maybeagnostic wrote:There was a clear implication that any technology coming from the subversive intelligent machines is really a Trojan horse and shouldn't be trusted. The series never presents technology itself is a bad thing just foreign technology which you don't understand and can't really control. The Illusive Man is definitely too black ops to really trust but I thought the organic matter was just used to grow the ridiculous baby reaper?
Sorry that was poor phrasing on my behalf; I meant that the technology there that related to reapers was all based on that. So presumably to get the most benefit from that tech (which you would expect someone like the illusive man to want to do), you would need to continue that practice. For my purposes, I decided to blow the whole station because:
(1) I didn't think I could trust him- he had lied to Shepard already, and was never fully truthful. His anger when I did decide to blow the station just reinforced that conclusion.
(2) I didn't think Bioware was actually capable of balancing the options available to you with such a decision. If that situation was presented to me outside of a video game, I would definitely have kept the station intact, because of all the tech you could get in simple ways. Bioware usually keeps things to binary choices, with all/most of the potential good of an option or all/most the potential bad of an option carrying out- in this case, you can see it in that you couldn't keep the station intact and hand it over the council, or to the alliance, or fuck, keep it as your own and party cause you just got yourself your own star damned space station! This is always going to be a limitation of games, of course, but it's due to my expectation of how that limitation would play out (e.g., some devs, such as Obsidian or CDProjekt, I would consider going with what I really would have done), that I reached my conclusion.
The idea of the tech being "bad" because it would still be reliant on the reapers didn't enter my thought stream at all, and honestly, I didn't feel like that was conveyed at all. Of course, we're all allowed our own interpretations of events, and maybe mine isn't the one that was intended, but I definitely didn't feel that fact was of any concern to anyone in the game.
maybeagnostic wrote:On that note if you can take down some reapers with handheld weapons, surely a huge spaceship would be able to hurt most of them.
Certainly, I would think in a realistic scenario (the discussion is purely academic here, of course, because we know everything is going to work out in the end no matter what the specifics of the reapers is), it'd matter at lot how many of the reapers were like that, and how many were like Sovereign. Sovereign was able to shrug off an entire fleet for a pretty decent period of time; presumably, a small handful (3-8ish) Sovereign-class reapers could take apart any single fleet thrown at them after the recent council upgrades. The council races seem to represent the good thumb-rule of 80% of military might, or thereabouts, and I suspect they could only field somewhere between one and three dozen fleets at once, based off codex entries and apparent fleet size. If the reapers have 50 Sovereign-class members, they'd have an upper hand but not a huge one. With 100, with their ability to concentrate force and attack wherever they wanted, they'd probably have a significant upper hand. With 1,000 of them, they would likely just straight up outnumber the ships against them. What then if there's only a dozen, or half a dozen? Then they'd be vastly outgunned by sentients in all likelihood. And all of that assumes that every other class of reaper is useless for space battles, but I didn't factor the geth in either (since we have so little data to work with, with respect to their numbers and space capabilities), so I consider those two parts a wash.
In short, it isn't just the numbers that matter, but the numbers of each sub-group as well.