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-   -   Vulture Wheel - release, two trailers (http://sto-forum.perfectworld.com/showthread.php?t=218359)

Archived Post 06-07-2011 01:57 AM

Vulture Wheel - release, two trailers
 
Vulture Wheel
by darrenkitlor

(=| Release Trailer (720p) |=)
(=| Old Teaser Trailer |=)


Vulture Wheel Wallpapers (16x9 aspect ratio)
hint: click on the images to see them full-size
http://img839.imageshack.us/img839/4...orama15.th.jpg |=| http://img821.imageshack.us/img821/3...orama35.th.jpg |=| http://img864.imageshack.us/img864/7...rama25n.th.jpg |=| http://img842.imageshack.us/img842/7...orama45.th.jpg

Feedback welcome!
Quote:

Requirements:
KDF, Levels 16+
Synopsis:
Against the backdrop of a Gorn revolution, a Lethean doctor stands accused of murder on a corrupt Klingon border world. Exonerate her and bring order to the regionů
Further Information:
http://starbaseugc.com/index.php/ugc.../vulturewheel/


Archived Post 06-07-2011 01:12 PM

I have to be honest; this looks pretty epic. Cant wait to try :)

Archived Post 06-07-2011 03:26 PM

Quote:

Originally Posted by The.Grand.Nagus (Post 3577685)
I have to be honest; this looks pretty epic. Cant wait to try :)

I think I'm going to get negative reviews because the trailers look so epic.

It's actually more character oriented that my previous missions. The "dramatis personae" is fairly long too. Even the space battle in the beginning has character elements. There's quite a bit hidden dialogue in the branches and even a TNG reference or two.

Also, you choose whether there's ground combat in the night map. I tried to leave a lot of it up to the player.

Archived Post 06-07-2011 06:34 PM

I havent finished yet but man that city is incredible :D

Archived Post 06-07-2011 07:57 PM

Quote:

Originally Posted by The.Grand.Nagus (Post 3578149)
I havent finished yet but man that city is incredible :D

It's not much. Hopefully, I can create more to it by using project/map import.

If you could post what you did or (preferably) didn't like, I'll make both this mission better as well as any follow-ups.

There are quite a few background stories in the mission:
  • Gorn v. Klingon racial tensions (esp. after the genocide)
  • The Boatman and Kookaburra (Nausicaan brothers: one a smuggler between factions and another a fragile, broken thing)
  • Doc Jesse's past as a KDF combat medic

Archived Post 06-12-2011 03:20 PM

Update:
Vulture Wheel Wallpapers (16x9 aspect ratio)
hint: click on the images to see them full-size
http://img839.imageshack.us/img839/4...orama15.th.jpg |=| http://img821.imageshack.us/img821/3...orama35.th.jpg |=| http://img864.imageshack.us/img864/7...rama25n.th.jpg |=| http://img842.imageshack.us/img842/7...orama45.th.jpg

Archived Post 06-13-2011 06:36 PM

I loved this mission Darren, great work. My only complaint is it didnt last long though(although thats really a compliment) :p

Archived Post 06-14-2011 12:09 AM

Quote:

Originally Posted by The.Grand.Nagus (Post 3589548)
I loved this mission Darren, great work. My only complaint is it didnt last long though(although thats really a compliment) :p

I understand. :) I really should go all out on one (more puzzles).

It's a common complaint for most of my missions. It's tough judging how long a mission should be, especially when you have access to all the dialogue options (there were a bunch--and I plan on more, though disguising some as puzzles like the PADD puzzle in Bulldog Days).

Chances are most players were able to avoid ground combat but I designed the ground portions so that players could choose that, based on their route. :)

Hopefully, this mission was slightly longer than State Secrets or Drawing Proof (which were both dialogue heavy).

Archived Post 06-14-2011 12:31 PM

The city is incredibly well made. The basic idea of the story is good.

PLEASE add some puzzles/choices to make it a mystery/detective story instead of a straight-forward click'n'go.

Archived Post 06-14-2011 01:03 PM

Quote:

Originally Posted by Leirus
The city is incredibly well made. The basic idea of the story is good.

PLEASE add some puzzles/choices to make it a mystery/detective story instead of a straight-forward click'n'go.

There's only so much choice I could put in it without branched objectives, sadly.
  • Ground combat is determined based on whether you go near lighted areas to get to the bar.
  • There are fail states for dialogue (but ultimately, few like failing dialogue, so this was rather minimal).

I'll add more, if you really want it. I thought about a hacking puzzle for the lethean simulator device.


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