View Full Version : What kinda missions are you going to write?
Archived Post
10-28-2010, 11:27 AM
Personally,
I plan of making a series based on some of the old STO stories, kinda of a 'What has happened
since then"
Some klingon stuff...MOST importantly a Klingon Tutorial
Then as my skills improve, some 3 part epic stories.
so, what will the rest of you do?
Archived Post
10-28-2010, 12:04 PM
My plan is to start by doing a rework of the P'Jem mission to test out what the thing can do.
After that...probably whatever random story idea strikes me if it turns out that I can do what I want. :D
Archived Post
10-28-2010, 12:28 PM
I'm going to start with three TOS fanfic episodes I wrote. Then a couple of novel style Klingon ones.
Archived Post
10-28-2010, 12:29 PM
Missions that hopefully will allow the player to delve into Klingon culture and history while having enough combat to keep it fun.
Archived Post
10-28-2010, 12:56 PM
Ive been modding for many years now for numerous games etc.
I am going to try my best to make missions for STO , ive prewritten three allready.
One is Fed side only , the other is klink side only , the third should be converteable to both factions.
Ingame i play both factions but i will probably set my sights on klink missions as they severly lack missions to do.
My Klink mission in brief is called 'Gorn too Soon' , it will be about a Gorn splinter group that in the end tries to break free for federation space with the stolen Kar'fi , it will be space and ground and hopefully ship interior. Not giving anything away though :)
The mission that i could create a copy and port off is called 'The Entity Unknown' and is pretty interesting.
The fed only mission is more a diplomacy type mission , it even involves Andoria and Vulcan.
I am working on early stages of a Klink Mission as well , i want to use the outside of Qonos and hopefully will delve into there culture and honor more.
Im very much looking forward to this Foundary , i can see myself not playing much and doing just that , after all modding etc is my love!
May request a writer though , and dialgue isnt my strongest point , my last team consisted of 2 scripters (actual code) , and writer , and a few testers.
Just wish i could get my hands on it now , i would test that bugger into the ground lol
Archived Post
10-28-2010, 01:16 PM
The first mission I write will be a re-write of that god awful Pico Patrol mission.
I wrote well over a thousand words about how bad that mission was during the CB, about how it could easily be improved to be a better example of the sort of missions players will encounter later in the game, about how it was such an awful early game experience since it would be encountered in the first couple hours of gameplay right after the tutorial.
Figure I might as well do a re-write and prove how it could have been better.
After that... One of my favorite patrol missions is the one where you fight alongside a Fed ship which is going to raid a Klingon installation, it starts with you taking out an array of turrets and then some BoPs nearer to the installation. Building off of a framework like that, a series of missions where you work alongside another vessel is something I would like to do, having a recurring NPC vessel that you team up with sounds like a place to start with in writing some interesting stories.
Along with those I'd like to write some more puzzle or mystery based episodes. Where you have to puzzle out what is going on and search an environment for clues. Possibly writing something with a recurring criminal villain, such as a member of the Orion Syndicate smuggling and extorting people or something similar.
Archived Post
10-28-2010, 01:29 PM
The first mission I will write will be a re-write of that god awful Pico Patrol mission.
What was that one about again?
Archived Post
10-28-2010, 01:44 PM
What was that one about again?
Search for the mining ship.... that is directly in front of you when you arrive in the mission.
Escort the mining ship... to the location directly in front of it.
Basically you fly straight ahead for about 5 seconds, click through one pop-up box, turn 90 degress to the left, balance power, drop the throttle to about 60% and then go do laundry or wash dishes or cook food and come back five+ minutes later to find you've completed the patrol mission while you were afk.
There is no story, no drama, no urgency, it is literally the most boring and dull mission I think the game has and it's in the very first set of patrol missions that you do.
It could have had the mining ship trapped by rocks that you needed to free them from, or you could have had to beam aboard for a very short non-combat away team sequence where you helped them get their engines online again, or any number of a long list of things the mission could have had you do that would have added to the story and made you feel like you accomplished something or that you actually took part in doing something, other than what it is now.
The hardest part of doing a re-write of it will simply be choosing between which of the many many ways the mission could be improved while still keeping it short enough to be a 'patrol' length mission.
Archived Post
10-28-2010, 02:05 PM
Search for the mining ship.... that is directly in front of you when your arrive in the mission.
Escort the mining ship... to the location directly in front of it.
Basically you fly straight ahead for about 5 seconds, click through one pop-up box, turn 90 degress to the left, balance power, drop the throttle to about 60% and then go do laundry or wash dishes or cook food and come back five+ minutes later to find you've completed the patrol mission while you were afk.
There is no story, no drama, no urgency, literally the most boring and dull mission I think the game has and it's in the very first set of patrol missions that you do.
It could have had the mining ship trapped by rocks that you needed to free them from, or you could have had to beam aboard for a very short non-combat away team sequence where you helped them get their engines going again, or any number of a long list of things the mission could have had that would have added to the story and made you feel like you accomplished something or that you actually took part in doing something, other than what it is now.
The hardest part of doing a re-write of it will simply be choosing between which of the many many ways the mission could be improved while still keeping it short enough to be a 'patrol' length mission.
Ahhh I know what you're talking about now. That one is pretty bad, but I don't think it compares to how awful pretty much every mission in the Romulan area is, which nearly got me to stop playing the game.
The thing I hate most about that mission is that I can't just put my tractor beam on the thing and drag it at high impulse to the destination.
As for it not being like you accomplished something, I wouldn't mind not having anything happen so much if it weren't for the fact that it's not like something random you come across while exploring a system. If I came upon this random damaged transport as I was cruising through a solar system I decided to explore, and could tractor it to its base, that would actually be ok because it would make perfect sense you'd occasionally come across that kind of situation.
But it's not. It's a patrol ordered by Starfleet because apparently the mining facility's sensors and communications equipment is so bad it can't see the ship within their own asteroid belt.
Archived Post
10-28-2010, 02:27 PM
It will be interesting to see what everyone will come up with in regards to new content and storylines is what iam looking forward to. Though and as for the question, for myself it all depends on what will be available in and on the UGC in order to create some of the content and storyline in which i would like to create.
Archived Post
10-28-2010, 03:04 PM
Hmm interesting concept....rewritting current adventure ;)
Who knows, cryptic might adopt a few of them.
Why redu something that someone already did for you?
assuming they give you permission and the legal department doesn't have kittens over it. :p
meow
Archived Post
10-28-2010, 03:31 PM
Hmm interesting concept....rewritting current adventure ;)
Who knows, cryptic might adopt a few of them.
Why redu something that someone already did for you?
assuming they give you permission and the legal department doesn't have kittens over it. :p
meow
Well, for my part, when doing lots of the missions I often find myself thinking "This makes no sense" or "Why can't I?" or "This mission would be so much better if..."
Since P'Jem is one of the first missions, and probably the first one where not being allowed to make a decision bothered me, it's the one I've spent the longest thinking about reworking.
On top of that, if I make something myself, it's likely to be more complex than something I would just re-do, so the re-do makes a good test of what I can and cannot do. If I can't even upgrade one of their missions to how it I think it should be, then it would probably not be worth my time to even try to do something original.
Archived Post
10-28-2010, 03:37 PM
I think I'd have the most fun making space maps in which you work with ally ships. If dialogue options allow you to effectively "command the fleet", even better. Being able to tell ally ships what points to go to would create a whole new level of strategy to the game.
Of course... there needs to be some reason you can't just have all ships go together, one point at a time. And to my knowledge STO doesn't have any sort of "mission time limit" mechanic that could help there. :(
Archived Post
10-28-2010, 03:49 PM
IOf course... there needs to be some reason you can't just have all ships go together, one point at a time. And to my knowledge STO doesn't have any sort of "mission time limit" mechanic that could help there. :(
There are a few missions with timers in them (at least a couple early Fed ones vs Klingons), where you have to defend a point for 45 seconds and then the mission moves to the next objective.
( Not that in those missions it seems you can actually fail the timed part. In fact, I know that you used to be able to turn on the Pause in the mission and it would continue to count down and the mission would actually advance objectives and complete itself while paused, not sure if they ever fixed that bug as I didn't think to check it when my most recent alt went through those missions. )
It might be possible to have a timer like that run down and put the mission in a fail state if other objectives haven't been completed before the timer counted itself out. Will depend on how complex we are allowed to script mission objectives.
Archived Post
10-28-2010, 03:52 PM
I'm enjoying reading other people's ideas. @OP: Thanks for starting this thead.
I think I share some of the interest of other posters. I wrote a mission outline a little while back that involved the androids from Exo II from the original series (although they were all Ferengi). That needs a lot of work and includes a bunch of stuff that I'm sure won't be possible in the actual UGC system when it's finally up and running, but I would like to try and make it work. In fact, I'd like to return to a number of the classic TOS episdoes and work on "what's happened since." I've got some ideas about the Iotians (from "A Piece of the Action") for instance.
The second sort of mission I'm looking forward to working on would be diplomatic/mystery missions. There was another thread a little while back that dstahl started--basically began like an old joke: a Breen and a Ferengi walk into a mining colony run by aliens interested in balance... Lots of people came up with cool ideas about what happened next. I had fun spinning a couple of my own that involved uncovering hidden secrets.
Third, I'd want to generate some stuff with some moral dilemmas. That can be tricky, but would like to take a stab at it.
Overall, I'm not big on combat-oriented missions, so I'll leave that to people with more talent in that direction.
I think the biggest challenge for me is going to be that I'll want to do a bunch of stuff that simply won't be possible with the necessarily limited tools we have (at least at first). But I think it's going to be a blast to see what develops.
Archived Post
10-28-2010, 03:57 PM
What i think is really interesting is that the dev's according to Dan Stahl are going to allow in that of the ability to add on or somehow utilize that of existing missions to be attached to that of new content, in what way that is unsure but it is in the FAQ for the UGC.
Archived Post
10-28-2010, 04:45 PM
I'm going to start with some simple standalone missions, but when they add the functionality to link missions I've got a Jem 'Hadar multi-part mission (short of like the Featured Series in length) that is going to be so much fun to do I ... can't ... wait!!! If it looks like linking won't be added for a long time I might do it in pieces and have the contact at the end tell players to return to the Foundry tab and search for "Title of Next Mission".
I'd like to make some ground missions that don't involve running down the same 7 corridors in a too bright underground lab that has skylights above said corridors. I'd like to give people options between battle and brains, but it depends on the options we can put in with the UGC tools. If we can do decision trees like in the Rescue the Deferi mission I'll be using that quite a bit.
I just hope I have time to make missions between playing everybody else's!
Archived Post
10-28-2010, 05:16 PM
I'm going to start with some simple standalone missions, but when they add the functionality to link missions I've got a Jem 'Hadar multi-part mission (short of like the Featured Series in length) that is going to be so much fun to do I ... can't ... wait!!! If it looks like linking won't be added for a long time I might do it in pieces and have the contact at the end tell players to return to the Foundry tab and search for "Title of Next Mission".
Yeah, I wouldn't invest too much time in anything until we have linking, either. What I'd really like is the capacity to make our own sectors for our mission chains to take place within and across. Then I'd really sit down and start hammering out some in-depth stories.
Archived Post
10-28-2010, 05:23 PM
Yeah, I wouldn't invest too much time in anything until we have linking, either. What I'd really like is the capacity to make our own sectors for our mission chains to take place within and across. Then I'd really sit down and start hammering out some in-depth stories.
I think before we can even get to that stuff, we have to see what kinds of stuff we can do with any individual mission. My main thing is that I want branching. For example, the P'Jem redo in my head starts with the BO reporting Klingons in the system. The first choice is to Hail or to go to Red Alert. Hailing obviously puts you into dialog, and Red Alert allows you to just fight the Klingons if you like.
Archived Post
10-28-2010, 07:47 PM
The dreaded timer.......eckk
Well I would use one that clicks away IF AND ONLY IF you had to defuse a bomb and
could reasonably see the timer
if, instead you had to open a door in 5 minutes, I would have your science officer say..
Sir, we only have 5 minutes, then use a non-visable timer.
But that is me
Archived Post
10-28-2010, 08:17 PM
Personally, I'm looking to create some Breen missions. A few Star Cluster type missions to begin with as I learn the tools, but I've also got an idea for an actual story mission where you infiltrate a Breen Prison to rescue a group of prisoners... Even conteplating the idea that you could be rescuing the Deferi Ambassador himself...
I just have this "amusing" idea of having "Contact Ambassador Surah to start mission" and the first thing your captain gets to say when loading him up as the contact is "Wait, you're not Ambassador Surah!" and proceed from there :p
Also, as a personal choice, I'm likely going to follow the naval traditions shown in the series and have your character called "Captain" regardless of actual rank because you command a Starship
Archived Post
10-28-2010, 08:29 PM
Most likely none ... I want to play a game, not write content for it :rolleyes:
Sorry to be a stick in the mud !
Archived Post
10-28-2010, 10:06 PM
Most likely none ... I want to play a game, not write content for it :rolleyes:
Sorry to be a stick in the mud !
lol, well your honest :p
Archived Post
10-28-2010, 11:17 PM
I look at this whole UGC as a unique storytelling opportunity: to create Star Trek episodes where the viewer is also the main character. I want to do missions that actually draw the player in emotionally. I know some of the most satisfying gaming experiences that I've had are when the villain of the story does something so appalling that I actually become emotionally invested in beating him. I want to create a situation like that, where the player has to choose between justice and vengeance.
I'd love to explore areas of the Star Trek universe that we've never seen. What about the Fleet museum? We've heard of it, but we've never seen it.
I'd like to do a shuttlecraft mission. I think I might be able to pull it off, even without a shuttle.:D
I'd like to put in extra sequences that don't really advance the mission, but add to the realism. Like maybe sticking in a shipboard funeral for fallen crewmembers after a big space battle, like in TWoK. Or having an Admiral come aboard for an inspection.
My God, I can't wait for this thing to be released.
Archived Post
10-29-2010, 12:15 AM
I look at this whole UGC as a unique storytelling opportunity: to create Star Trek episodes where the viewer is also the main character. I want to do missions that actually draw the player in emotionally. I know some of the most satisfying gaming experiences that I've had are when the villain of the story does something so appalling that I actually become emotionally invested in beating him. I want to create a situation like that, where the player has to choose between justice and vengeance.
I'd love to explore areas of the Star Trek universe that we've never seen. What about the Fleet museum? We've heard of it, but we've never seen it.
I'd like to do a shuttlecraft mission. I think I might be able to pull it off, even without a shuttle.:D
I'd like to put in extra sequences that don't really advance the mission, but add to the realism. Like maybe sticking in a shipboard funeral for fallen crewmembers after a big space battle, like in TWoK. Or having an Admiral come aboard for an inspection.
My God, I can't wait for this thing to be released.
Unfortunately I can't imagine ever becoming all that emotionally invested in a story portrayed through the current game mechanics. The dialogue windows just seem to remove me from the situation, especially if it's jumping back and forth between characters. It's just a jarring, un-immersive mechanic.
But best of luck in your endeavor.
Archived Post
10-29-2010, 12:30 AM
Often the problem is not having the ideas, but to actually see them through until everything is good. We'll see how well I do it with UGC. Maybe it's so much effort that I won't ever finish anything.
Ideas:
1) A story linking with Admiral Quinn and the Trill that work on the KDF side. Explain a little of their motivation, and otherwise deal with Klingon POWs and stuff like that.
2) A story for the Galaxy-X, kinda trying to explain its existence in the game. (Could be done for other ships, too.)
3) A "Damsel in distress" story on Risa. (Maybe even more than one, with different twists, and not always with Damsels)
4) Borg attack on Klingon colonies.
5) If possible, a Q-story with Klingons. Q loved to inspect the human nature and ideals - he might do the same for the Klingons. Kinda a "Mission Farpoint" for the KDF?
Archived Post
10-29-2010, 12:32 AM
Often the problem is not having the ideas, but to actually see them through until everything is good. We'll see how well I do it with UGC. Maybe it's so much effort that I won't ever finish anything.
Ideas:
1) A story linking with Admiral Quinn and the Trill that work on the KDF side. Explain a little of their motivation, and otherwise deal with Klingon POWs and stuff like that.
2) A story for the Galaxy-X, kinda trying to explain its existence in the game. (Could be done for other ships, too.)
3) A "Damsel in distress" story on Risa. (Maybe even more than one, with different twists, and not always with Damsels)
4) Borg attack on Klingon colonies.
5) If possible, a Q-story with Klingons. Q loved to inspect the human nature and ideals - he might do the same for the Klingons. Kinda a "Mission Farpoint" for the KDF?
Hmm. Raises an interesting notion.
It'd be nice if we could "copy&paste" existing environments, like Risa and ESD, for our characters/events to take place in. It'd certainly save time... and add some excitement to some existing environments that are sort of sterile.
Archived Post
10-29-2010, 04:17 AM
Hmm. Raises an interesting notion.
It'd be nice if we could "copy&paste" existing environments, like Risa and ESD, for our characters/events to take place in. It'd certainly save time... and add some excitement to some existing environments that are sort of sterile.
I seem to remember reading that we can do just that. But I might misremember or that might just be a long-term goal.
Archived Post
10-29-2010, 08:08 AM
One of the most important tools in creating an emotional story is the ability
to create a cut scene.
What can you do with a cut scene ?
Set up the adventure.
During conversations it brings the player into the story
It can illuminate important story elements to the player (can show what NPC are doing out of sight)
It can allow sight gages that can 'lighten' the story
and many more things
Archived Post
10-29-2010, 02:00 PM
The first mission I will create will focus on the Federation. i have this idea that might be ok in the realm of Star Trek. What I can say is that you will have to chase some Klingons clear across the quadrant so that they won't gain the power of THE CUBE. It will take a while before this story arc is complete because along the way you will have to face some hard obstacles and traps that the Klingons have set up. The idea I have for the end is that you beam down to this area and you end up having to fight side by side with the Klingons because soomething evil lurks. But after that the final battle takes place, first on ground then in space.
After that I want to focus on the war bewteen the federation and Klingons by exapnding on my first idea up there but also creating missions for the Klingons. My plan is to introduce defferent races in the many missions so that it doesn't get stale.
Archived Post
10-29-2010, 04:19 PM
Well, if no one has any objections (if you do keep them to yourself) im going to start the undine war by blowing up vulcan :P jk
im not sure... i'll focus on the Undine and Terran Empire.
Archived Post
10-29-2010, 07:27 PM
Well, if no one has any objections (if you do keep them to yourself) im going to start the undine war by blowing up vulcan :P jk
im not sure... i'll focus on the Undine and Terran Empire.
Knock yourself out there :D
Just remember, vulcan will still be there when your done. LOL reminds me of hitchhikers guide
to the galaxy....just have white mice pay to have it rebuilt :p
For me, as a learning project I will construct the Klingon Tutorial, it will cover everything the
Fed one has, but in Klingon fashon...and a Klingon style background.
Archived Post
10-29-2010, 07:33 PM
First 5 missions are going to be Klingon Based. I already made that promise and I shall keep it.
Archived Post
10-29-2010, 08:23 PM
Genocide - and your character's (unintentional) involvement in it, triggering a chase across the known galaxy in a fit of vengence.
I've got it all written out already :P
oh and if cryptic lets me....
"oh yes, there will be blood"
Archived Post
10-29-2010, 09:55 PM
Genocide - and your character's (unintentional) involvement in it, triggering a chase across the known galaxy in a fit of vengence.
I've got it all written out already :P
oh and if cryptic lets me....
"oh yes, there will be blood"
Actually in a very similar vein to what I had in mind, although more along the lines of encountering and stopping it.
Another thing that I swear is that I will, if at all possible, NEVER, EVER, EVER put any anomalies in my missions. They are nothing but a nuisance.
Archived Post
10-29-2010, 11:46 PM
Actually in a very similar vein to what I had in mind, although more along the lines of encountering and stopping it.
Another thing that I swear is that I will, if at all possible, NEVER, EVER, EVER put any anomalies in my missions. They are nothing but a nuisance.
Huh. I'd be interested to know if we can. It seems that that could lead to a whole new type of farming content.
Archived Post
10-30-2010, 12:08 AM
lots and lots of scanning mission that will be cool
Archived Post
10-30-2010, 12:22 AM
lots and lots of scanning mission that will be cool
Careful. Keep talking like that and Cryptic might offer you a job. ;)
Archived Post
10-30-2010, 09:09 AM
Actually in a very similar vein to what I had in mind, although more along the lines of encountering and stopping it.
Another thing that I swear is that I will, if at all possible, NEVER, EVER, EVER put any anomalies in my missions. They are nothing but a nuisance.
I MIGHT put a few of the little buggers ....if there is a good reason
part of the storyline or maybe as a red hering...and such
never just GP, they should have a reason to be there.
However, I might stick a few in here and there for Klingons....if thier usual sources
for that stuff is bleak
I generally don't play Klingon but I feel thier pain and want to help they as best I can as a writer
Archived Post
10-30-2010, 02:47 PM
At first i am going to try and keep my missions self containted stories that are very trek. But at first I want to stay away from any of the backstory to STO or any recent stories. I am going to be learning a lot and if i was to try and relate to a backsotry of the game, i feel at the early stages like I would easily trip over the games "canon" and make sub par missons as a result. So i am hoping to make things in my first missons new stories, with new characters in very small episode format..the best way I can liken it is to say that I am writing a star trek book rather than an episode. I think that kind of explains it lol.
But really it's all so new I am not sure on anyting yet. I would be nice to have various paths..to work on different projects at once. So I could work (on one path or project or timeline whichever you prefer) with one set of my own chatacers, so I could character buiild as I create missions for project "x" and if it works out and those characters flesh out..and if people like them. Then I would make totally new missions/characters in between. but i would keep coming back to "project x" everytime i thought of a relevent mission and character developement for that project. My hope would be that people might remember those characters and if they enjoy the stories/identify with the stories/characters. Then they might want to keep track of those characters in future mission. hell if it really went that well(and yes im jumping the gun big time here!) other people could take those charcaters and do something with them..to give them the variety seldom achieved with just one person writing.
Archived Post
10-30-2010, 03:15 PM
After playing this weeks Devidian episode....
I want that Flashlight device to use for episodes involving exploring abandoned space stations, or for some underground tunnel based missions that would actually be dark instead of lit by unexplained ambient lighting in the environment.
Or for going to search a wrecked allied vessel for survivors, you get the distress call but get their too late and now have to explore the ship whose power system has crashed to try to find anyone left alive in an environment too confused with radiation leaks for scanners to positively identify life signs.
Missions in the dark like that, with plasma leaks or hostile little critters or simply where the environment itself is as much the enemy as any foes that are on the map... That sounds like something that'll be fun to write.
Archived Post
10-31-2010, 01:36 PM
I will be writing nothing until the Foundry actually comes out, for fear of all my brilliantly conceived story arcs being chopped down to scraps at the behest of a very limited UGC engine. Hopefully the Foundry will give us a lot of freedom, and it all sounds very cool.
But I do kind of feel insulted that I will be paying for a game that I will be putting my own content into. Hopefully the rewards that come back from the recognition of a well-written story will spur me on to continue playing...
:D
Archived Post
10-31-2010, 03:40 PM
Im guessing that is going to be lots of missions which begin with the player being mysteriously thrown into the past. Probably too many.
Archived Post
10-31-2010, 04:59 PM
I've started writing the outline for my first misison, so far two eprisodes, two space battles and one ground battle
Archived Post
10-31-2010, 10:04 PM
I will be writing nothing until the Foundry actually comes out, for fear of all my brilliantly conceived story arcs being chopped down to scraps at the behest of a very limited UGC engine. Hopefully the Foundry will give us a lot of freedom, and it all sounds very cool.
But I do kind of feel insulted that I will be paying for a game that I will be putting my own content into. Hopefully the rewards that come back from the recognition of a well-written story will spur me on to continue playing...
:D
I share your opinion, i too fear that if i start to write stuff that i cant make or come to the Foundry i will have to scrap it and i don't want to do that.
Archived Post
10-31-2010, 10:35 PM
As I have stated earlier, will be creating a Klingon version of the tutorial.
Mainly as a learning tool to see what I can and cannot do with it.
Archived Post
10-31-2010, 10:56 PM
Im guessing that is going to be lots of missions which begin with the player being mysteriously thrown into the past. Probably too many.
Now you've got me thinking about how I can write a mission where the player is mysteriously thrown into the present.
Maybe a wormhole that takes them back to where they started, only five feet to the left.:D
Archived Post
10-31-2010, 11:17 PM
My idea for missions when it become public/open for all?
Well, without spilling my ideas here in detail for others to use, I'll summarise facets:
- There are players that like the UFP peaceful method, and the more terran empire BSG like iron hand method, or my missions will cater to the peaceful and the hot shots/questionables with each point in the missions having a variety of options to choose to continue to the next step, each step will be radically different based on the style option chosen. AKA there is more than one way to finish the mission.
- Failure. My missions will have a high degree of failure, even with above options mentioned there will be times when an exact and correct answer is required or you lose the lead/suspect/particle, etc. And must replay from beginning.
- Time consuming, only play my missions if you are investing in for time and story rather than a quick reward for shooting 3 birds down.
- Gritty realism. Speaks for itself, but the galaxy has its gritty realities as well as its utopian parts, expect each in a fresh light.
- Open roleplay, some maps I will create will be for teams who optionally wish to do the mission on the map, or use the map to facilitate their roleplay, then quit without doing the mission itself. In this aspect all areas of my missions will be interactive and with a lot of detail for use beyond the mission scripted into it. Hence all my maps/mission titles will have a (RP) tag.
Example, say I have mission for Risa, be it a murder, smuggling ring or diplomatic ball of delgates, if at all possible within the foundary I would have the following. Non restricted access to outside beach/forests with a lot to see there, a grand hotel with lobby, usable rooms, ballroom, function room, kitchens, reception, laundry, etc.
Space station with usable quarters, messhall, command deck, usable offices for player admirals to utilise, etc.
And so forth, all with missions tied to them but usable so people can use the map to facilitate their own roleplay.
Archived Post
11-01-2010, 03:04 AM
I have many plans for new content, but because of my weak English skills, I can't create big diplomatic missions, because the people who look over the missions won't accept them I think...
I will most probably just add some "Patrol missions", with very little dialogue and very combat-oriented.
But here are some ideas for missions, feel free to use them!
- You are trapped in a Tyken's Rift (not that Science power, a REAL Tyken's Rift!) and have to search for things to replicate, that could get your ship out of the rift (lots of text). Or you have to help the Engineering team to manage the power levels of your ship, so Life Support systems doesn't fail.
- There's a murderer on your ship, and you have to find him/her (search for evidence, interrogate people, and at the end maybe even a fight against the murderer or set a trap).
- Klingon Mission: There is a diplomatic conversation between the Federation and the Klingon Empire, and you have to escort a diplomat to the neutral zone. Peace talk begins, but suddenly several Klingon ships (House of Duras maybe) decloak and attack the Federation ships. You're able to destroy them, but the Federation ships are destroyed. Suddenly another warship, now from the Federation, warps in and their captains says something like: "I should knew better, you Klingons can not be trusted! Prepare to die, Klingon dogs!!!!" and attacks you. You destroy him too, and warp back to Qo'noS, where you have to justify your actions.
I hope the UGC comittee isn't too strict, and my missions will be added to the game, too.
Archived Post
11-01-2010, 07:35 AM
I'm thinking that my first mission will include combat, diplomacy, and a puzzle (assuming they give us the tools to do so). I'm really hoping that we can have different language if you are Klingon or Federation. If so, it'll be playable by both. If the mission has to be identical, then it'll be a Fed-only mission.
Archived Post
11-01-2010, 08:41 AM
I will be writing nothing until the Foundry actually comes out, for fear of all my brilliantly conceived story arcs being chopped down to scraps at the behest of a very limited UGC engine. Hopefully the Foundry will give us a lot of freedom, and it all sounds very cool.
But I do kind of feel insulted that I will be paying for a game that I will be putting my own content into. Hopefully the rewards that come back from the recognition of a well-written story will spur me on to continue playing...
:D
I fell that Cryptic should offer a "rewards" system with Credits being offered in game for people who upload new content. that way, the game provides the option for users who wish to play, and others who wish to also create content. This leads to a richer environment and gample experience, as well as benefits for players willing to go the extra mile.
In my experience, user generated content is a great boon to anonline game as it can lead to some interested stuff (look at how successful DOOM was in the early years from opening up the map tools). The Foundry is one of the most exciting updates planned and well worth it in my opinion!
Archived Post
11-01-2010, 10:59 AM
I think ill start out withb a bit of intrigue based missions depending on the limitations of the toolset when it comes to dialogue trees, that is to say that I don't intend to bore people to death with walls of text either, since there must be a good action point as well, but its all the more memorable if its a more compelling story other then 'the borg have taken a settlement, stop them with phasers.'
Archived Post
11-01-2010, 11:37 AM
1234567890
Archived Post
11-01-2010, 12:57 PM
Im a VA so what I want to end up doing is creating my own fleet.... someday
Archived Post
11-01-2010, 03:08 PM
I've had an idea for a news release that I'd like to base a Foundry mission on bouncing around in my head for awhile now. I finally decided to write it down.
Once We Were Warriors - The real reason the Klingon Empire attacked the Federation (http://forums.startrekonline.com/showthread.php?p=3129165)
I'm thinking that my mission will have the players acting as the investigators for the Security Concerns 2410 panel. If the Foundry allows me to assign a customizable NPC to beam down with the players then I'll have him as the investigator and the player(s) trying to convince him that he's wrong about the Undine.
Either way I'll still be able to write the same story, but the exact tack that I'll take will be entirely dependent on what the Foundry allows us to do.
Archived Post
11-01-2010, 03:56 PM
I will make story odd about War between Klingon and Federation...maybe improve the relationship between them.. or maybe end of war and new allies? i wish that Foundry allow us do.. but it will make to public or only on Fleets?
Archived Post
11-01-2010, 04:44 PM
When I get access to the Foundry, I plan to write up a mission that will help solidify the storyline I created that allowed my Earth and Beyond characters to exist in this universe. I also made an Anna character from the TV show V(which was cancelled), that I will try to make a storyline for.
I know. It's corny as heck, but I figure that is a good place as any to start.
After that, I plan to re-watch the episode "Offspring" where Data loses his daughter to her evolving emotions, and continue on Star Fleet's attempt to re-surrect or re-make her. Not cannon, I know, but it should be fun to test out my story making skills more. :D
Edit: Regarding in-game storyline expansions with Foundry: There was this one planet that was gorgoues and covered in vegetation(I think it is one of the loading screens with a captain and her crew running up the hill with rifles), and there was one mission in beta that I played in a cluster where an entire starbase was taken by some unknown alien species that was very reminicense of the Star Trek Voyager feel to encountering an unknown and possibly stronger enemy.
Archived Post
11-10-2010, 08:21 PM
I'll make an episode with a ticking clock using an arbitrary number (like 38 minutes for example), an excess of technobabble, starting were you accidentally blow up a planet or small moon (that might not be a moon), and weapons will always be at maximum because the audience loves weapons at maximum. Oh and I can't forget to place the player in an impossible situation where they conveniently escape at the last minute possibly with help from an ally that wasn't previously mentioned in the episode but its alright because I'll have one of your bridge officers state how convenient it was and then move on.
Archived Post
11-10-2010, 08:53 PM
I'll make missions that dont represent all that has been done wrong in STO. They wont have the Borg in them. Will have no ground combat. Have an original and thought out story line. And pull people into them. Kind of have the feel of the good Star Trek Series's and movies. Put a bit of creativity and heart into it.
Archived Post
11-12-2010, 02:57 PM
I'll make an episode with a ticking clock using an arbitrary number (like 38 minutes for example), an excess of technobabble, starting were you accidentally blow up a planet or small moon (that might not be a moon), and weapons will always be at maximum because the audience loves weapons at maximum. Oh and I can't forget to place them in an impossible situation where they conveniently escape at the last minute possibly with help from an ally that wasn't previously mentioned in the episode but its alright because I'll have one of your bridge officers state how convenient it was and then move on.
hmmm ... << leans forward setting down the scotch and taking large cigar from mouth >> ... not bad, not bad. But I can improve on it. You need to add in a pet monkey, or kitten or something fluffy ... kids love animals.
Also we got a male heavy demographic here, and our studies show guys like to look at hot chicks, so add one of those in there too. ... Better yet make them all chicks. The good guys, the bad guys, the captain, the engineer, the science officer ... make them all women. But with variety - you know have a smart girl, a preppy girl, a slutty girl ... lots of types of girls. And we'll put them in spandex. It'll save us a ton on wardrobe if we can make them one-size-fits-all. While we're at it, we can save money by having the zippers only run halfway up the uniform.
That should shore up our ratings!!! Let mister "we need plots and characters" stuff that in his pipe and smoke it.
:rolleyes:
Archived Post
11-12-2010, 05:26 PM
Also, as a personal choice, I'm likely going to follow the naval traditions shown in the series and have your character called "Captain" regardless of actual rank because you command a Starship
Great Idea!
Archived Post
11-12-2010, 07:47 PM
Well I was going to resub to check out the UGC, but based on answers to various questions I've seen, I changed my mind. It doesn't seem like this tool is going to allow us to do much more than a standard kill X/scan Y with our own story to go with that.
I guess I'll have to look again six months from now when it has evolved some.
Archived Post
11-13-2010, 10:14 AM
Well I was going to resub to check out the UGC, but based on answers to various questions I've seen, I changed my mind. It doesn't seem like this tool is going to allow us to do much more than a standard kill X/scan Y with our own story to go with that.
I guess I'll have to look again six months from now when it has evolved some.
After what I've read from the devs answering questions (BTW - thanks TauNeutrino, you are a fountain of info awesomeness), I don't think the UGC is intended to create missions so much as tell stories.
Think of it like writing a script for your very own Star Trek series. When the actors show up on set they don't get the option of how they're going to solve the problem du jour, they get a script that lays down a linear series of events they can't deviate from.
Ok, it does take some of the creativity & decision making away from the player, which I HATE. But the actors' lack of decision making never stopped me from enjoying a show. :) So, on the bright side by being script like you can get more precise in your storytelling. You don't have to worry about how to change NPC's reactions depending on whether they finished the mission using method X, Y, or Z.
Archived Post
11-13-2010, 11:42 AM
After what I've read from the devs answering questions (BTW - thanks TauNeutrino, you are a fountain of info awesomeness), I don't think the UGC is intended to create missions so much as tell stories.
Think of it like writing a script for your very own Star Trek series. When the actors show up on set they don't get the option of how they're going to solve the problem du jour, they get a script that lays down a linear series of events they can't deviate from.
Ok, it does take some of the creativity & decision making away from the player, which I HATE. But the actors' lack of decision making never stopped me from enjoying a show. :) So, on the bright side by being script like you can get more precise in your storytelling. You don't have to worry about how to change NPC's reactions depending on whether they finished the mission using method X, Y, or Z.
Well, like I said in the other thread, I can write my own Star Trek script anywhere, and then not be hampered by the game engine's limitations at all. I could tell any story I wanted in any location with any character doing whatever I felt like, and there would be no needless F clicking to move along through it.
Archived Post
11-13-2010, 02:35 PM
I plan on writing and building a multipart series of missions in a here to unknown section of deep space bordering the current KDF empire.
The first mission will consist of a storyline that hopefully will allow the player to explore the history of how the ancient klingons (during thier Pre-industrial age) were conquered and then fought off the H'urq attack and some say possibly gained thier first step into warp drive technology and into deep space.
The first mission will consist (hopefully) of introduction into the mission, tracking down the needed H'urq historical info and figuring out if it is the key to the mystery of how the H'urq were repelled by the early Klingons and driven from Qo'Nos by a race only just getting into system wide space travel.
The Hur'q were a race of aliens who invaded Qo'noS approximately a thousand years ago. When they were forced out, they took with them many Klingon treasures, including the Sword of Kahless.
In the aftermath of the invasion, the hero Ch'gran oversaw the construction of a fleet of seven starships using captured Hur'q facilities and technology.
The word "Hur'q" later became the word for "outsider" in Klingonese. (DS9: episode "The Sword of Kahless", TLE novel The Art of the Impossible)
Gothmara used Hur'q DNA to create a personal army, which she used to overthrow Martok in 2376.. The Hurq had huge heads, black eyes, long grey tounges and narrow lips. They had wide shoulders, bearing two arms with three fingers and two thumbs each. They average Hurq stood a full meter taller than most Klingons. (The Left Hand of Destiny)
It was later discovered that the H'urq were an ancient race of insectoid scavengers, whose insectile physiology was based that of army ants and the armor of the samurai, that plundered much of the galaxy before the majority of their race were trapped in another dimension. With most of their fleet lost, the H'urq would eventually vanish but they did leave elite units of Kam'Jathae warriors in stasis, to awaken at a time to bring the H'urq civilization back to glory. They were defeated by the crew of the USS Typhon. (TNG game: Invasion)
And what happened so long ago that helped the Klingon race defeat the H'urq and what about that time is linked to the present war with the federation.
Archived Post
11-13-2010, 04:09 PM
I have an idea rolling around in my head about a group of Vulcan racial supremacists that work their way into Starfleet and then try to ransom Vulcan into waging war against the Federation, a couple of kinks need to be ironed out as its still a work in progress but if I can get it thought out properly I will set it up.
Archived Post
11-13-2010, 09:32 PM
My first mission is going to be an intro to my Fleet, as I figure out the tools.
Once that is done, and I have a good handle on everything, I plan on creating a story that will explain why so many races have the same ships.
Archived Post
11-15-2010, 09:59 PM
starbase K7, a few hours after the Tribble mission, kirk has lost the tribble and you are sent back in time forthe Great tribble hunt............... :P
Archived Post
11-16-2010, 02:46 AM
A mission that is given to you by a Female vice admiral paclid wearing a black mini skirt and go-go boots.
jk :p
kinda :D
Archived Post
11-16-2010, 07:06 AM
Comedy.
a reference to one of the all time BBC Sci-fi comedies RED DWARF (http://www.youtube.com/watch?v=nyKF2qd0-iQ)
By far this is my favorite scene.
On a serious note, I plan on writing dirty future. the image that people get with the federation is pristine, clean cut, no sickness, no poverty. Not in my book. Consider Serentiy or Firefly rather. Not so pristine, clean cut. Where there are blurred lines between good and bad.
Not lying though, I want some funny ones too.
Archived Post
11-17-2010, 12:26 PM
I have 2 main storylines I want to pursue.
The first is a diplomatic mission to the planet of my main character's species; and a good chunk of it will be spent simply getting to know them, their culture, and their past. (Of course, me, being me, there will be at some point, explosions. It's not the primary focus, at least as far as I've written it, so far.) Obviously given that most of the mission is about learning who these people are, I'd rather not give anything away here.
The second is much more combat focused, based around the Starfleet Marine Corps. I'm mostly going to be making things up as a go with that; as I don't really want to go digging through the books they appear in (and to my knowledge they never appear in primary source canon at all) - so my SFMC is probably going to be different than what people may have read about. Still, the basic idea is to really dig into the Klingon/Federation war and make it feel... well like a war.
It's long been an irritation of mine that, in spite of there being a massive quadrant-ripping war between two of the largest powers around... it pretty much stops coming up outside of PVP past level 16. It doesn't really feel like much of a war at all; more like a set of random skirmishes against a mad Klingon (B'vat) and his forces.
So I want to put the player in a position where they are right in the middle of a major campaign; and follow the whole thing from beginning to end. I'll probably draw some inspiration from the Pacific theatre of WWII; as planet-hopping can be relatively analogous to island hopping, and the Klingons are certainly of the sort who'd rather dig in and die fighting rather than surrender in any large numbers.
If it goes well I may do an in-reverse version, where you play the Klingon side of the same campaign, start out on the defensive, and then turn it around.
The main difficulty I see with this campaign is that, I want it to really draw in ground-focused captains; people with concepts similar to my main; Marines, Commandos, Section 31 black ops units, etc... While I want to keep it very Trek; it's going to be much closer to the deep end of DS9 rather than the high points of TNG.
The problem is, I don't want it to be totally off-putting to players who maybe aren't perhaps the most militaristic; or even ground-focused - In theory getting them involved by ferrying troops and providing ship support makes a lot of sense. I just have to figure out how to make it all work. Maybe it'll be the sort of thing where I'll offer 2 separate chains, one of which follows the space-focused side of the campaign, and the other focused on the dirtside aspect...
I guess we'll just have to wait and see what the tools and my personal interest let me do.
Archived Post
11-17-2010, 03:32 PM
mistformsquirrel ...
What we need is a way for the author of a UGC mission to add a 'recommended for' section to their mission. It could work much the same was as the options you have in setting up fleets where you can designate class, species, gender, faction, RP ... etc. Maybe with a couple other options added in like canonicity or something to let people know what you're intending.
Archived Post
11-17-2010, 04:11 PM
mistformsquirrel ...
What we need is a way for the author of a UGC mission to add a 'recommended for' section to their mission. It could work much the same was as the options you have in setting up fleets where you can designate class, species, gender, faction, RP ... etc. Maybe with a couple other options added in like canonicity or something to let people know what you're intending.
Yeah, that'd be a good thing to have!
I know in City of Heroes on the Architect system, we had a self-tagging system we the players made up to let each other know kind of what to expect. Maybe if we don't have a built-in system for that with the Foundry we could at least come up with a community-based version.
Here's the list off Paragonwiki for Architect -
http://wiki.cohtitan.com/wiki/Mission_Architect_Tags
The obvious flaw with that system of course is that it requires someone to know what the tags mean >.>; so there's always that limitation; but it's at least something.
We could definitely also probably use a canonicity scale - like:
Primary Canon Only - This arc takes into account everything shown on-screen in the movies or series, but ignores the books.
Soft-Canon Inclusive - Also follows at least some of the books, comics, and spinoffs.
Fanon Inclusive - Includes stuff that is speculation held by segments of the fandom; but isn't necessarily confirmed anywhere official.
Fan-Created - It's still Star Trek, but is primarily based on someone's personal imaginings, and is only so concerned with Canon. (This is for your more out-there fan creations that some people love and some people loathe. Having a tag means both groups are best served.)
Freeform - May not even be Star Trek based. Probably best considered a holodeck simulation of whatever event plays out. (For telling stories that really don't have much to do with Star Trek; this probably won't be all that relevant until further down the road where stuff specifically for holodeck type missions is available. This is for your Vic Fontaine/Old West/Beowulf craziness goes.)
That way you know precisely what you're getting into. I think that way allows more freedom both ways... people who just want to have a good time are free to do so, and people who want razorline accurate canon adherence can have it; and neither has to put up with the other.
Archived Post
11-18-2010, 12:36 AM
In keeping with CRYptics missions I am going to create a mission where i wake up and take a shower.
After i do a mini game to make sure i have not missed any parts ( rub a dub dub)i will be rewarded with type XII gear .