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.
Now that we are tackling the Reaper faction, its time that we go a little into depth about the differences between game play between Reapers and The Citadel Council.
Posted by Lord_Setesh on Dec 20th, 2011
Now we have been talking about different game play styles for the Council and Reapers since the inception of this little project so many months ago, and its time to final tackle and discuss the meaning of that statement.
The Citadel Council
When playing as The Council players will be emerged in a game play that is geared towards quick development, and preparation for the to be Reaper onslaught. The basic tech tree will be changed from stock sins to as such
Material Science - Hull and armor research to aid the player in preparing his/her ships for the brutal nature of reaper weapons in the heat of combat.
Armaments - Split into three sub categories Mass Accelerator, Thanix, and Disruptor Torpedo these will help the play to deal more damage in the face of what seems like an invincible opponent.
Design - This is designed to easily let the player see and utilize the ships capable of construction playing as a member of The Council. Having to of course start with frigates the player is forced to decide whether having the best guns or the biggest ships is a priority when faced with possible destruction.
Now after looking at that picture one can see Infiltration. At this point you're asking yourself what the f&^% is infiltration. While diplomacy is useful in Stock Sins as a means to peace or diplomatic conquest. In Dawn of the Reapers it is not. In the Mass Effect Universe the Reapers are insidious and powerful with the ability to convert people to their cause with simply their presence. Infiltration is the Defense to that. Offering the player defense against Indoctrination and defense against Reaper weapons as the tech tree expands. This tab also allows for the construction of the Normandy SR-1 and SR-2.
The Reapers (Still a WIP)
While The Council is fast in their research and development, you will find the opposite for the Reapers. Worry not though, this for good reason. The Reaper faction consists of three sub-groups. The geth, Collectors, and of course The Reapers. All these groups have abilities that more then make up for their longer research times and heavier demand on resources.
The Geth are simply a massive network of simple programs that together form a single gestalt entity, this holds true in Dawn of the Reapers. All Geth ships will have a passive ability known as "The Geth Network." Simply put the more geth ships you have near each other the faster they will fire, the harder the weapons will hit, and the faster they will react in battle. Just as one would expect Geth to do in Mass Effect.
Collectors will have a similar effect known as "The Hive Complex." Being similar to insects by origin and by observation IE the Collector General. When Collector ships are in the presence of a Reaper they will get significant stat boosts as they are "Under Direct Control"
As anyone who has played Mass Effect has seen Reapers are very dangerous entities, even a single one can cause a lot of havoc. Reapers will cost the most to produce resource wise, but even the smaller ones will pack a punch that will make every piece of eezo worth it. Reapers also all have a passive effect called "Indoctrination" which for Mass Effects fans are familiar with. Actually convert ships in the opposing fleet to their own. This effect is constant but will only become evident in prolonged battles, It begins by effecting frigates first and working up through the ranks.
I will update more as the team and I hammer out more of the tech tree, but for now that is all.