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I am not sure about what you could call the credits in order to be equally satisfactory for all three factions.
What about the Garden worlds having a stat of population? This stat would be in addition to the health of the planet and would serve the dual purpose of being lore fluff for the Citadel forces and Cerberus, while at the same time providing Reaper players with bonuses to ship production depending on what population is being processed?
This might have already been discussed so forgive me if I am repeating what has already been said, but one way that garden worlds could help the Reaper faction is by boosting build speed and/or reducing the about of resources needed to make a Reaper Destroyer or Sovereign class Reaper.
Maybe by either building a Reaper shipyard in orbit, or by establishing "trade" hubs, the Reaper players would be able to make new Reapers easier, since you would have surplus genetic material to smoothie into a new Reaper shell?
If you wanted to go more in depth with such a feature you could have it so that certain populations would provide bigger boosts then others. In keeping with the lore of ME the Reapers only make one Sovereign class per cycle, and only from one specific species (i.e. humans in the ME cycle).
How this could be implemented in terms of gameplay is that each world would have a status correlating to a specific species. You would have a human populated planet, a turian one, etc. These stats wouldn't really affect the Cerberus and Council players, but it could be used to set levels of priority for Reaper players in regards to offensive attacks.
A human population would provide a bonus to Sovereign class ship production, while a turian, asari, salarian, quarian population would provide a bonus to Reaper destroyer ship production. You could even have species like the vorcha provide no bonus forcing Reaper players to decide on whether to ignore such planets or spend resources and units securing it.
Granted such an idea might be a little too far fetched to be added, but I thought I would throw my ideas out there.
I have a question concerning the Reaper faction and its balance with the other two factions.
I know that you are working to balance the Reaper faction so that they are slow to get the actual Reapers themselves, and I know that the process of actually building a Reaper will be an major investment. But I was interested to see what you have in mind in keeping the Reapers balanced and fun in the early, mid and late sections of a match.
Are you looking at other mods with their own 'uber' factions; like the various Star Trek mods and the Borg? If so what do you think you can take from other mods' balancing structure and what do you plan to add?
I know that maintaining balance in any game is hard, even more so in an asymmetrical RTS. Needless to say, I look forward to the mod and to eventually play as the Reaper faction.
Now just to double check Super Capital = Titan right?
I thank you for your continuing efforts to balance the Borg and to the DOTR team (Lockerd) for working to implement the Reapers just right.
I am a huge fan of such "Uber" factions (mostly because I am not very good at macroing a huge force; small elite fighting force FTW) but I do dislike it when such factions are treated as "I Win" buttons in comparison to the other factions; having no fear, tension or strategy simply because the faction dominates all others sucks the fun out of playing as them.
So I just wanted to thank you (Star Trek Armada team) and (DOTR team) for working to have balance in such a drastically asymmetrical "uber" faction, for striving to make them menacing, and powerful, but not at the expense of becoming OP. I know that such balance is very difficult to manage.
Always enjoyed that quote.
I also enjoyed:
"Human. Your species has attracted the attention of those infinitely your greater"
Indeed. The Cycle must continue.
Which is doubly awesome for me.
Primarily because I enjoyed all lore and character interactions of the sub-factions that make up the Reaper faction (Geth and Collectors), and I most certainly enjoyed the Reapers themselves.
But I also am really grateful/looking forward to the Reaper faction, because I have always had trouble playing RTS games with quantity over quality as a core design principle. Maybe I am just not very good with RTS game in general, but I am much more comfortable have a very small, elite fighting force that I can focus and micro like crazy vs. trying to juggle the continuous stream of building units to replace the ones that are lost, and having to macro my forces to keep the swarm of units deployed correctly.
I would imagine that the Reapers would be very similar to the Borg from the various Star Trek mods; very expensive and slow to get going, but nearly unstoppable once they get their higher end techs.
Is that the general balancing goal that you are trying to go with?
I have a question about the installation process that you are going to use for DOTR once it is done. I know that Sins has a level/priority process to installing its mods, but are you going to have the installation be something that we simply extract into the mods folder and it works or is it going to be something that we will have to instal and then activate in the game?
For example, the Star Trek Armada mod automatically installs over the vanilla game whereas mods like sins of the fallen can be activated separately. Even though I have to re-download Sins if I want to play the vanilla version again; I actually preferred the Star Trek mod's approach, as I don't have to worry about have things turned on in the incorrect order.
If it is going to be done in the step by step approach, do you think you could post a video walkthrough of the installation process online? I have tried to read the instruction manuals for those types of mods, and I still don't understand how I am supposed to activate the mods.
That's all my friend needs, if they are recruitable, he will find a way to have an entire armada :)
I am looking forward to see the Batarian and Salarian ships in game, can't wait to see what design you have chosen for the Dreadnaughts (Capital ships).
Similar to Sargent Pepper's question, are you still planning to have the Batarians as part of the council, or at least recruitable by the Council?
My friend is a huge Batarian fan, and I know he would love to just make an entire fleet of Batarian ships with the intention of retaking Kar'shaun.
Cool! Alliance or Cerberus?
Something Batarian. Those guys always get the short end of the stick lol. But anything you can show us would be most appreciated.
Are you still planing on doing an early realese of what you have finished, or is the mod still too unstable for use?
I was just curious, since the progress indicator is at 83%.
How are the Council dreads coming?
I saw a few images of Salarian and Batarian concepts, but nothing in game. Just wondering, as those two ships looked pretty awesome.
I'm with you on the old codex vs the new one. I really didn't like how the Necrons just became Tomb Kings in space. I miss the Cuthulu-esque nature they had in the old lore, and some of the new fluff just screams "Ward!" lol.
IMHO an artistic style like they were in Dark Crusade would be the best way to go.
Cool thanks for clarifying that. I only just discovered Elite a few days ago, and while I love it, I think it might be dead; Im not sure, been on a year plus hiatus of anything 40 K related.
Love that you are working on adding Necrons, every other mod I was eying in the past seemed to fall through, so I am happy to see that you are working bringing them over. I'm not too sure about animations for a Necron Lord, IMO custom animations would be the best way to do the Necron commander justice, but if I had to pick an existing animation set? Hmm Chaos Sorcerer maybe? Like you said, not really anyone matches his movements.
So how is this mod, balance-wise? I was playing Elite, and I was rather impressed with how the Grey Knights faction was on an even plane with the other factions. Is that the case for Destroyer, or are there OP factions/units?
Also, I'm not sure but I think Elite is dead (just found it a few days ago) and wanted to know if this mod is still in the works, to maybe include playable Necrons, down the line.
I am very curious to see whether the Collectors will get a dread and if so how it will look.
Also how many collector ships the army will have and how they will bolster one's fleet, but Im just thinking out loud.
I believe the Geth Titan was scrapped for Harbinger. So you have Ravenger Class Reaper Titan, and Harbinger Titan, the Geth dread will be a capital ship if Im not mistaken.
That being said I am very curious to see how the non-Reaper ships stack up to the other two factions. Obviously the Reapers are the most powerful ships, but they are very limited and expensive.
I wonder if the Geth dread will be able to go toe to toe with a Cerberus or Council dread, I think it should, since it was pretty much taking on the entire Quarian fleet in ME 3.
So how are the non-human ships of the Council coming along? I have seen the Volus Dread, Destiny Ascension, and Turians, but how are the Batarian, Salarian, Quarian, and Asari ships coming along, and are they due for updates like the human ships?
So as of now which faction is the closest to completion as far as textured in game models goes?
If I was a betting man I would say Cerberus, but all of these revisions (not that those are bad, I love the improved models) makes me think its still up in the air.
Kinda like the Maw of the Vassari Loyalist Titan?
Yay Geth! Love the model can't wait to see it ingame!
Awesome! Can't wait to see what's in store.
Hey since EA wouldn't look to kindly on using sound files/assets, have you thought about using fan VAs?
I'm pretty sure this has already been suggested, but maybe you could ask the people over at Maurader Shields for assistance. Obviously, if they let you use the Batarian dread model then you guys must be familiar with each others' work.
It would be a nice touch if your team and the MS audio book team collaborated on giving a voice to the Dawn of the Reapers mod.
P.S. Please let me hear: "Assuming Direct Control" when I use Harbinger, even if it isn't Kieth, a sound-alike would do just fine.
Eh, I prefer Universe at War. I mean the Herichy walkers are probably the closest thing I've see to a Reaper in a non-ME, non-modded game.
You know what would be awesome if it could be hypothetically done? If you could engage in ground battles after taking a planet.
Yeah I know such a thing would outside the realm of possibility, but if the game would switch to a ME themed version of the RTS game Universe at War: Earth Assault in order to enact planet take overs that would be sweet.
And then if one wanted to take and hold a specific location of said planet the gameplay would shift into ME 3 MP mechanics.
Sorry, just rambling on about ultimate fantasies for such a mod, I have to since this mod is quickly meeting all of my expectations.
Sweet, I am curious to see the Reaper equivilant.