Council Alliance
Asari - With natural biotic powers, their technology reflects who they are. With emphasis on defensive technology Asari ships act as tanks. With emphasis on shielding and defense, weapons will be slightly less powerful, but kinetic barriers will be boosted considerably over other council races
Turian - Representing the military arm of the council, their ships are armed to the teeth and have kinetic barrier systems surpassed only by Asari ships. Turian ships are slow but pack an enormous punch, as the old quote goes "Beware of a slow moving Turian." Their Dreadnoughts can shatter a small moon.
Salarian - Salarian ships are a mirror of their creators focusing on stealth and tech powers. Salarians have a tool for every situation and when they don't have the tool they simply disappear. With advanced cloaking systems Salarian ships depend of their ability to be unseen then on advanced weapons or shields.
Humans - Representing the more balanced part of the council forces, Systems Alliance ships are equipped with formidable weapons and respectable shields. With help of the Turians following the Citadel incident, weapons strength has been greatly increased.
The Reapers
Heretic Geth - A rogue faction of the Geth, They worship the "Old Machines" or Reapers as they are known. They loan their respectable fleet of cruisers and frigates to that of the Reapers. With Kinetic Barriers that make Asari shields look like plastic bags, A single Geth cruiser can do some serious damage.
Collectors - Genetically re-purposed Protheans with advanced technology and even more advanced weapons, under the control of "Harbinger" they are the first wave of the reaper invasion.
The Reapers - The oldest beings in the known universe, capable of unmatched destruction. A single reaper is a force to be reckoned with. It took a large part of the Council's fleet just to take out one Reaper.
(More Coming Soon)
sounds to me that the citadel space fleets are going to have there work cut out for them
but sound like fun
This will be very interesting especially how the models for the collector and reaper ships.
I'm sooo excited to play this. Btw I've been working on a map that combines the mass effect 1,2 and eventually 3 galaxy maps in Galaxy Forge. I could make this for inclusion on the mod. Also I could make separate maps for ME1 2 and 3 so that it runs smoother.
Just wondering if planets will be changed?
and will the Planets get ME related names?
We hope to include new planet types; once we've got these set up, I'll be putting together some Mass Effect maps.
We'll probably be using Distant Stars planets, if we can secure their permission.
Have you guys seen the maps for the Star Wars mod SOGE? They have some awesome custom planets that are not only different Terran ones but mimic a lot of planets found in the ME universe such as a carbonic planet, or planets with different chemical components could be classified as toxic etc. plus they have all the different sizes for every planet type.
Probably a daft idea, but have you considered trying to use the planet textures from the games. I mean, Bioware have put a lot of effort into making all those nice planets and I always felt that they were kind of wasted in an RPG format. They would look really good with their textures transfered to varying sizes of planet models in SoaSE. I always thought that planets in Sins always looked a bit samey, but if Bioware let you, you could have a map full of unique planets, in their respective positions and star clusters from the games. Plus, the textures would already be in the PC game files. Something to consider perhaps.. As I say, just a thought.
Might I also suggest (tho you've probably already considered this) using Mass Relays in place of Stars. Use stars like uncolonisable planets. That way you can have ships jump from Mass Relay to Mass Relay rather than from star to star, which adds a level of strategy to the game, because controlling the Mass Relays becomes important.
and of course be able to still build stations to assert your authority over the relays and defend them if attacked while your fleet mobilizes to move to it's defense.
It would probably be much easier to simply replace the wormholes with mass relays, from a programming perspective, and have all the mass relays connect to each other. Remove star-to-star travel from the tech tree, make wormhole travel (the relays) automatic and you get the same sort of strategy you're talking about.
So are there going to be 7 teams? This sounds exciting, I've always been a fan of Mass Effect Spaceship types and classes.
3 races, with the races being made up of different species - TEC as Citadel, which will consist of human, asari, turian, etc; Advent as Cerberus; Vasari as Reapers, consisting of collectors, geth, reapers, etc.
should add the Quarians just to make it 8 races plus just cause their ships are old and they don't have a home world just give them one lol plus the do have a role in the games ya know Tali and what about Krogans Wrex and Grunt ahh jk
Te guarians, krogans etc will be pointless due to the fact that quarians are a 3 fleet race "Government", "Civilian", and "Military" only 1/3rd of their fleet would pack a punch.
The krogan are mainly ground units, or tag along units of another races ships
You could use krogan and quarians as neutral planets/pirates, just a thought.
It would be interesting to see a Quarian fleet which, despite some comments posted here, would actually be quite effective in combat.
They'd be mobile, capable of surviving even if they lost all their planets, they'd have a large number of supplies, and even their civilian vessels would be armed and armoured.
I say go for it.
Like the Vasari Loyalists from Rebellion?
So, if I'm playing Council, do I choose what race I want to be, or does each race bring one or two of their ships to the pool. Like Turians provide Heavy Cruisers, Salarian's provide scout ships, and Human/Asari provide the dreadnoughts? I assume that's how it goes but just not sure...
Asari and Turians would be Dreadnoughts actually so switch the Turians and Humans i think
You should also add the quarians, I'd love to use the migrant fleet to attack my enemies
I know you wrote "More Coming Soon" but I just need to ask. Did you forget about Quarians or are you going to write about them later? Btw I'm so excited about this mod!
You should add the good side of the geth for the council, and could have slightly different ships than the heretics, or they could be with the quarians or something like that, because the geth are awesome!
I cant wait, i would make the geth and quarians too individual species that way they can fight each other with out interference from reapers or council fleets
Quarians wouldnt really be a feasible race granted how they are just a flotilla and really cant physically conquer planets.
However i cant wait to see the pirates revamped with Blood Pack, Blue Suns, and Eclipse. Maybe a splash of cerberus to make things interesting?
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Grrrr, this looks amazing. I mean, I still don't know the ins and outs of Sins of a Solar Empire: Rebellion, but it would be so awesome to have a joint fleet of all the races like in ME3, but I do not know if that is possible within the game. At any rate, I can not wait to play this since I am a huge Mass Effect man. Going to keep a close eye on this mod for sure.
I wonder if a better option would have been to put all alliance races as one faction?
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So I recognize this is still heavily WIP, and that the main focus is the Reaper War, but has any thought been given to creating a setup for the First Contact War? I for one would love some scenario maps for that. :)
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has this mod been updated recently ? beecause i am shocked that i have not seen anything new to the one i have but the question i have are Cerberus and other factions actually done yet or are they still being worked on ? also "texture" should come after ships not before or atleast allow the Vanilla Sins ships to take their place till the actual ship comes out because for the Cerberus i couldn't make any missile ships because they werent their including Torpedo ships yet you see NPC planets have them and not to mention that some of these ships don't even have Abilities etc any way i'm curious if the mod was update since my last update a few months back.