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Mass Effect MOD

Mass Effect MOD

a proposal, not a request

ME-SOASE

Alright folks

I've seen quite a few requests and questions about a Mass Effect mod, i myself asked for one a while back but after the release of the second game (which is epic by the way) I've been putting some thought into how you could go about doing this. I myself cannot skin or model, but i can code pretty well as I've been modding for quite some time now so if anyone has some these skills we might have something. So heres what I've come up with so far:

Well first is the gameplay, we disable the research for star travel, this would force players to use wormholes, which we would replace with "mass relays." these are both simple and easy tweaks to the game. the only downside is that we would have to redesign all the maps to fit with the gameplay, but seeing as this would be a complete conversion thats pretty much a given.

Races and factions have been built up considerably in mass effect 2 so there really isn't a whole lot of guess work, not to say there isnt any at all. My idea was to use the mercinary groups as pirates, but the collectors also came to mind. (Ideas?) I was thinking along the lines of making the 3 main citadel species as the "Citadel" race and combining theAlliance and Cerberus as "Human" but i can't seem to come to a good conclusion. The other races might be a little tougher as there isnt a whole lot. The Geth is a definate and could throw the Reapers in there as a super race or something else. Thoughts?

The Alliance and Citadel both have a pretty good diversity in vessels, but the geth might need a wee bit of imagination. I was thinking of putting the Normandy SR2 as a Human Dreadnaught mainly because of its abilitys weapons. The original Normandy could be an expensive frigate perhaps? a crusier could work as well. im kind of divided on this one to so any input would be helpful.

Thanks to SivCorp, ZombiesRus and myself we've got the Normandy SR-2 in game!

Normandy SR-2 Mini-Mod for Diplomacy 1.011 :

- A new set of player pictures for Tech

- New race logo

- Normandy SR-2 (Capital Ship)

- 2 new abilities for the SR-2 (Stealth and Thanix)

- New gunboat strike-craft

- Different Font

(Thanks to SGI Mod for Cloak ability)

I made it to easily integrate into other mods (If you know anything at all about modding that is...)

SR-2

 

SR-2

Here's the download: http://www.filefront.com/17673933/SR-2 Mini-Mod.7z

Well thats pretty much the basics, so if anyone is willing to help we might get something going. ^_^

COMMENT!

96,114 views 153 replies
Reply #51 Top

the normadny isnt poorly armed bud also noct very good

because the power of the main gun has to do with the lenght of the gun and the length of the main gun is the lenght of the ship (read codex mass efect 1) that means the little SR1 is maybe stronger than all the other alianz ships in that categorie but not so armend like a battelsip

 

but the SR2 with all her upgrades (perfekt fo abbilitys of a cappitel ship) could be a very cool capitla ship like the defiant in the soa2 mod

Reply #52 Top

Quoting Melik88, reply 51
the normadny isnt poorly armed bud also noct very good

because the power of the main gun has to do with the lenght of the gun and the length of the main gun is the lenght of the ship (read codex mass efect 1) that means the little SR1 is maybe stronger than all the other alianz ships in that categorie but not so armend like a battelsip

 

but the SR2 with all her upgrades (perfekt fo abbilitys of a cappitel ship) could be a very cool capitla ship like the defiant in the soa2 mod

I didn't understand very much of that, but I think I get what you're hinting at.

Reply #53 Top

sorry ^^

it isnt that easy to descripe  in englisch weapon specific you only read in german ^^

but in short  long main gun  = powerful

                   short main gun = less powerful

and the main gun is as long as the ship

that means normaly a little ship isnt that strong

 

 

Reply #54 Top

SR2 could be a very light cruiser, but we'd be assuming a fully upgraded SR2. It's really all the fancy tech that makes it so useful. Anyhow, let us know how planning on this one is going guys.

Reply #55 Top

i dont know how to do any modding my self but i do like the mass effect universe. i have the art book and played through both games.

 

I have read throught the forum up to this point and there are a lot of good ideas, such as SR1 being a scout ship with upgradeble clock  the SR2 being a cruiser with the upgraded being reserched were the main guns and sheilds being active abillities and the engeins passive.

 

Playable races i would think that the first should be the unified counsle races such as the asari, turian, salarien, human, and any other race with in the group, this will give you a more open array of ships to fill the voids you might come across.

The Second could be any of the unalined races such a the quariens, geth, vorcha, batarians, and so on.

The Third  Could be mercinare factions sence ME2 opend up three faction to go from with a posible aligence between them like blue suns, blood pack, and eclipse.

Pirates should most likly be the colectors because they are an odball in the universe, no one knows much about them so they sould not be alilied with any faction thus making them the purfect pirates. and if you sould use the collectors as pirates may i suggest giving them mindlyer ships with in there gravity well to lay mind field some were around 5 to 10 just so there not easlly destroyed near the begining to keep the pirate well full of minds making it that much harder to take. also for there ships i would recemend using the one collector ship as a capital class with none to two abillites as the bulk of all pirate raids with planet bombardment capabilities mabey even an bombardment abillity. and then the rest of the raiding party could be support ships for dealing with fighter/bombers, repairing or shield boosting, even increasing weapon range, acuracy, and damage.

 

if any one has any oppinoins on my idea plaes let me know.

Reply #57 Top

Quoting Roslolian, reply 43


That said, I'd be really interested in the viability of altering Sins gameplay. Sins does not play like Mass Effect. Ideally, Frigates would need fighter physics to say the least, accuracy of weapons would be tweaked so that frigates don't just get positively murdered by big ships, weapons that do hit would do significantly more damage and scaling should probably be adjusted.

What seems to stand out is that ME fleet engagements are decisive affairs; ME never really depicts a drawn out space battle. In fact, one of the codex entries specifically says that fleet actions are rare because if a fleet isn't going to outright win, it usually withdraws and that fights only occur around very important loci, such as the Citadel. The few ME battles depicted reflect that; no ME space fight ever has a back and forth; either someone is winning, or someone is not.

This is the dude you need to be listening to, if this project is still on track. Someone else's IP is not a substitute for original gameplay. It's an inspiration for it. Example off the top of my head: in the Mass Effect universe, ships build up a lot of heat during battles, and therefore need to resolve them before they literally cook themselves to death. Why not have all ships use a passive ability (because you can have a 5th passive) that slowly builds up "heat" (use antimatter for this, scrap antimatter for everything else) when the weapons are fired? As "heat" builds up (periodic checks for # of "heat"), the weapons could become less effective, the ship could take damage, all sorts of things. Instead of debating over ship sizes and how things don't fit into predefined, utterly arbitrary roles in a 3 year old game that is arguably not the pinnacle of deep and exciting strategy, things like this and what Roslolian said are what drives mods to be playable and worth downloading, not art assets. Hell, you could even implement this in base Sins and it would be an interesting mechanic - the dynamic battle mini-mod on these forums proves it.

Reply #58 Top

The Normandy SR-1 should be the scout, as its not designed for warfare in mind.  I like having the alliance and cerberus together, when I was thinking about mass effect mods i was trying to figure out how to work in cerberus.  I think you should make the collectors partners with the Reapers who are the bad guys and they should be a mixture of geth also.  The reaper's should be the capital ships along with having the collector ship.  The Collector base should be simply a planet type.  I would strongly urge using something like distant stars mods in this so that we can have the real sol planets.  Also the citadel needs to be a planet type. 

I like the mercenary groups being the pirates, I wonder if you could also create omega as the pirate base?

I would be more than happy to contribute somehow like making maps, I suck at all other things mod associated such as texturing, but I can make maps for it especially since the games have the galaxy map. 

Btw I love the turning wormholes into mass relays.

Reply #59 Top

also it would be good to wait to start compliling all the ships until mass effect 3 comes out.  That way we'll see more ship types for all involved. 

Also it could be possible to use quarians in the mod too, and maybe we'll see ship types for other races as well, like the krogan.  And maybe it would be a good idea (if the canon allows for enough ship types) to make the reapers/collectors seperate from the geth so that two geth players could be in a game so that you could have the real geth and the heretics.

Reply #60 Top

Spoilers galore here... I hope the peeps reading this have already played ME2. If not we hope we didnt ruin it all for you.

Collectors/Reapers from my point of view are all one in the same. The Collectors were working for the Reapers so they should be all in the same faction. Harbinger was himself a Reaper. Much like Saren was in ME1 when Soveriegn took control of him in the end game.

Alliance, and Cerberus should be separate factions.. yet easy to ally with each other using diplomacy to fight a common threat.

You can combine the Citadel races into one faction. Using Turian as the bulk of the forces with the Asari as the heavy hitters, and diplomatic corps. Have yet to see any Salarian ships but i can see them in the scout/espionage role as per the ME codex describes the faction.

True Geth (Legion Geth), and Heritics are indeed two separate factions using identical tech. One just belives one thing while the other does not. Heritics should be able to easily allign with the Reapers diplomatically while Legion geth would allign with the citadel factions.

We need to see the "canonical" outcome of ME3 to see if the Quarians go to war with the Geth, or if they kiss and make up.

Obviously we need to see more ship designs. We know they exist in ME lore.  If they are not revealed in ME3 you will just have to make up designs based on the lore.

Reply #61 Top

Also, ME does mention in the Codex section on GARDIAN lasers Salarians use higher-frequency lasers (x-ray or UV, can't remember) while everyone else uses infrared lasers, so having a Salarian vessel be the anti-fighter frigate for the Council would be fitting.

Reply #62 Top

it would just be hard to come up with ships for both cerberus and the alliance.  And instead of making the geth and heretics it would be just much easier to have the geth and then just use the same faction twice in games.

Reply #63 Top

Based on what I've seen of Mass Effect 2, and read lore wise, I think it's safe to assume that the Normandy SR-2 has a (fairly) typical Frigate appearance, being that the components are said to have been ordered and then assembled, in addition that the ship is supposed to have a more human appearance, rather than turien.

 

For Turien frigates, I would remove the 'human' elements of the normandy (the elements that are most similar with the SR-2) and then replace them with elements of a turien cruiser.

Reply #64 Top

i wold so hilp code tis moderfukin mod

Reply #65 Top

haha well thatd be nice, if only we could find some model & texture artists... :rolleyes:

Reply #66 Top

modil and txter artists git teh fek ovir hear

Reply #67 Top

Are you drunk?

Reply #68 Top

I was curious too lol o_O

Reply #69 Top

:beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: .........  :rofl: ....... Classic !     lol

Reply #70 Top

A couple of posts is nothing.  I'm on this other forum where two or more pages of drunken shenanigans are common.

Reply #71 Top

i esnt drunc lol

Reply #72 Top

Logged in just to post this.

 

I've had an idea and I just have to get it out: the tutorial mission.

I realized that the Mass Effect lore actually gives us the perfect setting in the cannon for a tutorial mission that actually occurs during the Mass Effect timeline, without resorting to the often-used "training camp" tutorial.

 

The Human-Turian First Contact War.

The tutorial begins with you in control of the human portion of the Citadel Races, and you mirror the Human expansion years leading to the first contact, during which the game introduces you to colonizing your first planet, building production and research structures and non-combat ships, scanning planets for artifacts (which yields the Prothean relic on Mars), research (which yields Mass Effect jumps) ultimately leading to activating the Sol system relay, followed by a bit more expansion, and then the empire management portion of the tutorial.

This leads eventually to Turian ships attacking as you activate another relay, and the tutorial instructs you on retreating. It then unlocks a couple of Human combat ships (whether or not these are simply super weak tutorial-exclusive ships is something to consider) which you then build a small fleet of, and take the fight to the Turian fleet and get introduced to space combat and micromanagement.

After exploring the various nuances of combat, the fighting ceases when a fleet of Council Races ships (which dwarfs both the Turian fleet and your own) jumps into the contested area and demands an immediate ceasefire. You are then introduced to the diplomacy section of the game.

 

Just wanted to put that out there. I really dont care if you even use my idea, I just really needed to get it out, you know?

EDIT: Found the change screename function. *Really* hated the old s/n.

Reply #73 Top

If there was a Mass Effect mod I would be so happy! In fact, right now Im role-playing the TEC as the alliance, the Vasari as the council races, and the Advent as the Geth. 

 

I wonder what role the Reapers would play in a Mass Effect mod...

 

Reply #74 Top

Quoting hooahguy, reply 73


I wonder what role the Reapers would play in a Mass Effect mod...

 

 

I think the best route would be to have them play a similar role to the Dread Lords of GalCiv II. Totally overpowered, slow to expand, almost never colonized, only building a few nearly unstoppable ships, but yet still somewhat possible to hold back (with obscene losses for your side)

 

I remember the days when I would struggle to oppose single DL frigates with fleets of nothing but cheap fighter craft to keep production high while keeping costs down, since anyone who ever played GalCiv II will tell you that in any play through you would only have maybe one to three planets capable of producing large ships in any kind of useful timeframe, and with the dread lords bearing down on you, you really had no time for that. (and they tore through even your largest ships like butter, so it was kind of a waste to throw anything bigger than a corvette at them anyway)

 

It always felt so satisfying to see a Dread Lord cruiser blow up from an attack by 17 cheap fighters. Ah, memories.

Reply #75 Top

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