s as much as I have), but a good sense of the Mass Effect lore is advised. This is AU, so things are changed up, but some familiar faces and names will appear.

And with that… let’s start sketching this baby out.

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The general setting is pre-Mars Earth. Or rather, pre-official-Mars Earth. The nations of Earth, a teeming world with billions of people still lacking effective space flight, have had sensor reports indicating that there is something on Mars. Individual nations have attempted to reach the planet, but no one has actually gotten there...

...because they've been shot down by spacecraft with fearsome yellow beams . Mars is occupied by aliens, and those foreigners have friends... friends who are now targeting human populations with increasing frequency.

On a more meta-level:

The Mars Cache is being occupied by the Collectors, who are using a variety of Terminus species to conduct operations on Earth. Collector interest in Humans is sparked by Human genetic versatility, particularly flexibility for genetic engineering, capability of biotics, and most importantly a currently-dormant potential for psionics (indoctrination).

In this AU/hybridization of the two games, the Collectors are a bit more active as a species: besides their genetic curiosity, the galaxy mostly knows the Collectors as 'that species that collects remnants of Prothean and pre-Prothean civilizations.' Actually the Reaper's sweep-up crew, the Collectors both scout the galaxy for potential Reaper-fiable species (ascension), preparing weapons for the Reaping (bioweapons and husks), and covering up missed/uncovered evidence of the Reaper cycle. While technically outlawed in Council space, the Collectors and their advanced technology is sufficient to hire muscle, bribe, and otherwise force their way into sites, which they then pick apart.

The Collectors arrived at Sol for the Mars Archive as part of their ‘cover up Prothean evidence of the Reapers’ mission. However, the Prothean complex is not only massive and well-sealed, but protected: meaning even the Collectors will take some time to unlock it in order to figure out just what the Protheans meant to hide away, in case it reveals other Prothean cache sites that might warn of the Reapers. The time it takes is effectively the time-limit for the game. If the Collectors succede, they'll find the Prothean plans for the Crucible, and will initiate the Reaping immediately in order to prevent any other species from finding and building it.

Of course, while they were in the neighborhood, they noticed the emerging space-flight species next door. Figuring they'd combine tasks, they tasked their Terminus proxies to capture some for analysis. The initial reports surprised even the Collectors, and so more and more occurred until the Collectors realized that Earth was a potential gold-mine: a megapolis world like Earth, will billions still at a pre-flight level, could become the bastion of the Reaper's invasion, a source of slaves, husk armies, and even a Reaper.

However, the Collectors don't have the strength to simply storm the planet, and so have to use Terminus allies and proxies. The Collector's goals for Earth increase across the game, as does their deployment of Terminus species and husks. Early game is 'just' Terminus pirates and such, but as the Collector interest grows so does the scale of attacks. (Obviously, Seeker Swarms are removed at the early-game.)

Ultimately, the end-game of the game is Humanity advancing enough to reach out to Mars and kick out the Collectors. By that time, Human technology and capabilities have reached a point at which they are a galactic-level species, or then some: matching Collector technology means surpassing the galactic standard.

The Collectors are the mastermind race of this game, directing all others. Obviously the most advanced in all regards, and with direct-energy weapons that will cut through the kinetic barriers you'll have stripped from the pirates, a single Collector is a big-deal, and Harbinger is pretty much a mission-ruining badass.

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Collector Interest in Humanity is dictated by genetics, which are explored more.

Basically, the Human 'specialness' in the galaxy is that our genetics are flexible enough that we can be altered/rewriteen/test-beds for just about any sort of genetics research, without having the tendency to die too easily. IE, we can be genetically engineered and warped in any number of different ways, more than other species. Some species can't grow biotics, some species have rejections of cybernetics, some species can't change their innate capabilities at all. Humans are a tabula rosa, with potential: we could all become biotics, we could adapt our senses like other species, we could even manipulate our fertility to grow exponentially faster, like Krogan. Ethics aside, Humanity has Potential ™.

And part of that Tabula Rosa, and the one that really gets the Collector's interest, is the developing capability for psionics... also knownas indoctrination/the Leviathan Dominate ability. That ability alone catches the Collector interest, and is the basis for the mass abductions: it's currently so rare that only one in millions have it, but Humanity could conceivably evolve to have a natural enthralling-ability. The Collectors want a few dozen samples, like they usually do… but at the rates needed, the Collectors gathering a few dozen would mean entire metropolisis be emptied.

Of course, the Human potential also could be a great resource for the Reapers through husks armies. Earth, being as isolated and lonely as it is, is so far out of the way without the relay that the galaxy doesn't even notice it. The Collectors are working with local Terminus species, similarly removed from the relays. With no one knowing about the Charon Relay, Earth is just a garden world way too far away from galactic civilization to be noticed… and the Collector interference keeps it that way.

That makes Earth a potential army in the rear, as the Collectors do know about the Charon Relay. Human genetics means large varieties of Husks, and if Humanity falls it would soon become the army to overrun the galaxy for the Reapers. Oh, and there's that matter of being able to make a fleet of Reapers out of us as well if they wanted, just in case: really, there's no end to the uses for us.

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Alien races, besides the Collectors themselves, are generally described as 'Terminus Species’ and ‘Terminus Pirates.’ The first are the X-COM species, and generally fill that role of the mentioned-but-never-depicted Terminus empires and minor species that hate the Council. The Second are the canonical Mass Effect species.

The X-COM species usually use the Collector-given plasma and energy weapons: these are less effective against armor (one of two primary classes of defense), but are great against kinetic barriers. These are minor species, really really far away from the relay network. (Think the relation of Tibet to the sea lanes of the world.) They have ongoing relations with the Collectors, who give them goods in exchange for services. They are quote/unquote 'allies', albeit ones that are exposed to subtle Collector control. They are insignificant to the galactic scene, but also have the propensity for freakish genetic experiments and give the Terminus its bad rep. Diplomatically, these Terminus species are actual ‘allies’ of the Collectors: in return for technology, their governments give the Collectors these forces voluntarily.

Of course, Mass Effect species apply as well: pirate groups and such, from the major species. ME species usually use the Mass Effect standard of kinetic barriers, biotics, and ME-conventional weapons: ineffective against kinetic barriers, but great against armor. While hired for profit, these groups also have restrictions enforced on them by the Collectors: groups brought in by the prospect of greed, but then implanted with control devices/indoctrinated by the Collectors to ensure increasing levels of compliance and obedience.

The relationship with the Collectors varies by group (alliance vs. employment), and the level of compulsion varies with the level of necessity, but in short the Collectors don't intent to let any witnesses of their conquest of Earth leave to tell the tale. The Terminus allies know that, but don't care: they get their bonuses on the ME side of the galaxy, making it worth the sacrifice. The ME pirate groups don't know, and certainly will care... if you can convince them before they're controlled. This offers the potential that you could 'flip' some of those ME species groups.

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Mechanics: Weapons and Defense

X-COM is about tactical choices, and in this crossover with two different franchises of technology ,which one you go with is one such consideration.

Weapons are split into energy (lasers/plasma and shields) and ballistics (bullets/rockets and armor). Mass Effect Tech has ballistic weapons and kinetic barriers: X-COM tech has energy weapons and armor. Kinetic barriers, not working against direct-energy weapons, are especially weak to energy weapons. Mass Effect weapons are in turn good against armor. Using the right weapons against the right armor/enemy type is a key part of the game.

Collectors, being the apex enemy and the super-advanced spawn of the Reapers, who are masters of both fields, have dual-use technology: their defenses combine armor and shields, and particle weapons can serve as both ballistic or energy weapons as desired.

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Cameos

Some ME ‘cameos’ are possible in the game, depending on how much of a storyline is desired. Knowledge of the wider galaxy, or even a sense that there might be some good-aliens out there. These could be potential story-paths to victory that could be pursued, but otherwise help a planet under siege understand that there is a wider galaxy out there… even if that knowledge doesn’t seem to be of much use now.

Liara makes an obvious contender: an unaffiliated archeologist who pursues clues towards the Mars Cache much like the Collectors did. Upon her arrival, the Aliens tried to shoot her down... making her retrieval a definite priority for a story mission, as it provides the first hint that the aliens aren’t as unified as we would otherwise believe. Liara lands hurt and in a coma, and requires sufficient medical technology to awake: certainly an Asari autopsy and an Asari interrogation from captured Terminus pirates, and possible the development of medigel-related tech.

Once awake, Liara represents a benign alien presence. She offers insight into the civilized galaxy, and offers her help as a scientist, but she is unable to answer much about the Collectors besides identifying them.

An STG/Kirahe presence is also foreseeable, with a bit of a Choice thrown in. Say an STG team is tracking the Terminus movements, and discovers Earth. It lends no assistance, but is another of those UFO's flying overhead that is creating panic. Eventually you shoot it down, and a crash-mission follows.

The mission would be abnormal, seeing as it's an all-Salarian crew when most ME-aliens are in mixed-race groups, and the STG operatives are well prepared to fight to the death... but at the same time, aren't going out to attack civilians as most aliens do. (Meaning if you have higher priorities, you might leave them alone to handle other alien attacks and the STG escape. That’s X-COM, baby.) In what should be a tough mission, the idea is that you can either try to capture them (very difficult), or wipe them out like the rest of the aliens (and get great rewards). In particular, as you enter the UFO, you learn that the STG Commander is attempting to blow the ship in place: you can fail (ship destroyed, no gains), kill the STG Commander (and gain the loot of the ship), or you can capture the STG Commander.

Capturing Kirahe alive, and successfully interrogating him (again: Salarian-related science, and possibly having enough information of the Collectors to perk his interest) opens up a conversation-negotiation. Kirahe explains that he was sent to observe what was going on, but his men weren’t your enemies. He also didn't expect you to shoot him down or capture him, impressing him with your capabilities. He explains that his government is not at war with yours, and explains the Terminus pirates relationship with the Collectors. He makes a request/offer: you let him and any of his surviving men leave your planet with the intelligence you've gathered, and he'll carry your story to the STG and request aid for you. The STG is already concerned by the Collectors and their Terminus allies, may send help.

Of course, this involves giving up the captured STG ship and supplies necessary for the trip. You can delay a decision, say no (and keep a significant trove of high-level ME gear, as well as the ship), or you can agree. If you agree, you lose the captives, the equipment, and Kirahe leaves.

Whether he comes back depends on whether you sent him with enough intelligence. If you don't send enough, the STG basically doesn't care and you never see him again. If you send enough autopsies/live specimen reports back, especially on terror units like husks and Collector weapons, the Salarians are concerned enough that they send a small task force to assist you: a few great ships and high-level characters who may come in handy for the assault on the Collector Base at Mars. Of course, this help comes with a serious delay: if you take too long to gather the specimen data, then Kirahe can't come back in time to assist you. In a hypothetical six-month game time limit, the STG round-trip may well take four months. Help would only come in the end-game.

The STG offers a choose-your-reward mechanic that brings in a measure of galactic aid.

Bhalak the Batarian, serving as a/the leader of the Terminus Pirates faction. A member of the Batarian Hegemony who joined the Earth campaign for Collector technology but harbors a tad too much independence for the Collector’s taste. A personality who will eventually be directly controlled by the Collectors in the mid-late game, this guy is a scourge of Humanity beforehand and good riddance afterwards. Still, if you gather evidence of Collector control-implants and indoctrination, you can convince him the Collectors intend to back-stab him: this leads to him taking what loyal pirates he has remaining and getting out of here. A decrease in ME-alien attacks follows, as a major group of the Collector's forces leave.

A Turian: not necessarily Garrus, or even a Vakarian, but a potential defector from the enemy ranks. A Turian criminal who isn’t that evil, or who fears the Collectors more than Humans, or even a pirate who just grew a conscious and was disgusted after the Terror Attacks begin: the Turian is a recruitable character who brings out the third of the Big Three ME races.

As for some Human story characters... I’ll bring a reference. On FFN there’s a story called The Siege of Shanxi.

It's a fanfic, semi-AU, of the First Contact War. The author likes to use predecessors of the Human characters, so that familiar names can be dropped in. I actually like that, and it could be used here. X-COM is famous for perma-death, that anyone could die, but some exceptional-squadies with unique stories, along with a 'I have a kid at home...' kind of line could add to the story. Some might be killable, others might become 'permanently crippled' instead of 'permanently dead' if they fall in battle. That way they can partake via radio in story-developments, but no longer fight: their crippling could even factor into their character arcs, as such.

While story-characters are exceptional to most grunts in that they can't perma-death, a perma-crippled soldier is actually worse than a perma-dead: perma-crippled soldiers still cost upkeep reflecting their rank, meaning they’re a drain on resources despite no longer adding value.

Some familiar names that might appear could include…

Commander Shepard. Mama/Papa/Grandma/Grandpa Shepard. You choose. Commander Shepard with a timeline update. Early-game high-ranking soldier, with a powerful unique ability based on Service History.

'War Hero', a Hero of the Indian Campaign, gives a symbol of hope for everyone. Every time Commander Shepard is on a victorious mission, you get a much better decrease to panic growth (decreasing panic level not only in your mission area, but also in the immediate vicinity areas). As the game is lost if too many nations panic and pull out of the Alliance, the War Hero is a powerful tool for keeping everyone in the fight.

'Ruthless' gets the job done, no matter the cost. A passive bonus for all soldiers in the field that increases as your soldiers get injured and killed, this leader gets tough the tougher things get. Every wounded-status increases the bonus a little for everyone: every death gives a significant bonus. Even killing enemies can create a bonus, as the Butcher of Toronto gets to work. One aspect of this ruthlessness is that your troops can be both inspired and a little frightened of you: Rookies do not panic under the Butcher of Toronto, being more afraid of Shepard than of the alienbs.

'Sole Survivor' is possibly the only way to avoid perma-death wipeouts. If all other teammates have died, Commander Shepard will not: after a mission wipe, Shepard will be 'critically wounded' rather than 'dead' or 'perma-crippled,' meaning that after a period of time (two weeks) Shepard can be back in the fight. Keeping a high-level character on the field is a boon to any player, allowing you to recover from some mistakes However, this requires a total party wipe mission-loss: if any other soldiers survive, Shepard is perma-crippled. Sole-Survivor Shepard is the only non-perma-loss charcter in the game.

Alenko. Kaiden's own pappy/grandpappy (or female equivalent). Exceptional as the first biotic soldier, and a potential master psionic as well. Definitely in for the Tutorial, and a combat-related character. In terms of story, more of a supporting role.

General Williams, definitely. Definitely not in the combat directly, but a major supporting character. A general in the conventional Alliance military, who works well with X-COM, General Williams provides the player with advice, support, and even resources so long as he remains in charge. General Willians' disgrace could be a player-influenced event: when the player fails to stop a region from capitulating, Williams is the one who has to surrender so that X-COM can continue. When WIlliams is disgraced, X-COM loses a major source of support, as well as seeing a friendly character brought low. If the player can win the game without a region falling, General Williams is remembered as a hero.

I'll admit I like the idea also that Williams does character suicide for the Greater Good. Maybe the surrender offers X-COM an opportunity to launch a strike at the Collector Ship, or something. General Williams should be pitied for being a victim of things beyond his control, but not flinching from the loss of face.

Captain Hacket: an X-COM staff officer equivalent, now in command of your interceptors and space ships and all that. Your general strategic military advisor, the younger Hackett shows a keen, if tough, strategic mind.

Lieutenant Anderson: Possibly a squaddie, but more importantly your N7 Officer Academy OIC. N7 himself, he can train up your troops, giving you better tactical options, better soldiers, and making your team a better force. If he was a squaddie, he should gain a training bonus: any training he himself earns becomes cheaper for others.

Jack Harper/Illusive Man. This could go two ways.

In the Evolution comics, Jack Harper was something of a personal field operative for Williams. I could see him as a story-related NPC, also working as an intermediary between you and General Williams. Never under your control, but involved with various story developments.Younger, more brash than TIM, but through luck and circumstance with you to the end... and at the end, gaining the TIM eyes. The player is the Commander, but TIM is the guy who might take over X-COM after you.

As the Illusive Man (or Woman), you yourself could play the role as you command Cerberus. It would probably be a silent-protagonist role, with apologies to Martin Sheen, but where would Cerberus be without its leader?

===

General Story Flow

X-COM is, of course, player-driven, but it does have a general progression. Some story events seem to be intended for the new one coming. Being a crossover with Mass Effect, a heavily story-driven experience, some allowances can be made. It could even have character development.

While The Illusive Player controls the scenes, the named characters of the cast can interact, develop, and even come into conflict as circumstances are met. Sometimes you’ll be asked to resolve a conflict: sometimes you’ll set the conditions for cutsscenes or character relationships to mature. An Alenko who becomes permanently crippled, for example, having a character arc of adjusting to the fact.

Such nuances are beyond the scope of this outline/idea-sketch. What follows is a bare-bones breakdown of the story phases as such.

Early Game: Abductions. Collectors have just arrived, and are doing casual genetics research on Humans. Aliens overwhelm all Human gear-kits. Interceptions are rare. STG craft is probably impossible.

Major mission: Liara recovery. Liara’s arrival marks the first instance of inter-alien conflict, and provides the first opportunity to learn of the outside world.

Early-Mid: Interceptions. As Collectors seek more subjects to verify tests, Human capabilities evolve. Initial advances in ME vs. energy technologies are made: kitting up for ME aliens as opposed to X-COM aliens becomes a legitimate decision. Shoot downs begin in earnest as interceptor improvements are made. Terminus aliens deploy genetic experiments (mutons/whatever).

Major mission: STG shoot-down. Humanity starts being a threat to aircraft flying overhead.

Mid: Terror Attacks. Collectors decide that Humanity would make a good husk-race for future army. Mass-cassualty attacks begin, since only corpses are necessary. Panic rises. First awareness of Collectors begins.

Major Mission: Turian Defection. The Turian Defector, appaled by the Terror Attacks, makes to join your team.

Mid-Late: Mass Abductions. Collectors decide they want Humans for Reaper creation. Reaper-tech Collector Technology deploys, upping the ante as new enemy capabilities and types emerge from Collector labs. Earth nations in full military engagement: Collectors consider taking full control of forces and doing away with independent proxies.

Major Mission: Bhalak persuasion. If you convince him to back out, you get much-needed respite as a number of Terminus Pirates leave the system.

Late: Invasion. With all races under their direct control, Collectors begin an honest invasion attempt of Earth. Panic sky-rockets, and major regions threaten to fall, as Collectors offer to accept surrender (and actually indoctrinate those leaders who do). Final preparations for counter-attack to Mars are underway.

Major Mission: General Williams' Disgrace. If a region falls because the resource-buildup for the Mars Assault takes too long, it’s up to Williams to sign the surrender… but in doing so, he provides an opportunity for the Player to launch an attack on a Collector Cruiser, offering a huge opportunity to capture resources for a counter-attack.

End Game: Mars. Take the fight to the Collectors, and defeat the Collector General commanding the invasion. Discover just what the Collectors are collecting Humans for.

Major Mission: Suicide Mission. Similar to the ME2 canonical mission, but on Mars, the Collector Base demonstrates the Human-Reaper core, which serves as the first actual indication of the existence of the Reapers.

Of course, X-COM games have traditionally had a limiting factor or two, as well as requirements for the end-game victory.

Mars Assault Requirements: Spaceships and supplies. Though the Player becomes pretty good at defending Earth, evening up the tech-gap with the aliens, the resources to build a space force to reach and attack the Collector Base on Mars are necessary to end the Alien Threat. Cerberus-X-COM must research mass effect technology, X-COM psionics, and other difficult technologies in order to successfully fight through or infiltrate the base with a sufficient team.

Time Limit: The Arrival. The Collectors have broken through the Prothean Archives, and discovered the Crucible plans. The Reaper invasion is kicked off ahead of schedule to prevent other civilizations from building it.

Panic Limit: Majority Loses. Alien abductions, massacres, and UFO activity frighten the nations of Earth, as well as making the Player out to be insufficient. If panic in an area rises too high, the leaders of the nation will withdraw from the Council and surrender to the Aliens: if too many do, the entire Earth falls.

Indoctrination Risk: Researching Collector technology is potent, but risky. As you research artifacts and technologies, you run the risk of soldiers, scientists, and others becoming infected. Indoctrinated agents will expose your activities to the Collectors and conduct internal sabotage, making your job harder and your enemies more effective. And if a member of the inner circle becomes indoctrinated without you knowing… without you, the resistance falls apart.

End States:

Defeat (Time Limit): Earth though the Collectors were the real enemy... but in truth they were servents of a much greater threat. When the black ships descended from the skies, we never stood a chance. No species knew when we fell... but all species soon followed.

Defeat (Panic): The leaders of Earth thought submission was preferable to extinction. The Collectors accepted the first, but soon followed with the second. It might be said we took revenge on those who had invaded us: husk armies marched on distant worlds, crushing unwary species. But we were to far gone as a species to appreciate the retribution.

Defeat (Indoctrination): Your most trusted allies turned on you, assassinating you in your own control room. You never knew, never suspected how deep the rot had spread: the rest of the world was no better. Cerberus continued, but this time under the Collector’s control… and when the time was right, Earth’s own defenders turned on her and handed it to their masters.

Victory: With the death of the Collector General, all the aliens in the Sol System lost their cohesion. While husk armies still marched on Earth, without support they were soon wiped out even as the remaining groups were removed. The Council of Nations found itself in control of what remained of Earth, and the mysterious Collector Base on Mars... and in it, a mystery that not even the Collectors had yet managed to crack. The Prothean Archive, once opened, revealed a treasure trove of information and technology to us... but that would be a story of another decade.

Until then, the Council of Nations recovered, and expanded: alien technology was used to settle distant worlds, colonizing the galaxy for Humanity's first outward steps. We would meet new species, and even some new foes... and we met them with their own technology, and a little of our own.

And just in case, Cerberus remains ready for Human survival and advancement, at any cost...
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Posted at 10:24 PM on 2013-10-09
I have one blunt suggestion that might save you a lot of work: just do ME2.

ME2 has the same plot, really. So why not save on a lot of the world building by just doing an alternate portrayal of ME2's story? Maybe this time Shepard was not resurrected. Instead Cerberus took a more conventional approach; using their best operatives to covertly lure the Collectors out, reverse-engineer their technology, and then strike them at their "home world" in a one-shot do or die mission.

First missions would just be watching the galaxy for possible Collector sightings; stopping their scouts basically.

"Terror Missions" would be actual Collector attacks which at first you may stumble upon, later be notified of so you can respond, and later you can prevent them.

Of-course the Collectors and their minions will establish foritifed outposts to assist with abduction, these are base assaults. Naturally they will attempt to assault Cerberus as well if they can find one of your bases.

Collector minions are of-course Terminus species and maybe mercenary brigades.
 
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Posted at 11:06 PM on 2013-10-09
Funny you mention that- I actually wrote a lot more on this with someone, and we definitely noted the thematic similarities.

I was aiming for a trilogy-redux of both Mass Effect and XCOM, and wanted to explore other parts of the XCOM franchise. The Collectors had more in common with the standard 'Alien Abduction of Primitives on Earth' scenario that XCOM built its base from than either the ME1 or ME3 plots allowed, and I figured they made a good step-stool to introducing both Mass Effect and XCOM elements (pirate/slaver proxies), and a jump up to the galactic playing field.

MassCom 2 did expand into colonial targeting, but it tied in the ME1 plot of Saren and the Geth invasion, while choosing the XCOM: Apocalypse aliens (with the Thorian spores/biological FTL coms replacing inter dimensional tech) for the other side of the ME/XCOM duality I found was working. MassCom 2 introduced the Reapers and the idea of the Organic/Synthetic conflict, represented by Humanity being in the middle of a larger Reaper/Leviathan conflict with the Geth/Apocalypse biologicals being the proxies. Saren was the unifying element, himself a blend of organic and machine, and the chase after him required studying and beating both the Geth and Thorian factions to get the ME1 macguffins to reach Illos.

MassCom 3, the Reaper war, bonded with Terror of the Deep for the cyclic appocalyptic war between Reapers and Leviathans, who would approach organic/synthetic unification from separate approaches- machine-dominated organics, or organic-based technology. The Leviathans replace the Reapers as the ones who capture Earth (rising from the Depths of the sunken city), the Reapers are invading from the outside, and it's up to XCOM to master both biology and technology to end the war once and for all.

One of the mechanics I mused on and really found I liked was the idea of using interrogations as a means to discover and explore the lore of the universe. Particularly in MassCom 1, for starting to understand the wider universe, interrogations had multiple topics- you could ask about race, motivations/place in the abduction army, or technology. This would require multiple captives, since most would die quickly until you gained new knowledge and capabilities,

In short, it expanded interrogation into a means of discovering the universe from an initial absence of knowledge rather than assuming you knew everything about it from the start. The later is half the fun in crossovers, but the former fit my aims for a hybrid trilogy.
 

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Posted at 11:19 PM on 2013-10-09
Just to elaborate a tad on the MC2 concept- the tutorial/beginning game would track the events of Eden Prime and the early game, leading to the Geth invasion. They were the obvious threat. Their mission is to basically distract the galaxy from whatever it is Saren is doing, and fight the Reaper's enemies which include the Thorian.

The less obvious threat, and one missed/covered up by the Alliance/Council authorities, is the disappearance of entire human colonies by unknown actors, even as a new pan-organic cult begins to rise in opposition to the Synthetic Menace. This is the thematic carryover of ME2's colony abduction mystery with a bit of the Cult of Sirius of Apocalypse. Ultimately the Thorian is a General to the Leviathans, and serves as a synthesis of the Alien Brain on Mars and the True Enemy of the Apocalypse aliens.

 



#2
Dean_the_Young

Dean_the_Young
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It could be done. It would require some twisting, and the 'switch ME2 and ME1' idea, but I think you could keep an X-COM style formula for a sequel.

I use that loosely, because of scale, but-

Key aspects are time skipping (since Collector technology is a decade ahead, the advantage will lessen), Geth (exceptionally-advanced in their own right), and Sovereign/the Collectors being the lead-in to more advanced Husks and other X-COM races.

This would be a really, really awkward ME1 substitute, without a good deal of the charm, and it would have a wide scale, but let's try to organize this.

===

In ME-X-COM 1, there was a duality of technology: ME aliens were conventional, X-COM: EU aliens were energy-based, and the Collectors were the best of both (who also brought husks to the game). Sort of like a triangle.

This combat triangle should remain, but with a bit of a twist. Rather than being energy-weapon and conventional weapons, it should be 'technology' vs. 'biology.' Technologically-equipped enemies vs. biological weapons, with a bit of a middle-ground as well.


Now the Geth are the technology-base of the triangle. Geth, having always been 'technologically advanced' in their own right, have advantages in ME tech and especially AI tech that far surpass the galactic norm. The Geth are, say, nearly a century ahead of most the galaxy due to AI near-singularity development, which makes them an equivalent 'super-advanced' species. While Geth focus on conventional weapons, their mix of armor AND barriers means that there's no longer the weapon-advantage as such.

'Technology' is the basic strength of equipment, weapons, and ships. Technology is arguably the bigger part of your arsenal, though it often requires knowledge of biology to exploit against biologicals. Arm the man.


The X-COM: Apocalypse Aliens are the pure-biology side of the house. While taking out the dimensional-teleporting aspect of things, the idea that they're all genetically-engineered bioweapons (obviously of Collector design) continues... as does the plot twist that all the aliens are being controlled by the things in their blood. In X-COM, apocalypse, all those blood-things were a hive-mind: now, they're the spores of the master controller, the Thorian Creeper.

'Biology' is the realm of health, enhanced abilities, biotics and psionics, special talents, and access to those biology-unique things in the ME universe (like regeneration, Rachni genetic memory, and Prothean Beacons). Biology allows technologies to be more effective, more critical hits/resistances, and is key to various plot-necessary advances.



The hybrid, best-of-both group is... Saren, his 'mercs', and the super-husks. Supported by Sovereign (who, with the Collectors destroyed, is the last Reaper toe-hold in the galaxy), Reaper-synthesis of biology and technology is the big theme here. Reaper-implanted Cyborgs (like Krogan, Asari, and the other ME races) as well as the super-husk creations (the Collector husk varients from canon ME2) provide the best of both ends of the technology.


---

Biology vs. Technology

ME-COM had a rock-paper-scissors dynamics in which certain weapons beat certain armors. This can still apply, but it's less relevant. Defenses are a bit more uniform across the groups (making armor the more tactical concern), but the real difference is the new major themes.

Technology is armaments. No more, no less. The strength of your guns, the hardness of your armor, and so on. The Geth are pretty much the dominant technology faction, and most of your advances for the main game would be from them. Better guns have better base damage, and the Geth can give you lots of options to pick from in terms of modifiers (though only one modifier might be equipable). VI's would also become important as AI-tech developments: VI's boost your technologies efficiency, increasing accuracy/defense/uses of technologies/etc.

The simplest example would be weapon upgrades. Tier One rifle does 4 damage. Tier Two does 6. Targetting VI gives a +5 accuracy: Stealth VI gives cloaking one more round of effect.

Major technologies, mostly Geth, would include weapons, armor, ships, and AI technology.

End-Game Victory Conditions might include advancing in AI technology to communicate with the Geth, and ultimately freeing the Geth from Sovereign's control.


Biology is not only the innate abilities of your characters, boosting health/mobility/accuracy and other base stats, but not how well you can use the technology. In a case of backtracking abilities that were taken for granted, whereas in ME-COM 1 you would have the new X-COM:EU system of a special ability every promotion, those are a fair deal weaker. The abilities either have to be strengthened by a biological advance in order to achieve the maximum game.

IE, in X-COM:EU a Headshot ability adds a 30% critical. Now the 'base' promotion adds a 10%... and advances in Biology then boosts it to 30%.

Alternatively, some abilities are only unlocked with sufficient Biology. A key example would be Biotics: while Biotics (and psionics) can naturally occur, they would be really, really rare: with Biotic Biology mastered, however, you could 'convert' non-biotic troops into biotics, giving them access to those Biotic abilities.

Major Biologies would include gene-therapy upgrades, regeneration, biotics, possibly cloning.

End-Game Victory Conditions would include being able to master/counteract Thorian spores, and thus able to stop the Thorian.



Reaper-synthesis is the combination of technology and biology, as well as other Reaper techs. Indoctrination, already falling under psionics, is present here, but primarily we're looking at cybernetics (ME-alien cyborgs) and Husk technology, but the most interesting is Prothean Technology. Saren and his forces obviously have the best of both biology and technology advances, and are themed with the Prothean psychic-beacons (a pinnacle union of mind/biology and technology).

The major Reaper-synthesis techs would be cybernetics, psionics, and organic-synthetic union technologies like Prothean beacons.

End-Gave Victory Conditions would undoubtably include figuring out the Prothean Beacons in order to find and/or stop Sovereign. To do so, you'd need the Cypher from the Thorian (thus beating the biological threat), and some equivalent advance from the Geth (possibly their engineering of a Mass Relay, ie the Conduit). With the Cypher and the Conduit, you can catch Sovereign for a final fight.





Next, after a break: plot and machinations.



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06:19 PM 2012-10-03
Human setting. And, forgive the impetus, but I'll just call it Cerberus right now.

Ahem.

After the destruction of the Collectors on Mars (retcon: they took their base with them), Humanity jumped into the galactic relevance by suddenly and rapidly rising in the Terminus region known as the Attican Traverse. Consolidating an interstellar empire even before finding their first Mass Relay, the first major appearance of Humanity on the galactic stage was when their final victory over a number of Terminus species (the first game Collector Allies) left Humanity with a series of conquests and effective ownership of a large part of Terminus Space.

The Council, bearing no malice and glad to see someone bring a semblance of order to the frontier, welcomed Humanity and invited them to join as a Citadel Species. Humanity, with poor memories of the First Contact War and the lack of help the Citadel Species offered, was not enthralled. Still, fake friendship was better than hostility, and so the Council of Nations agreed, and the Council within the Council rapidly rose in power and influence as Humanity's Collector-derived technology propelled it to a galactic power.

Decades past.

Blah blah blah, unease from the Turians who, despite being galactically overstretched, don't like a peer competitor, blah blah the other races are also self-interested tossers, blah blah Humanity is self-interested and selfish, but preoccupied in settling in the Traverse. Blah blah, Humanity is angling for more and more influence in the Council system.


---

Humanity is united under the Council of Nations.

Collector Technology has been largely used up: the 'decade in advance' advantage allowed Humanity to reach galactic power tier, but in the decades since Mass-Com 1 the technology balance has settled as other species have gleaned the technology from Humans. While the choicest pieces of tech (particularly particle weapons) remain in reserve by Cerberus (which is also still trying to crack the Prothean archives), and there remain important parts still under study (the Reaper tech in the Collectors themselves), most of the benefits of the uplift have normalized.

Advanced technology is the new norm, in other words. Super-advanced technology is the new advanced, and besides obvious Reaper tech it comes from mainly one place: the Geth, the reclusive race of hyper-advanced robots. However, the Human pursuit of other Collector projects indicates more genetics-projects exist, deeper in the Terminus, hiding and biding time...

---

The colonies of Humanity are the new chess-board: rather than a case of 'Earth is under threat', we'll be looking at a scenario in which the colonies are the vulnerable bits and pieces. The nations own the various colonies, some of which are the X-COM alien worlds now occupied/annexed and others are virgin colony worlds.

These colonies will replace the areas of Earth for the purpose of the 'panick/respond to attack' strategy management. In a very, very rough analog, sectors of space will replace continents, and systems will replace individual countries (although who owns what is not necessarily uniform).

---

The Sectors of Human Space are the equivalent to the Continents, and you put your main base in one of these. These regions of space are broadly grouped by common trends/history/context.

Inner Human Space: The closest-to-Earth areas of Human space. Most industrialized/richest.
Terminus: These sectors are, of course, near the Terminus frontier. More exposed, but also a type of place where hardier men come from.
Occupied Space: These sectors are where, lore-wise, the X-COM aliens from before are. Former Terminus space, now occupied by the Council of Nations. Relatively unstable, as in its easier to lose control, but also richer with the long-developed industry and whatnot.
Attican Traverse: A mix between the Terminus and Occupied Space. Some X-COM presence.
Citadel Space: Another 'safe' place, in proximity of the Citadel. A more diplomacy-oriented sector, with a better chance at getting aid from the Council.

Bonuses would vary depending on mechanics. Going by the new X-COM idea, each could give you a potential asset.

---


Story comes next...   73_thumb.jpg
06:35 PM 2012-10-03
So game starts off with... abductions! Again!

Not the Collectors, as they're all gone, but Human Colonies in the Attican Traverse have begun disappearing. Entire small colonies have disappeared with barely a trace.

Cerberus, reactivated, deploys to the colony of Freedom's Progress. There, in an abduction underway, the colonists appear to be moving under the watch of strange insects never seen before. The colonists, getting onto a shuttle of their own power, disappear: the creatures fight and are killed.

These are the Organics, and they are surprisingly dangerous. Bullets barely slow them down, acid eats through armor, and they fight to the death with no quarter offered or taken.

You barely get time to return with your corpses, however, when an emergency alarm starts: the Colony of Eden Prime is under attack!

Moving to support, you come in a Geth Raid on the colony. Even as armies fight, civilians are being rounded up and forced onto ships. Those that aren't put on the ships however, have a worse fate: huskification. In an alarming reveal, the Geth are using Collector Technology long thought stopped.

These are the Synthetics, and they are a menace. Your Cerberus forces try to stop the Geth, only to run into the advanced Geth technology: far above your own, the Geth wipe out many of your forces. The context of the battlefield shifts, however, when-

-you stumble into a group of organics working in tandem with the Geth. Visible mainly from a distance, these soldiers break into the real secret of Eden Prime: top-secret ruins that resemble those still unopened on Mars. Chasing the mercs in, however, leads to a massacre: a near party-wipe (forced), with the only 'victory' from it being the face of a certain Turian Spectre.



As Cerberus recoils from the twin attacks, the narrative develops. The Geth have invaded, releasing propoganda of a Human incursion, and are in a full-out war that is consuming the Alliance's attention. That the Geth are abducting colonists is almost overshadowed... and the fact that there was an organic abduction is even further off of everyone's minds. Everyone but yours.

Unfortunately, the one lead you do have is of no use: the Council won't believe that Saren is responsible for the attacks. And while they are concerned about the Geth, they aren't sure you didn't provoke them and don't want to get involved. And they really aren't saying anything about the organic abductors...


The initial setup begins with a three-part objective.

-Stop the Synthetics
-Stop the Organics
-Stop Saren



The factions are a bit more complicated than they appear, and will be the next piece.



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07:19 PM 2012-10-03
The Three Enemy Factions are not, despite first suspicions, allied. Or rather, not all of them are.

The only groups working together are the Geth and Saren, with Geth being the main forces and Saren's group being the overlords. The organics are actually a separate faction, and are even in conflict with the Geth and Saren.

Resolving them, however, will require addressing all three.

===

Synthetics

The Synthetics are, of course, Geth. And some X-COM alien robots, sure, but primarily Geth. After an initial broadcast claiming they were provoked, the Geth do not communicate except in order to threaten prisoners into obedience.

Geth units include, obviously, all manner of Geth units, and then some. They are characterized by very good equipment, but few special abilities or talents: you fight the sum total of the equipment, but not a person underneath it. In a straight up fight you'll likely lose, at least without special equipment, but Geth are more vulnerable to special abilities evening the ground.

The Geth are the big, obvious threat. Most of the off-screen attention is focused on them: the nations of Earth as a whole are fighting a (bad) war against them. The reason the military-industrial complex of Humanity isn't thrown behind Cerberus is because it's already being thrown at the Geth.

Cerberus, you, gets the scraps of funding that remain.

Vis-a-vis the Geth, Cerberus's main role is as investigators when abductions are being done, and as a last-line of defense. You aren't fighting the war against them, you're there to keep it from being lost.

Plot-wise, the Geth are effectively a mix of willing and unwilling slaves for the Reapers. The Heretic Virus has already been deployed, making all Geth bad. However, naturally 'Good' Geth remain trapped within their own shells.

The Geth plot effectively revolves around discovering and countering the Reaper control over the Good Geth, breaking them free. This requires major advances in AI technology, which is of course derived from capturing Geth and studying them.

The Geth contribution to the end-game would be assistance with some piece of highly-advanced mechanical/software technology. Three ideas present themselves: the Conduit (now a Geth-created project), the Vigil Data File (to stop the Citadel trap), or a software algorithm to break the Prothean Codes to the Mars Archive.

Honestly, I like the last.

===

Organics

The organics are not only the X-COM: Apocalypse aliens, but also a host of ME organic aliens: Varren, but most specifically Rachni and the Thorian. They are genetic-engineering projects of amazing advancement, with biotic technologies on par with Mass Effect fields (barriers for shields, etc.). Even their ships are alive and super-advanced. At the highest levels, the Organics will even deploy repurposed Humans: Humans with insane biotic and psionic powers, mutated into slaves and servents.

The Organics seem to be Collector experiments, but they lack the mechanical aspects that the Collectors had. In fact, they derive from a completely different source of equally-advanced technology: the Thorian, which even controlls the Rachni.

The Organics are the sinister, subtle threat. Their abductions are less obvious due to the distraction of the Geth War, but no less important. Because they aren't fighting an open war, though, few recognize them for what they are.

The interesting thing about the Organics is that, while they try to stay out of the way of the Geth, they are ultimately hostile to them. When Synthetics and Organics clash... well, it's really fighting over who's going to kill you, but hey.


Vis-a-vis the Organics, Cerberus acts as the investigative force ala ME2-canon. You investigate, stymmie, and ultimately stop the abductions... while taking the advantage to seize technology to further Human interests.

Plot-wise, the Organics are actually a long-game play in the eternal war of Organics vs. Synthetics... or actually, Leviathans against Reapers. That's just the acually the longer-term (ME3) reveal, so let's try again.

Plot-wise, the Organics are all the thralls of the Thorian, an organic lifeform with super-invasive control abilities. The Thorian considers itself life-itself, and at war with the synthetics and all those who would avoid it. The Thorian is abducting the Humans for much the same reasons the Collectors were: as fodder for the war to come. Humans, once elevated with psionics and biotics by the Thorian's organic mastery, are an overwhelmingly broken force.

The Thorian gets more backstory through its most famous thrall-race: the Rachni. The Thorian was behind the Rachni War, and currently holds the current Rachni Queen in its thrall. The Thorian's ultimate goal is galactic domination of organics, for organics, under its rule... though of course submission to the Thorian means Creeperdom or worse. The Thorian justifies itself as the enemy of the synthetic menace.


Ultimately, the Thorian is implied to be the tool of its own masters... and the follow-up for ME3 would be that the Thorian was the proxy of the Leviathans themselves, only hinted at here.


The Organic Plot ultimately revolves around discovering the existence of and hunting down the Thorian. This will involve biological studies, of course, and probably a visit with the Rachni Queen.

The end-game contribution, once you finally stop the Thorian, would be the Cypher to make sense of the Prothean Beacon hidden in the Mars Archive.


===

Saren and Sovereign

S&S is the true end-game threat behind the scenes. Saren could be a reoccuring plot character if some static missions were included. Saren and you are looking for Prothean artifacts that, besides being exceptionally advanced technologies, could spell the reason for these attacks and the ultimate end-game.

Saren's Mercs are the canonical ME races, with Implants, as well as the specialty husks. The Husks especially sometimes work with the Geth, particularly as Terror Mission units. Thanks to Sovereign, Saren's group has the best of the best of equipment, stuff that's initially thought to be 'like Collector tech, but more advanced.'

Vis-a-vis Cerberus, the Saren storyline is 'the Chase.' You're trying to figure out what Saren wants, because it's probably the reason behind the Geth attacks and abductions. Saren's MO is to find the Prothean ruins in the Attican Traverse (because the Traverse still has un-disturbed, intact ruins), and the Geth War is little more than a smoke screen. Saren's motivations remain the same, as do the consequences: the only difference is you have to hunt down for mentions of the Conduit.


As per 'the chase', a lot of the Saren plotlines have to do with finding a lead. These leads come from both the other factions, as it takes mastery of both Organic and Synthetic to actually track Saren and his associates down. Capturing member's of Saren's team for interrogation, raids on high-level Geth data bases, even Organic intelligence.

Ultimately, the end-game is the final chase after Saren as you follow him to Illos and/or the Citadel. End-game needs to be decided more, but chasing Saren ultimately leads you to Sovereign... and Sovereign is definitely the end-game.

===

A few tentative scenarios to follow.
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07:46 PM 2012-10-03
More elaboration on these starting tomorrow, hopefully. I have some ideas, but not time/patience to develop now. Please feel free to drop your thoughts.

===


Synthetics:
-Prove Saren relationship to Geth (Extract Geth data core: requires AI knowledge)
-Find War Plans/Priorities (gives leads on Saren's dig-sites)
-AI research (Necessary for interrogation)
-Analyze Geth Code (Discover indicators of Heretic Virus)
-Interrogate a True Geth (Find True Geth hidden within)
-Find Heretic Virus Facility (a Saren Plot) [gives Heretic Virus Cure project]
-Deploy anti-Heretic Virus Virus (Biggest Battle against Geth)
-Take Mars Cache Code ****** (End-game Key)

Organics
-Proof of Rachni (Gets Council/Krogan support)
-Proof of Thorian (Ultimately prove that something is controlling all these aliens)
-Find Organic Research (find Saren's organic research lab of Noveria)
-Find Rachni Queen (From Noveria)
-Decrypt Genetic Memory Storage (or Interrogation of Rachni Queen) [helps retrieve the Thorian's location/some other thing]
-Find Thorian (super-advanced QEM needed: think the Leviathan hunt)
-Deal with Thorian (Biggest Battle against Organics)
-Take Cypher (End-game Key)


Saren
-Find Proof of Saren's crimes (extracted from Geth)
-Stop Dig Site thefts
-Interrogate Saren Follower (discover existence of Conduit)
-Find a Saren facility (evidence from Organics or Synthetics, or an interrogation of a Dig Site leader)
-Saren's organic-research facility (aka Noveria)
-Saren's synthetic-research facility (aka Heretic Virus Station)
-Saren's indoctrination-research facility (aka Virmire)
-Decrypt the Prothean Beacon (requires Synthetic/Organic victory)
-Pursue Saren to Illos
-Pursue Saren through Conduit
-Pursue Saren through Citadel


===

As you may see, the general structure of the arcs is that you need advances in one arc to advance towards another. Some live-captures are required (Saren followers, Geth), others just require science projects, making this ultimately a series of mid-term objectives: you have to prepare in order to make a feasible attempt at unlocking your next step.

By having the three factions co-linked to eachother, you have to address the entire conflict as a whole. You need the Geth AI research to find proof of Saren's crime, but then you need intel on Saren to find the Heretic Virus Station from which you can make a cure for the Heretic Virus.


Or something like that. The above is not a complete, or an absolute, list. It's just a really, really rought sketch of a 'sequence of necessary steps', some of which could likely be done at once.



Thoughts, ideas?




(Tomorrow, I'll drop in on diplomacy aspects: in short, alien recruits are possible! Elicting support from other races comes with rewards! Cerberus does whatever the costs, after all, and isn't above hiring aliens for suicide missions.)   110_thumb.jpg
01:59 PM 2012-10-04
Wow, this is good. Human acquisition of Collector tech fixes a problem with the setting - how did we achieve technical parity with the Council races so fast? It also highlights how radically advanced Reaper tech is over the stagnant Council tech path, and foreshadows the Reaper invasion making slow progress in ME3.

The Skyranger would be replaced by the Normandy in the first game and the relay jump capable Normandy II in the second, right?

Here's a tweak you could add, if you separated 1 & 2 by a long enough period. You know how the new X-Com game starts with a tutorial, that leaves you with a sole survivor? You could copy that and make it so the sole survivor is always Lt. Shepard. This character gets a unique stat boost of some kind - maybe whenever s/he's in the field the other squaddies get a buff?

If Shepard is lost on a mission s/he's still lost for the rest of the game. It's just made clear that s/he's wounded and on life support rather than actually dead.

When Cerberus is reactivated, of course, the new Commander is Shepard (with cybernetic scars if s/he was "killed" in the first game). S/he no longer fights but directs, leads and negotiates.   73_thumb.jpg
02:46 PM 2012-10-04
In order...

Yeah, emphasizing the Reaper advantage over everyone, even their own proxy, is key here. Mass-COM 1 is good for catch-up, but we still have magnitudes of magnitudes of ways to go. ME3, though, you might start getting close.


In the first game, I was actually thinking the Skyranger would be the main presence: classic X-COM and all. The Normandy, however, would be the end-game vessel to reach Mars: the Avenger analog. The Normandy II would be the main Skyranger-substitue for the second game, but of course of a later generation: a true inter-stellar craft, rather than an inter-planetary assault ship.



And great minds think alike, because I actually had the exact same idea about the Sole Survivor idea: Shepard as a first, special recruit from the tutorial makes a good deal of sense.

Of course, I also had a similar idea about the other careers. The War Hero strikes me as a good 'emergent' character who would pop up during a Terror Mission: someone who holds the line, saves a lot of civilians, and gives a good deal of hope to the world when things look bad.

The Ruthless, however, is a different take: in a terror mission, definitely the sort to let civilians be massacred (or kill them personally via collateral damage) in order to wipe out an alien force. Or the sort who, when an alien base is found, loses two-thirds of the unit on the attack.

Or would it be too much to roll them all in one, overpowered Shepard?

But yeah, 'permanently crippled' was an idea for story-characters who were mission characters as well. Though one idea for the Sole Survivor promotion was that, if it's a total party wipe, Sole Survivor would just be wounded rather than permanently lost.




Now, Shepard as the Commander... not so sure. In my heart, that's TIM: the poise, the arm chair general (like the person behind the keyboard), and most of all the casualness. And the eyes.

But if player ego didn't get in the way, Shepard could make a good substitute for Central: you know, that mission advisor guy. Second-in-command doesn't fit Shepard well, but as the face of the organization it could work here.



And, call me flabbergasted, but did you see the new multiplayer DLC trailer? They really did make a new Collector faction for multiplayer! And new enemy units, and new enemy behaviors: call me flabbergasted, but I could have sworn that was just a bad rumor.

Now they better figure how to insert them in the SP campaign...
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09:30 PM 2012-10-04
So, promotions for the Shepard origins.

Looking at the X-COM:EU system, you get a choice of promotions when you level up. Choose from between two, and that's that. Not clear how leveling up of psionics happens, but I'll assume it's something similar.

Since there can only be one Shepard, really, I looked for possible substitutes for the rest. You'll see.

For story-purposes, story-characters can never be 'killed', only 'crippled': it still takes them out of battle, but keeps them around.

---

Sole-Survivor

Canon Character: Shepard

Received: Initial Starting Character

Themes: Singular survival, survivability, and bonuses for Shepard as companions die

Background: Sole-Survivor Shepard is famous for being the first soldier to encounter the Aliens and live to tell the tale... a tale all the more horrifying for the loss of their entire team in a mission gone wrong. Shepard, surviving alien horrors and even possible mind-effects, was psychologically scarred before being found weeks later by Cerberus recovery teams. Since then, multiple teams have died around Shepard, only increasing the mental stress.


Concept: Sole-Survivor Promotions are all about making Commander Shepard the single most survivable character in the game, and then some... possibly at the cost of increased danger to fellow team mates.

Some abilities would be uncontroversial: an immunity to critical hits, a guaranteed bleed-out (which allows 3 turns to med-pack to stabilize) rather than 'death', and a gradual array of heightened resistances and immunities to effects like poison, panic, and mind-control. Giving Sole Survivor a quicker recovery time in the medbay can also help. An alternative to outright psionic immunity might be a radical Will growth: rather than see Will permanently weakened by severe damage, for a Sole Survivor it could grow instead.

On the double-edge sword type of promotions, however, some possible alternative promotions could give Shepard benefits at the cost to fellow units. A prime example would be 'unassuming pose': enemies are less likely to target Shepard, and shift fire to squadmates instead. Or 'Buddy Cover': Shepard can now use squadmates as cover... and as meat shields. Again, these traits can increase Shepard's survivability, but they endanger others.


The ultimate bonus would be an honest-to-god 'Sole Survivor' trait: Shepard can not only avoid being killed, but also perma-crippled, if the player suffers a total party wipe. In other words, if the entire party wipes, Sole Survivor only suffers heavy injuries, rather than being perma-removed from play. But this requires a total party wipe, and all other mission characters to be killed: you have to throw the mission, in other words, and sacrifice all other companions.

However, this can give you an effectively unkillable, high-level character of amazing flexibility and exceptional strength. You aren't invincible, but you'll rarely suffer for a heavy hitter.


---

War Hero

Canon Character: Kaiden Alenko (if not a starting companion-squaddie).

Received: During the first Terror Mission story scenario

Theme: Hope, a Bloody Icon, Hold the Line, Defensive Focus

Background: An archetype arising from during the Terror Mission phase of the war, when the Aliens/Mercs launch a major raid or terror mission. The War Hero gained instant fame by holding the line long enough for Cerberus to arrive and drive off the attackers. The War Hero's surprising victory became a major event for celebration, and gave new hope to the people of Earth. The world watches this new good luck charm with anticipation, and X-COM has recruited the War Hero to take advantage of that popularity.

Concept: The War Hero should be involved with the political aspects of X-COM: global panic management and Council support. And of course, the War Hero should be focused around encouraging the later and opposing the former.

As far as tactical considerations go, the War Hero should be 'less' compared to the other two: at best a defensive buff that can apply to allies, to help hold that line. The War Hero, while certainly capable, was more lucky than brilliant, and that was part of the legend. The exception of this, for gameplay reasons, could be Terror Missions: the War Hero could bring particularly effective bonuses to the entire team for Terror maps.

Otherwise, the War Hero is a strategic rather than tactical asset. The War Hero should, in a sense, become the public face of Cerberus for any mission he partakes in... with Cerberus reaping the increased public support that follows the publicity.

The increasing rewards and such can start small, but grow larger: adding varying amounts of money rewards to successful missions (say, +10 money in the new dollar units), gaining +1 specialist, or spurring on the recruitment/advancement of soldiers. The War Hero could also have an inflated impact on Terror: missions that the War Hero participates in have a chance of lowering panic in those countries by 2 rather than one, allowing you to control Panic more easily.


The ultimate reward of the War Hero should be 'International Hero': basically a boosted-version of panic-suppression, but one that can effect multiple nations at once. When Terror Missions are accomplished in a region, not only does that country get the panic reduction (and another one with the earlier perk), but the entire region/bordering countries could also get a similar reduction.


---

Ruthless

Possible Canon Character: Zaeed
Possible OC: The Butcher, from Lanius (I like this one better due to leadership capabilities, which no one other than a Renegade Shepard quite has)

Received: After a major enemy base assault

Theme: Heavy Casualties, Aggressive, Panic

Background: 'The Butcher of Toronto gained fame as one of the few non-Cerberus major military victories over the aliens during the war. When an enemy base (or crashed major enemy UFO) was found, the Butcher led the assault with an entire Company of soldiers. Despite entrenched defenders, inferior technology, and alien horrors, the Butcher pressed the assault deep into the alien bunkers. Advancing despite losing a third of his men, the Butcher ultimately fractured the enemy line, terrifying the enemy defenders into submission.

Concept: A heavy squad-buffer force: the ultimate battlefield commander in terms of fighting on through casualties, the Butcher's leadership puts steel in the spine of men and terror in the hearts of the aliens. The Butcher provides squad-wide buffs (and enemy debuffs) that only grow stronger as the player takes casualties.

The key trait the Ruthless influences is Panic: keeping friendly forces from succumbing (the effect of terrifying/inspirational leadership) and increasing the likelyhood that the enemy will (the effect of a terrifying opponent). At best, this could become a steamroller effect: as the allied forces succeed and terrorize enemy units, more enemy units stand to be terrorized by the follow-through.

The other aspect is the idea of escalating unit bonuses as people die. Attack, defense, critical hits... all could increase as characters are killed. A 5% increase to all three might not be all that much if one person dies, but if three die... the remaining units of the Ruthless's team will become stronger, making them more likely to complete the mission.

The ultimate form of Ruthless should be a reward that increases as anyone, friend or foe, is killed: perhaps a universal buff for allies, and/or a universal terror debuff to enemies. While not much on a small map of just a few, on the larger maps with more kills and casualties you could stand to have a considerable influence as the steam-roller effect completes.







And that's all for the story-character promotions as is. No one else really strikes me as needing unique promotions.



And, tired now, will try to get to that 'outline' tomorrow.   73_thumb.jpg
08:36 PM 2012-10-05
Story Progression

---

BLUF: Lots of explanation/outlining, but a new key story concept.

The Organic Abductions are really for our own good. Colonies that 'panic' out of the Council don't submit to the Geth: they go and join the Organics for Organics crusade, which kindly extends 'protection' from the Geth in exchange for, well, your body.


---

In my view, X-COM’s game progression has always been marked by four main stages: the Investigation, the Struggle, Identifying Requirements, and the Final Battle. This roughly corresponds to the general Mass Effect story development as well.

Broken apart, the first stage, the Investigation, entails the initial coming to terms with the Aliens and trying to identify the nature of the threat. Initial tech catch-up, mismatched odds, but culminating in a live-capture for interrogation and/or study that leads to greater understanding of the threat.

In Mass Effect, this would pretty much the first mission(s) of the game: Tali’s evidence, Freedom’s Progress, or the Mars Archive.

The Second Stage, the Struggle, is the main body of the game, the meat and potatoes. Battles are fought, victories are made, and momentum towards victory is made… and enemy counter-attacks also occur. In X-COM, these include the terror missions that strike even as you continue to build your infrastructure and capabilities. In Mass Effect, these are the mid-points in the games. Necessary steps are made, but in the Struggle you are usually still searching for the keys to victory.

The Third Stage is Identifying Requirements: the phase in which you know your means to the end-game, but are focusing on how to get there. This is the transition phase between the Struggle and the Final Battle. In X-COM, at this point this is usually the technological end-game where you research those pinnacle technologies to allow you identify and reach the enemy home world. In Mass Effect, this was the point where you identified Illos, the Reaper IFF, or the need for the Catalyst.

The Fourth Stage, the Final Battle, is pretty self-explanatory. The point of no return that has immense implications for the entire conflict. Examples should be unnecessary.

---

The goal of Mass-COM 2, with its three factions, is to roughly pace these three factions evenly. Or at least, pace the Synthetics and Organics while leaving Saren slightly behind. The key to doing this is by managing the phase transitions.

The easiest/best way to do this is by making pre-requisites of advancing a phase in one faction dependent on progress in another faction. To take an example to be elaborated later, the key to moving to the Third Stage for the organics (identifying the Thorian’s homeworld) would be the interrogation of the Rachni Queen. The Rachni Queen, however, would be in a Saren story world, and that world might only be accessible after capturing a Geth Memory Core of certain difficulty. Therefore, in order to get to the Thorian you must be a certain progression in both the Saren and Geth paths.

The key means of finding information, as always, depend on the more difficult captures and interrogations. For Geth, the idea of capturing Geth intact/with intact memory cores substitutes the idea of interrogations of the sentient organics. Capturing data bases is also an idea dependent on the shoot-down of high-level craft, as well as the technological expertise to access and decipher the data within. Geth code cracking vs. organic genetic memory storage devices, for example.

One faction having data on another faction is, admittedly, arbitrary. You could simply allow progress on one faction to occur independently of the others: ie, completely beating the Geth before focusing on the Organics. But by making factions co-dependent, you can both pace the game and use the forced interaction to introduce flavor text/mechanics that help differentiate and explore the factions. Geth internal consensus/propaganda, for example, offering insights into their history but also their conflicts with the Organics. Saren’s own disregard of the Geth who view him as a prophet. Etc.

With that said…

===

Synthetics

The context of the Synthetics is, as mentioned before, the Geth Invasion. The Council Nations fight the advanced Geth, with Cerberus being a last line of defense and a force to investigate and end the synthetic menace.

Geth, as servants of the Reapers, take Humans prisoner. The captured Humans are again being used for a Human-Reaper analog, a definite link between the Geth and the Collectors. Geth are notable in that they are their own terror units in history. Parallels between the terror-massacres of Humans on fallen worlds and the Quarian genocide are ample.


Phase One: The Investigation

The key part of the Geth Investigation is finding evidence proving the connection between them and Saren, otherwise an unsubstantiated rumor the Council does not believe. The key to this is to interrogate a Geth for the Tali memory file of canon. Because Geth delete their own memory cores as a safeguard, the key to that is developing the ability to ‘capture’ and ‘interrogate’ Geth, requiring developments in AI understanding and anti-synthetic weapons.

The Geth Investigation phase is a story developer by exposing Saren, effectively introducing the Saren faction as an active player. Besides opening up the new enemy faction (the Saren mercs will begin actual missions, and Saren bases can be targeted), it also marks a point at which the Galaxy takes notice to the events. (See Political Relations, to follow.)


Phase Two: The Struggle

The Struggle shows the continuation of the Geth War. Geth Terror Missions are more like outright attempts at conquest without bothering to take prisoners: allusions to the Quarian genocide are high. This also marks the period in which all those Geth Technologies begin to be incorporated.

The key victory path that begins to form here is discovering the existence/deployment of the Heretic Virus. As your AI understanding grows, and your Geth Interrogations progress, you’ll eventually capture and stumble upon a ‘True Geth’ thought-pattern buried under the Reaper code, similar to ME3. Besides opening up more lore as actual interrogations proceed, realizing that the Geth are controlled leads to the point of trying to end the domination imposed by Saren… something that develops as you progress along the Saren storyline.


Phase Three: Identifying Requirements

This is partly where the Saren Storyline plays a critical role. Once the Heretic Virus has been identified, the goal of how to counteract it becomes the path to victory.

Requirements include securing a copy of the Heretic Virus (requiring a visit to Saren’s lab for game pacing), developing a counter-virus (requiring high-end AI knowledge for the research project), and ultimately securing a suitable location to deploy the counter-virus such as a Geth Dreadnaught, in a subversion/appeal to ME3 of canon.

While the first is a matter of pacing, and the second a matter of time/development, the third is the operational/strategic tricky beast. Geth Dreadnaughts should be second only to Sovereign, and difficult to find to boot. While an opportunistic shoot-down could work, just finding the location of a Geth Dreadnaught to do a deliberate attack on could be worth a base assault in its own right.


Phase Four: Final Battle

Having secured the technology and the industry to disable a Geth Dreadnaught, Cerberus launches an operation to deploy the counter-virus on the Dreadnaught, and use the dreadnaught’s com systems to broadcast it to all Geth.

With the Counter-Virus deployed, the Geth promptly schism: good Geth rise up on Rannoch, starting a war behind the Geth lines. Good Geth abandon the fight against Humanity and go help the fight on Rannoch, and most Bad Geth are sent to stop them (though, for game purposes, some stay to help Saren, and/or continue terror missions).

The Good Geth, however, give you a gift before they go: a hyper-advanced technology that can break even Prothean security systems. With it, Cerberus finally opens the Mars Archive, and finds the Prothean Beacon within (half the puzzle to finding Saren and Sovereign).



Other Notes: Project Overlord

While not executable on a wide-scale, one idea of potential plot ramifications for the Geth would be if the player successfully develops and deploys Project Overlord. A high-end, high-cost research project, Operation Overlord could offer a high-reward playstyle based around capturing Geth vessels to use for your own.

In the extreme, this could actually be used to capture Geth Dreadnaughts for your own use: only one at a time, perhaps, but by repeating the ‘find a Geth Dreadnaught location/raid the Dreadnaught’, the chance to take control of such a warship could become a major boon for Cerberus in the fight against the Organics or even Sovereign… but also have implications for diplomatic relations with the Council and Quarians.




===

Organics

The context of the Organics is that they are the subtle abductors, kidnapping Human colonies even as the Alliance is distracted by the Geth War. Whereas the Geth War is generally considered a Human problem, the Organics actually represent the greater concern for the Council… especially as Rachni are found and entire colonies vanish.

All the Organics are effectively slaves/extensions of the Thorian, which controls the forces through spores within their bodies. The Thorian is gathering an organic army of apocalyptic proportions, and is most alarming for its propensity in taking prisoners. The Organics use bio-technology for all purposes, including space flight (organic ships) and even in place of computers (genetic-storage databases).


Phase One: The Investigation

The key to the Organic Investigation is developing the initial understanding of how they are controlled. This means a lot of dissections.

Dissections are easy, simply time consuming, but it’s that time-consuming that makes them a challenge, especially as the Geth are breathing down your neck. While doing these dissections will get you started on the Organic tech tree, and provide the basis for your initial soldier developments, it’s ultimately a cost-benefit tradeoff of those alluring geth technologies.

Ultimately, however, success reveals that there’s a common aspect of control behind the organics… one that initially is suspected as Saren’s hand until the Organics bring out a spokesman to denounce Saren after he is exposed.

The Organics, without being too effective, are the sort of aliens who will encourage proxy-groups and useful idiots to speak for them. Part of that ‘for Organics everywhere’, the Organics attempt to spread propaganda, casting themselves as ‘evacuating and safeguarding’ the Human populations. To back themselves up, they even have some videos from abductees: the usual ‘they treat us kindly’ propaganda videos. These are little more than Rachni people-puppets, but they serve their purpose.

The Investigation ends off with, well, another sort of investigation: more attempts to understand the nature of the threat behind the Organics.


Phase Two: The Struggle

As the struggle with the Organics continues, and Cerberus gets better at cracking bio-technology, more information becomes available. The key to this becomes understanding the Rachni.

The organic Chain of Command really centers around the Rachni, to the point that the initial working assumption of everyone is that the Rachni are the force behind the organics. Rachni use their pheromones to direct the organic foot-soldiers, and the Thorian spores are thought to be something the Rachni introduce to insure compliance. Those Rachni soldiers communicate with the presumed organic leader through their organic QEM. Find the controller on the other side…

The Organic Struggle is about cracking the secrets of this advanced biotechnology, even as colonies that the Geth Terrorize actually begin to capitulate to the Organics for ‘safety.’

That’s right: no one in their right mind would submit to the genocidal geth, but the Organics can win the active allegiance of those terrorized colonies that have lost faith in the Alliance and Cerberus. Even through this, of course, the Organics don’t stop their own offenses… those are just claimed to be for Humanity’s own good.


Phase Three: Identifying Requirements

The transition from Two to Three comes with tracking down the Rachni Queen, being held by Saren at Noveria. From him you learn of the real mastermind: the Thorian who controls her, and in doing so controls her children. In a major Boss Battle encouraged/egged-on/forced by Saren, the player is forced into combat with the Rachni Queen… and in doing so can kill the Queen or take her alive.

Finding the Thorian, hiding somewhere in the region, becomes the key to victory. There are two main parts to this: finding the location, and finding the means (the Mu Relay) to get there. To this, there are two paths: Rachni Queen Dead, or Rachni Queen alive.

If you killed the Rachni Queen, you have to take the long and hard way: lots more research to do.

Part One is studying the Thorian Spores in live subjects, to analyze their own form of organic QEM. This would require a lot of live-captures of the organics, to study them and understand how the Thorian Spores work. By tracking the Thorian Spores’ QEM (like the Leviathan tracking), you can find the Thorian. This gets you the location.

Part Two is finding the Mu Relay… which can be found by studying the Rachni’s genetic memory. This requires advanced ‘organic-computer hacking’ technologies, to read organic-stored data. This sort of research benefits from capturing organic data-bases, such as organic ship computers, or just from lots of science-devoted time.

If you captured the Rachni Queen alive…

You can just ask her. And/or release her. By interrogating the Rachni Queen (itself a challenge since you have to counter-act Thorian Spore control, but significantly easier), you can get her side of the story. You can also get her plea-bargain and offer for assistance.

As thanks for sparing her, she’ll share the Mu Relay or the planet, but not both. The other half comes if you agree to release her. You’re free to refuse, doing so which allows you to make up the other half of the difference with the research, but letting her go also opens up an opportunity for some Rachni allies/favors.

Regardless, this portion of the game ends when you know where the Thorian is, how to get there, and how to fight there safely (ie, be immune to Thorian Spores).


Phase Four: Final Battle

Welcome to Feros, homeworld of the Thorian and its organic armies! Covered in Thorian spores, it’s a veritable bastion to fight a war of galactic proportions. Fortunately, it’s something of a keystone army, that keystone being the Thorian itself… a plant so massive it’s more of a bio-computer that stretches the planet.

Ending the Thorian’s threat frees its slaves, including the Asari who have the Cypher. With the Cypher, the pinnacle of organic psychic-interface biotechnology, Cerberus can now actually understand Prothean beacons. Assuming you actually have one available (hint Mars hint), this opens up the path to Saren and Sovereign.

As an organic super-computer of sorts, the capture of the Thorian’s remains should amount to a major tech boon for the player. With the organic-data retrieval technology developed, the Thorian could be the mega-trove of data for the Biology side of the tech-tree: those seemingly marginal gains suddenly maxed out once you beat the Thorian.

===

Saren

Saren is a bit different from the other factions. While Saren’s mercs work as a force (conducting Prothean digsite raids and whatnot), Saren’s faction is more of a… well, shadowy cabal than a major force. Terror missions are left to Husk Armies and the Geth. Saren’s people don’t go on abductions. Finding them is really, really hard.

But, besides interception missions, the main focus on conflict would be the story-driving mission. As the key manipulator, Saren should have dirt on everyone: of course his allies the Geth, but also his own intelligence on the Organics. In some ways, seizing Saren’s information is the best way to get new leads on either force.

Saren’s force represents the key driver of the game, though: besides the Geth War and the Organic Abductions, but with Saren it’s the Race Against Time. If the game goes on too long, Saren and Sovereign will secure the Conduit and successfully trigger the Reaper invasion.

Considering that Saren’s faction represents a key pacing element in the game, it breaks up more into the static story missions more than the typical phases. Still, to keep it more or less uniform…


Phase One: The Investigation

While nominally the task of proving Saren a criminal, the real Investigation begins after Saren’s treason is revealed: Saren’s goals and priorities are the first step in tracking him down.

Saren’s faction is primarily interested in Prothean Ruins on colony worlds and Prothean collections/museums on populated worlds. Saren is effectively pursuing any scrap, no matter how small, that might give a lead on his goal. The goal of these missions, as with most the factions, is to capture a Saren merc and get him to talk.

Saren’s goals start to become murky-clear: he’s looking for the Prothean Conduit, he’s using the Dreadnaught Sovereign, and he’s interested in Prothean Beacons. He’s also running a number of science bases for various projects. To various degrees, information on these can also be found from the Synthetic/Organic factions: Organic data bases are more likely to have Prothean dig site locations (knowledge from the Thorian), while the Geth databases have more on the Saren Bases and Sovereign/Reaper mythology.

One thing about Prothean missions, just as a note apart, is that Prothean technology is considered valuable and advanced in its own right. Sort of the lead-in to the Saren tech-chain, if there’s such a thing, Prothean technology blends the organic with the synthetic technology, making it a part of building those Saren-themed hybrid technologies.

Prothean Missions, therefore, provide the rare and expensive raw materials for those powerful upgrades and advances that ultimately surpass pure-synthetic or pure-organic tech.



Phase Two: The Struggle

Really more of a series of set-piece missions, in which you take on Saren’s research bases in pursuit of him. These missions mark the real mid-game of the other arcs, transitioning them from the struggle to the identifying requirements phase. Story-heavy, these are exceptionally challenging.

Heretic Station is Saren’s synthetic-research base, where the Heretic Virus was originally designed. Saren studies the Geth from here, and your mission is to capture a copy of the Heretic Virus for study. Finding Heretic Station would likely require an interrogation of some sort. Ideally, an Organic development would be a pre-requisite, to assist in moderating the pace. Say that the organics know of/where this station is, but will only give it to you if you are sufficiently advanced.

Noveria is Saren’s organic-research base, where he keeps an eye on the Organics and studies them. The key here is that Saren successfully found and captured the Rachni Queen, and is keeping her prisoner as he tries to find a way to repurpose her: a key part of the unsung conflict between Synthetic and Organic groups. Here you find the Rachni Queen, a key part in moving on to the Thorian. A requisite of this mission could be a high-level synthetic capture and interrogation: say the interrogation of an actual Geth ship or mainframe.

Again, both of these bases require something from Faction A in order to reach, and by completing these missions Faction B’s story can continue.

Phase Three: Identifying Requirements

This is a subtle shift. It really focuses over Virmire… a base only accessible after completing Heretic Station and Noveria. Framed as the chance to actually catch Saren, it really serves to introduce Sovereign as the real master behind the scenes. Advanced Husk forces, clear ties to the Collectors, Geth worshippers… and a place to confront Saren on his motivations, rather than take the words of his indoctrinated followers.

Virmire remains Saren’s indoctrination labs, and research here will be useful for indoctrination-related psionics.

The end-state here is that the requirements for finding the Conduit are set: you need a working Prothean Beacon, and the means to understand it. Those, of course, flow from beating the other two factions.



Phase Four: Final Battle

With a good-deal different buildup of the Reaper threat (one honestly presented more as a Geth Legend than an assumed truth for much of the game), the access to the Mars Cache and the beacon inside reveals the Truth: the Reapers do exist. They are trapped. And the Crucible is the means by which they could return.

Once you have completed the final research onto the Prothean Beacon, you have to follow the Crucible to where Saren, and Sovereign, will be. This won’t be just a ground mission… it will include all the resources Cerberus has amassed, for one high-risk battle to stop Sovereign. A single, desperate effort.

Of course, you only go to Illos when you feel fully prepared… and of course once you do, Saren has finally found the Conduit. Chase is on.

Cerberus fights through Illos (Level One), but then also fights through the Citadel (Levels Two and Three) in order to corner Saren. At the same time, the Cerberus space assets you bring to the fight (your interceptors, warships, and/or captured Geth Dreadnaught) duke it out with Sovereign, with varying results.

Obviously you end, and in doing so on the Councilor’s door steps Cerberus radically re-shakes galactic politics.


===


Sorry, tired at the moment. End game needs a bit of… something. I just can’t think of it right now. Emphasize the imminent Reaper invasion? Re-cast it so that Cerberus comes off looking like, well, galactic terrorists even as they actually save the day? (Like, what if the Councilors were indoctrinated, and you had to kill them in order to stop the invasion? And say that maybe Sovereign was actually inside the Citadel, ie the Catalyst, and so no major space fight at all?)

Part of me also wants to think of something other than the ME1 end-game scenario. As cool as that was, what if the Conduit was something different? What if it were the means to Sovereign, who itself was trapped all this time and only active as a distant presence?

The idea that the Conduit doesn’t lead to the Citadel, but actually to Sovereign, is just sticking in my head.


Needs some feedback, me thinks.

#3
Dean_the_Young

Dean_the_Young
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Anon wrote...

 

To business. MASS-COM's story development is frequently interrogation driven. I wonder if some kind of interrogation mini-game would be worth introducing as a mechanic. Push too hard, the subject expires; push too gently, the subject holds out; all the while, the subject is attempting to mislead and open up goose chase assignments. (This would need to be adjusted for geth, who presumably are immune to torture.)

It might be interesting if, say, instead of actually giving over key puzzle pieces, the interrogations would tend to yield mini-missions to go get the puzzle pieces. So the indoctrinated merc you captured wouldn't necessarily know anything useful, but he might give up the location of somebody who does (allowing you to initiate a raid and capture mission). If some of the raid targets were quite lightly defended it would be an interesting psychological dynamic for the player - we're hitting them where they're weak for a change.

 

===

 

I wrote...

 

For the interrogations... good stuff, and thought fodder indeed.

Not sure how such a mini-game could work well, though LA Noir comes to mind... except reading facial cues for aliens doesn't quite strike me as a good idea (unless we give them unique and truly alien 'tells').

If looking for tells was the key, I could see interrogations (and, by extension, captures) being a much bigger deal. Instead of one capture (and one autopsy) being all you need for the benefits, what if each interrogation and autopsy only gave you one benefit out of many? Future interrogation/autopsy benefits could be made available by later discoveries, meaning you'd have to back-track occasionally. Add in that aliens die after one interrogation/x time (which only allows one interrogation) for -insert reason here-, and you'll want to capture multiple of the same aliens.

For example, say you capture and have a corpse of a Turian at the same time. If you interrogate the Turian first, you get a standard 'general' interrogation benefit of that red herring mission (Interrogation 1). If you do the autopsy, firsts, your scientists will find the Turian stress hormone and be able to indicate that the Turian is lying... and when you interrogate the Turian, this time you gain the option to pursue that track (Interrogation 2) and get a 'real' prize.

Besides autopsies, interrogating aliens about other aliens could be the biggest way to open up new 'tells' and interrogation options. Interrogating a Salarian about the Asari, for example, reveals the AY syndrome. Capturing an Asari with AY syndrome (discoverable by autopsy of an Asari after hearing about the AY) and confronting that allows a breakdown of their mental resistance and a better reward.

Having interrogations feed interrogations becomes not only a way to develop the web of relations between species, but also that means of gaining technologies or 'special' missions. Interrogations not only advance the story, but reward the player with lore (minor but personally rewarding), capabilities, and and more interrogations for more of the same.


To break those ideas even more...

Let's say that every alien has at two/three autopsies (basic, informed, advanced), and interrogations include at least one one technology bonus, one mission, X species lore (X being their own species), and some lore for every other species in the game (reflecting the relations with other groups).

Given how many there are, 'Alien Investigations' might be its own major-research area, distinct from the other main base focuses.

For autopsies:

Basic autopsies provide the rudimentary first exploration of a species. While giving the basic biology lore, they have minimal immediate rewards. The primary tactical application is that a basic autopsy allows you to evaluate a species on the field (ie, see its health/stats in battle), and generally offers a piece of information on the species that will allow you to better interrogate the species in some way.

IE, Asari: Autopsy reveals Asari physiology, while different relative to reproduction systems, is similar enough to Humans. This helps develop medicine to help wake up Liara.

Informed Autopsies: When you know enough about a species to know what to look for (ie something from interrogations), an autopsy can begin to devulge more information. Informed Autopsies allow more advanced interrogation paths to be achieved. The key for Informed Autopsies is that you must have received the information of what to look for from some other source, be it an interrogation or more basic autopsy.

IE, Asari: Informed Autopsy allows you to discover the AY gene. Confronting an AY Asari provides a potent new mission.

Advanced Autopsy: When you start turning an alien's biology to your own advantage, because the gains in studying their corpse have practical applications. This is what most of the X-COM:EU autopsies of now would count as, such as the Thin Man autopsy (which allows a project to increase your medkits effectiveness). Advanced Autopsies would generally be opened up by a combination of the prior autopsies and overall tech progression: some aliens would be available for an advanced autopsy much earlier (the Thin Men, Sectoids, and lower-level baddies), while others would be much later in the game (Collectors, Krogan, etc.)

IE, Asari: The analysis of their natural biotics gives an advantage/bonus to developing biotics artificially in Human soldiers.

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Interrogations

Interrogations are far more common, and possibly a major ongoing task of prioritization and collection of live specimens.

A basic outline of interrogation, less as a minigame and more as a challenge to be overcome, would be a 'subject capacity' cost-limit. Say that all aliens have a lifespan restriction after being caught/interrogated, and that you can only get so much out of them before they expire or fail-safes kick in. Naturally you only get one real session with an alien, and only one alien per detention facility (thus the reason to build more than one facility).

I think interrogation ability could likewise be something that increases and improves over time. In X-COM:EU you have to research a technology for the ability (Xenobiology), and then you use psychic probing. In Mass Com, that early technology would be Alien Translator, and advance to mind-probes much later on (more useful on the elite-troops and particularly Collectors).

Interrogation basically amounts to a cost system: you can ask aliens about anything, which increases Interrogation Points (IP). Harder/more difficult questions cost more IP. When a captive alien reaches its IP limit, it expires. If a question costs more IP than a creature has, it expires. Some questions simply cost too much for any alien to answer: ie, you could torture a Salarian to death but he can't answer your questions about the Collector base.

The Interrogation tech tree, such as it is, basically gives you more IP usage. Better understanding of alien biology (autopsies in particular) increases your ability to keep them alive during questioning, which increases their IP limit. Better interrogation tactics/techniques (gained from tech/other interrogations/autopsies/etc) reduce the IP cost of various lines of questioning.

A simple but effective example could be a Racial Profiling advance: the ability to see how many IP points the detainee has left. Psychological Profiling, the compliment, could estimate how much a given topic costs to ask. Without either, you effectively asking blind: you don't know how many points an alien has left to answer with, or how much your questions are costing. With both, you can get more questions out of the aliens.

While there are some subjects that simply cost too much to aliens (aliens with Collector-enforced controls would rather die than talk about Great Secrets), the ultimate Interrogation Technique is the Mind Probe: more or less the X-COM:EU technology that rips information directly out of the aliens brain. Any alien will answer any topic... but die after the first use. Destructive and wasteful when unnecessary, but necessary for breaking into those super-high cost questions.


A separate but related idea about captures is the idea of critically wounded enemies: enemies you capture not with stun guns or gas, but because their wounds leave them near-death and helpless. Functionally identical to your own units bleeding out in X-COM:EU (BLUF: a unit has a chance to bleed out on the ground rather than dying, and if you stabilize with a med-kit or complete the mission before they bleed out they survive to recover), enemy aliens can also bleed out. If you stabilize them with a med-kit, or win the mission before they bleed out, the enemy is captured alive as a Critical Capture.

Critical Captures have the benefit of not requiring capture-weapons, meaning you don't even have to try and you could get some, but they also have restrictions. You must have basic alien biology (complete basic autopsy) in order to bring one in alive, basic alien medicine in order to stabilize them on the battlefied (omnigel is the ultimate panacea when you get it). The biggest 'drawback' to Critical Captures is they have a severe limitation on their IP: where a healthy Salarian might have an arbitrary 10 IP, a Critical Capture might have 2 or 3. Critical Captures might also have a shelf-life in captivity: while healthy aliens can be kept alive for your convenience, Critical Captures can only wait five days or so before passing on anyway.


TL;DR: Interrogating on any particular subject costs IP points, too many of which kill a captive. Better technology means more questions can be answered per alien.

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Interrogation Topics/Rewards

Not all interrogations are equal in value, but with the idea of so many potential ones there should be at least some sort of consistent reward system that makes any given interrogation a reward. While there will be clear min-maxing going on in prioritizing as long as there's a fixed relation list, there should never be a reason why an experienced player on his Xth playthrough would NOT want to interrogate anyone when given an opportunity.

Interrogations, in so much that they are conducted, should be classified by Topics: things you would ask the alien. Topics require differing amounts of points, and offer different rewards, Rewards can also be classified, and usually different topics bring you in different rewards. Most topics are shared across a species (Turian-specific), but some topics such as mission/quest topics are shared globally (once you have your answer from one species, all other species no longer have the option to be asked on it).

A basic list of Topics would include...

Story Topics: With various story objectives going on simultaneously, different subplots and side-quests could involve interrogations to resolve. The interrogation requirements could vary by objective: the first alien you interrogate might answer an objective, or you might need to interrogate five different aliens to pass this step. It might require a specific technology or plot development, and so on. The primary reward for Story Topics is the progression of the story. Story Topics are usually very high cost.

IE, find a way to interrogate Harbinger via a -a-n-a-l- mind probe.


Technology: Pursuing the aliens on their technology is an obvious application of interrogations. It's also the most hit-and-miss. Technology as a topic has a number of sub-topics, reflecting the X-COM/ME split. Besides the Story-related Tech topics, the duality of the technology system (ME vs. X-COM: Synthetic vs. Organic) generally means 8 sub-topics: spaceflight, weapons, and armor, accessories. Most species will give you an actual tech bonus of one, but fill you in on lore with the other. Technology Topics are high IP cost in the one that gives you an immediate bonus, but moderate-low for the others.

IE: Interrogating Asari on accessories can give a biotic amp upgrade. Interrogating on anything else contributes to lore.

Missions: Similar but distinct from Quest Topics. Mission Topics are asking about enemy mission types (getting you an explanation of scout vs. abduction vs. terror missions from the alien perspectives), or pursuing new leads for new missions. In general, every alien can give you at least one mission, usually some variation of 'a raid I heard about is coming here-', or 'I know an alien cache there': asking about the mission types is a more global experience, with X-COM aliens giving one general perspective and the ME Mercs giving another. Mission costs vary from cheap to high, depending on the nature of the intel. Getting new missions is generally expensive: mission type briefs (split from the mercenary/X-COM alien/Collector perspectives) are pretty cheap. Rewards from Mission Topics are, well, missions, but mostly Lore on enemy goals and intents.

IE: Interrogating a Batarian might get you a lead on a planned abduction mission you can stop, with a reward in a decrease in panic. A follow up on mission types gives an explanation about how the Batarians are paid for slaves on the abduction missions.

Species: By far the largest category. Every species can be asked not only about their own species, but about their ties with all the other species. This is by far the best way to build lore of the interconnected nature of the galaxy, as well as getting other viewpoints on the aliens. Species interrogations, by far the cheapest category of interrogation (allowing multiple to be done per alien, to compensate for the number), also offer the chance for Interrogation rewards: what one species tells you about another may give you an edge when interrogating the other species, or give you the awareness to make an Informed autopsy. Species topics have the wides variety of possible rewards, and function as facilitators for future rewards as well.

IE: Interrogating a Salarian about Asari will reveal the AY gene, allowing that autopsy. Interrogating a Thin Man about Muton psychological levers will make you better able to interrogate them better.


Rewards, now...

Story Progress: As already mentioned, sometimes the story will depend on an interrogation. In such cases, the ability to move the plot forward is the most important reward, giving you your next objective.

Missions: Sometimes the next objective is a mission, story-related or not. Interrogation-missions should general have special contexts and/or rewards. These may be pleasant but minor (bullying a Thin Man into calling for a UFO landing allows you to capture a UFO and components early on), or major (a Batarian tips you off about an abduction: by stopping it in-progress Panic is reduced). Sometimes they might just be rare opportunities: a Muton Elite who tells you of an under-guarded Ethereal, giving you a chance to engage and try and capture one away from a large number of Elite guards.

Technology Credits: The classic X-COM benefit, technology topics can give a payoff on the research of those technologies. In abstract, I'd like there to be two types instances of credits: immediate credit bonuses from 'experts', and the generalized lore bonus from asking everyone. An expert is a single alien/species that gives an immediate bonus (Mutons interrogated about armor make armor research quicker), while the general credit would result after asking everyone about the subject (asking all X-COM aliens about X-COM armor, for example, gives a cost reduction when making X-COM armor). The secondary bonus is an incentive for follow-up interrogations: you want to complete everything.

Interrogation Credits: Rather than accelerating your technology development, these credits can made you interrogations with aliens more efficient. Whether reducing the IP cost for one Topic entirely or slightly reducing the cost of all topics, Interrogation Credits let you ask more questions per alien... which, in the end, means you can get more interrogation bonuses in a shorter amount of time. Interrogation credits usually come from Species Topics.

Lore: Money and More. This is a broad one with a broad idea.

Lore is, in a sense, it's own reward. Finding out the back story of the universe and the game is interesting... the first time or two. After you know it, though, it's just filler. As most topics in the technology and species topics lack immediate rewards, if lore alone was the reward no one would want to waste time with them. To help resolve this, and to encourage total interrogation of everyone on everything, Lore comes with two associated bonuses: Credits for Completion, and Collective Benefits.

Collective Benefits is a broad idea already referenced in the Technological topic: the idea that if you ask a lot of the 'non-experts' about a topic, you should get a bonus on it just like you did for interrogating the expert. These bonuses can come in many ways: a Codex entry with five stages of completion, that gradually gets more complete as you add more interrogations. A general cost-reduction in buying armor you've already interrogated everyone about. X-BOX achievements achieved when you've done every autopsy in the game. (Though a bonus valid every game is better.) These bonuses reward you for continuing a subject with minimal results, and allow you to benefit in some way with gameplay impact.

Credits for Completion is the crudest, monetary reward for that sort of encouragement. In Lore, it would be the compensation that the Council gives you for filling in the blanks of the mystery of the alien attacks, and figuring out the wider galaxy. It would be like getting five bucks for every Pokemon you caught, but these constant, if minor, monetary rewards gradually add up to become a revenue source for the players. A Starting Base bonus could even increase the bonus, but by giving, oh, ten credits per Topic interrogated on, after a species covers twenty topics in however many interrogations, that could be a tidy sum to help you. As this bonus is constant as long as you conduct new interrogations, it greatly encourages the player to never stop interrogating aliens even if there are no other significant Collective Benefits to be had.

 

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Putting Paragon/Renegade morality system into Mass-COM would strike me as difficult, particularly as the ideologies are currently defined. It could make sense if we recast the ideas of Paragon and Renegade, though.

Imagine if the Mass-COM moral system was based around that Javik quote of 'surviving with your honor intact': Paragon is the survival of honor, while Renegade is the resolution and determination to carry on no matter the losses. Infact, Renegade might be called Survivalism: survival no matter the cost. These are things that are not only driven by your own choices, but by the effects of the gameplay and development: your enemy gets a say in the soul of the species as well, after all. Ultimately P/R isn't about your character as it is the state of Humanity after the game.

The best example would be civilian survival on terror missions. Think of Feris... but now you're trying to save people who would otherwise die, instead of killing them. Every person you save is a Paragon Point: a bit more hope, a bit more of the survival of honor and hope. Every person who dies, regardless of the reason, is someone else for the rest of us to mourn and avenge.

Naturally your own personal conduct can shape the views and attitudes of others, and this is where your own actions can make a difference. Survivalism is associated with desperate actions seeking immediate benefit and the Renegade attitude of ignoring costs. A good strategy-level dynamic for this would be interrogations. Killing off your detainees in interrogations is generally a Bad Thing, and leads to a loss of Paragon. Interrogating Critical Captures is a double-bad. On the other side of things, completing a request for a Council Member (such as delivering X numbers of weapons) gives a reward of P.

In such a context, it might be better to conceive of the morality system as a fight against moral degredation. You start with a high Paragon Point Total (starting with Honor), and for the 'best'/most idealistic endings, you try to keep from falling from that. As Renegade Points are much easier to accrue than Paragon, the game is effectively a fight against that sliding scale of cynicism... and the longer the war goes on, the more likely you are to lose that honor.


The real question of the Mass-COM 1 and 2 would be what sort of impacts would that mentality have on the endings, and the next game (if any).

In Mass-COM 1, I could see the question of what Humanity does with all the Collector-enslaved Aliens be answered by your final score: Paragon Humanity ultimately decides to free the slavers and take them prisoner, ultimately turning them over to Citadel Authorities when Citadel Contact is made much to the appreciation and relief of the Citadel Council. Gameplay reward would be better initial relations with the Council, and easier Alien support.

Survivalist/Renegade Humanity, however, doesn't take the chance with trying to keep the slavers under leash and out of trouble... and so kills them all, not taking any chances with aliens who attacked them. This mass slaughter of captives, when discovered by the Council, is highly alarming and frightening... but the Humans appreciate it. Gameplay reward would be a drop in Council support, but a corresponding increase in support from Humans.


In Mass-COM 2, the 'Honor Intact' standard could still play out in a similar way, by dictating your ending. If the Council was believed to have been under Sovereign's influence, for example, the Honorable Humanity might try to fix the situation somehow. The Survivalist Humanity kills them. Or something similar.