The reapers have returned from dark space. With Earth under attack and the mass relays in a state of chaos from refugees and the councils fleet engaging reaper forces the galaxy is a mess. The outcome is unknown, the warfare is devastating. The galaxy will never be the same.

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Citadel Council Fleet
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Melik
Melik

nice

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DoughnutAssassin
DoughnutAssassin

indeed, very nice, though i cant say im fond of the SR3 design, canon or otherwise, i just dont like the angles of the engines

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Church256
Church256

Agreed. It just doesn't feel right. Something odd about engine at that angle compaired to the main hull and the beams supporting them.

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ZombiesRus5
ZombiesRus5

Have you given a thought to ship roles yet?

At a minimum you will need to designate which ships performs the Scout and colonizer roles. The scout is required or the AI never leaves it's homeworld. The colonizer is required to make sure the AI does a sufficient job at expanding.

I'm also still of the opinion the Normandy SR-2 and SR-3 should be capital ships. Not so much that they are large vessels, but they should be more unique and not spammed. While this would take a capital ship slot the fleet supply could be less than the larger capital ships (which might become Titan class with Rebellion).

This would round out your capital ship selection and leave you filling the frigate/cruiser roles.

Which leads to the next question, What is your counters system you plan on implementing with this mod? This will drive how roles and damage modifiers are affected to a large degree... Another way to put this is how do you envision the space battles playing out?...

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Attican
Attican

I think a good way to deal with the Normandy class ships would be to just make them very expensive

As rear admiral mikhailovich says in the first game for the same price the alliance could have built a heavy cruiser + the amount of eezo used for the normandy core could have fueled 1000s of starfighters, so both monetary and resource wise the normandy class ships should be very costly.

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davidt0504
davidt0504

Can you make six capital ships? have one additional slot for stealth capital ships like normandy.

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ZombiesRus5
ZombiesRus5

Yes, nine is the build limit per race currently.

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Reaper_Armada
Reaper_Armada

Are the humans gonna be seperate from the council or all together?

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TheAncientOne
TheAncientOne

is the ship on the left middle a quarian ship coz they are not part of the council

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Cannonball117
Cannonball117

Well there not going to make a separate faction for one race that only has the migrant fleet not even a homeworld.

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A update to show how much has been done.

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