Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 The 2800: A Review
03-11-2012, 04:02 PM
This is something that needs to be done. A broken down review of this entire Featured Series. It's happened before with the Breen Series, the Devidian series, and the Romulan series, and with all of those series we saw a huge increase in quality and story telling techniques with each episode and series. For the 2800, that really didn't happen. For this series I shall go through each and every single mission here and take a look at what works, what doesn't work, and specifically go into reasons why for each. Each section will begin with the story, and then focus on the actual game play.

Second Wave
This was the series premiere for the 2800. As such it's job was to engage the audience, in this case the player, in it's story while setting up the situation, introducing the major characters of the arc, and most importantly do this in a manner that in a manner that makes sense. The story begins with a peace conference on DS9 to discuss the increasing Borg incursions into the Alpha and Beta quadrants of the Galaxy, so to start with you beam down to DS9 and with using a fairly clever pretext, you are introduced to what should have been the major players for the arc. Commander Andrews (the previously unknown first officer of DS9), Starfleet Admiral Trem, Deferi Ambassador Surah, Cardassian Diplomat Rungal Skyl, Starfleet Captain Va'Kel Shon, Starfleet Captain and DS9's commanding officer Captain Kurland, and last but not least representing the Klingon Empire is Gorn Captain S'taass.

That is a lot of characters to be introduced to, to spend a very significant amount of time getting to know, and to actually spend time doing stuff for them. Admittedly being errand boy wasn't my ideal choice to spend my time, however I could live with it because it's more fun to actually do something than order someone to do something for you. That said, for the amount of time you actually spend getting to know the characters, the payoff really wasn't there at all. Aside from Kurland and Captain Shon, none of the other characters you are introduced to show up again in this series. Of course for two of them that's because they kick the bucket when the Dominion attack, but for the amount of time spent with these characters, at the very least S'taass and Skyl should have been playing a bigger part in this story. But I'm getting a head of myself, back to the story at hand.

After playing errand boy, the conference starts in the station situation room in the Habitat Ring and it is your job to try and get the delegates to agree with each other over the obvious. The Borg are bad, really really bad, and standing alone against them is going to get us all killed. This is where the first couple of what the heck moments start showing up. First, the Klingon Empire being represented is understandable, (it could even be argued that sending a Gorn was both compliance with the conference and sending an insult to the Federation), as is the Cardassian Union, (even after the Dominion War they are still a major power in the galaxy), however the absence of the Romulans was noticeable, (regardless if we just fought their fleet and exposed an alliance between the Tal Shiar and the Iconians they are still one of the big three powers in the galaxy, they should have been there), and the major question of why Ambassador Surah was there at all reared it's ugly head. The deferi aren't a major space power, they don't really have much to offer in terms of fighting the borg, especially since they have to have their own planet saved by a combined task force of the Federation and Klingon Empire. So why he was there is something that wasn't really addressed.

This mission fell apart the second the Dominion fleet came out of the wormhole. First reason, DS9 is the most secure and defensible position in the entire Alpha Quadrant. The Federation knows the threat the Dominion poses to the peace of the Galaxy, heck this was even addressed in DS9 stating that the Federation has been preparing the station for possible dominion attack for ages. It is logical to assume that the Federation would have continued to beef up DS9's defenses in the last 30 years. So having the order go out as quickly as it did to abandon all hope and high tail it out of there makes no sense. Second, as a part of Red Alert, the shields are supposed to go up. Shields block transporters, so how the heck did the Jem'Hadar beam aboard the station? Furthermore after the initial attack, how the heck did Kurland know that the lift's weren't working properly from inside the situation room.

Then there is the biggest ground blunder of the whole mission, going from the Habitat ring, to the promenade, to get to the docking ring. Go from the halfway point on the station to the middle of the station to get to the outer most part of the station. It really should have been a firefight in the habitat ring all the way to the docking ring.

Gameplay wise, this was fairly enjoyable. The additions of votes for which dialogue selection you want, integrating the doff system into the mission itself, and a little taste of combat in this mostly diplomatic mission gave it a decent level of excitement and wow, this is new stuff. I could have actually gone for a few more Doff Missions, assign crew members to help with fixing the station, find a case of something or other for Quarks, find Morn, etc. Little things like that would have given more of a sense that yes I am the captain, I am in command of a ship with a crew of at least 100 members. The thing is, aside from the branching dialogue and the vote system, the other more interesting aspect of the mission (the doff system integration) did not show up again for the rest of the series.

The saving grace of the combat portion was being able to have the delegates fight with you. This was tested in the Romulan series, and it was really nice to see this feature continue in this mission.

Of Bajor
This episode was the immediate followup to the cliffhanger of second wave. It's number one objective was to continue the story from the last episode and keep us hooked into what was going on. It failed. It failed completely on the story part. It failed for one simple reason, 2800 Dominion ships just came out of the Bajorian Wormhole and there is no possible way that that number of ships could ever hope to just bunch around DS9. The next logical step in the story was simple, Bajor should have fallen to the Dominion. The Dominion would not have been stupid enough to just secure the station. With the amount of ships they had, they would have secured the System at the very least.

As a result, what should have been a fight for our lives and evacuation of as many bajorians as possible, turned into a complete waste of time story wise. Sure, we learned about Bajoran history, we learned why the 2800 dominion ships suddenly arrived, and for those of us who didn't watch DS9 we learned how the Dominion War ended. Did this story do anything to advance the plot though? No it didn't. The Dominion is still at the station, they're still in the system (not doing anything, but they are still there). So why exactly was the Federation and Klingon Empire just twiddling their thumbs while a Dominion war fleet larger than any individual fleet in both the Federation and Klingon Empire is sitting there screaming "War is on".

The worst bit of this episode came when you were making your case to try and get the Dominion off of DS9 peacefully and you had the option to choosing the treaty of Bajor as proof. When the cut scene started for that moment, this is what I was expecting to see. The signing of the treaty in DS9 situation room from the last episode of the series. This is what we got. Notice what's missing? General Martok, Admiral William Ross, Captain Benjamin Lafayette Sisko, Chief Miles Edward O'Brian, Lieutenant Commander Worf, Doctor Julian Bashir, Colonel Kira Nerys, and Constable Odo. I'm sorry, I really truly am sorry, but when you recreate a scene from any of the shows, especially one that is that well known, as a flashback you do not mess it up by putting in the incorrect characters. The fact that the Starfleet Officers of that time period also have the wrong combadge is a moot point next to the above missing characters.

Gameplay wise, it was a gamble on Cryptic's part, one that ultimately didn't pay off. Branching mission options, the number one requested feature to be added to the game since launch, was finally implemented... on a mission that was nearly 100% non combat on a social map that required more map transitions that any mission prior. Changing maps usually isn't a problem, however when teaming on social maps and doing map transitions, there is the problem of the team not all ending up on the same map because of the social instances getting full. This created more problems since it was a pain in the neck to keep the team in the same instance.

I will say that the branching Gameplay options did succed in two areas. The first was that it gave my character the appearance of actually controlling what he is doing in game. He's not being told to do things, he's deciding what things to do. I loved that feeling. And I do want to see it become a regular recurring feature in game. The second was that it gave the mission immediate replay ability. I like being able to replay content, and I like it when I replay that content to have the ability to make it a little different each time. So Kudos to Cryptic for getting that right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-11-2012, 04:03 PM
Operation Gamma

The story for this mission has a couple of big plot holes. First, why didn't the station itself blow our shuttles out of the sky the second we started firing on their sensor arrays? Last I heard, which was 30 years ago in the timeline, DS9 had 48 rotary-mounted phaser arrays, 36 stationary-mounted phasers, 3 slide-mounted phasers, 48 torpedo launchers, and 5,000 photon torpedoes. So why didn't the station shoot me again? The second plot hole, how did we get back out of the wormhole on our side of the Galaxy since DS9 is right there at the mouth and subsequently so is the Dominion Fleet of 2800 ships?

Aside from those two gaping holes, the story for the mission is fairly solid. You go to the Gamma Quadrant looking for help. You find a ferengi who might be able to help you find the Dominion, but will only help you if you scratch her back. Of course being a Ferengi she double crosses you, but unintentionally leads you to the Dominion anyways. From there you ask for Dominion help and they agree to help you so long as you help them first deal with this ferengi pest, and second return their founder who the Federation is keeping as a P.O.W.

Game play wise, this mission is fun. Shuttle play is among one of my favorite aspects of STO, and I would really love to see more of it in game as time goes on. The fight against the Jem'hadar defense drones was a neat little piece of game play, and having a shuttle destroy a Dominion attack ship just made me laugh. The career specific mission objectives were a little difficult to figure out at first, didn't notice that each asteroid was colored coded so a little helpful tip would have been nice there, but was very clever on the parts of the devs.

Facility 4028

Story wise, this is the strongest mission of the series and definitely the mission that rises back up to the bar set set by FE series 1-3. You arrive at Federation Penal Facility 4028 to retrieve the founder. After beaming down to a beautiful ground map, (please make this a ground PvP map), you first of all confirm that the term Starfleet Security is an oxymoron. Anyone who thought that just having the facility staffed by holograms needs to have his head examined. This isn't a problem for the story because as the various star trek series have shown this idea is par for the course for Starfleet. So this is actually a very clever reference to past Trek while doing something new with the concept. I congratulate Cryptic on that.

Also, congrats to Cryptic for putting in the computer's voice. I don't know which voice actress they used, but somehow they managed to get it to sound just like Majel Barrett's take on the main computer. That more than anything else in this episode brought a smile to my face, and a single tear to my eye.

So after confirming that Starfleet Security is incompetent by learning that the entire facility is run by holograms, you get to the story proper. Where you immediately run into an old friend, rogue Federation genetic scientist Amar Sigh From the early Federation mission The Ultimate Klingon. I love it when Trek goes back to past episodes and brings them up again to see what the fallout of the past is now. This was a brilliant piece of continuity. Heck having Preator Taris locked up in the facility was a great nod to the early Romulan storyline missions. The way this mission so elegantly tied several storylines together was fantastic, while also teasing future content by having the leader of the Children of Khan also in that prison. As I recall, the Children of Khan was slated to be the next STF released after Terradome but before Into the Hive. More of this needs to happen.

After going through security you reach the founder and escort her out of her cell to her waiting Vorta. And that's when the shoe drops. Kar'ukan beams down with several squads of Jem'Hadar to liberate the founder himself. Of course this brings up the question of how he managed to lead a sizable fleet of Jem'Hadar ships through the heart of Federation space, but that plot hole shows up all the time in trek that this really is just staying true to the source material. The founder instead of being pleased by Kar'ukan's arrival, rebukes him and tells him that he has failed that she will not tolerate any more of his blunders. This causes Kar'ukan and his men to disobey the will of a founder. I did not have a problem with this in this mission because this is something new for the Jem'Hadar, while still referencing back to the few examples where this happened in DS9, and I was expecting this to be explained in the series finale. It wasn't but that really doesn't leave too much of a problem with the story of this mission. And Kar'ukan's Jem'Hadar start a prison riot. So Naturally it's your job to quell the riot using either lethal or non lethal means.

Once security on the station has been secured, you beam up to your ship and confront Kar'ukan's fleet of ships. Just when you thought you were about to die, 4 Federation starships arrive and save your neck by engaging the fleet so you can escape.

Game play wise, there really wasn't anything new added for what we could do, except for the choice to kill or capture the prison inmates. But what made this mission stand out was that you had Jem'hadar fighting with you, a cowardly vorta, and the female founder against a bunch of Jem'Hadar and a prison full of some of the Galaxy's most dangerous criminals. That is something that has never been done in trek before, and it rocked! I was not expecting to fight along side the founder and Jem'Hadar. I loved it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-11-2012, 04:04 PM
Boldly They Rode

Story wise this mission is an absolute mess. It starts off decently enough where you're escort the founder to DS9 so that she can order the end of this occupation and the Jem'Hadar can go home to the Gamma Quadrant. This falls apart the second Loriss orders Kar'ukan to stand down, and Kar'ukan rebels. This was good continunity from the Facility 4028. This was also terrible story telling because the reason for his rebellion and how he's able to rebel in the first place is never explained. It's been years since I've watched DS9. I remember the highlights of the series very well, and I remember specifically how loyal the Jem'Hadar are to their gods. I did not remember a single instance of them going against the word of a Founder. I had to look it up on Memory Alpha, and sure enough there were instances where the Jem'Hadar did indeed rebel. However in the course of the story, remembering what I did of the series, when this happened I didn't buy it. It didn't make any sense. In short what was broken from almost the get go was a suspension of disbelief. Doesn't matter what medium the story is being told in, breaking the suspension of disbelief is not a good thing to do.

Then we get a level of annoyance with Kurland when we inform him of the plan going south. I did not care for Kurland's tone of voice with me. I get it he's a captain, and for a decent number of players who are playing this live he will out rank them. Others, by the time they reach this mission once it is part of the DS9 sector story, will be Vice Admirals. Last I checked an Admiral out ranked a captain. I would have loved to have had the option to rebuke Kurland at the very least. At the very most, a different set of dialogue for ranks below Captain, equal to Captain, and above Captain. As it stands, I snapped at him vocally from my computer screen telling him to watch his tone of voice with a superior officer. I wish I could have done more there.

So a plan is crafted to get us onto DS9 and fight against Kar'ukan. Transporters are out and we can't dock with the station because we'll be detected the second we get close and we will be destroyed. The only way to get on board the station is with a space walk. This leads to a moment of extreme stupid from Female Founder. She said that her Jem'Hadar are soldiers, not infiltrators and would be unsuited for this mission. Seriously, Jem'Hadar are Warriors not infiltrators? Jem'Hadar are the best infiltrators in the Galaxy! That was proved last episode when a ton of them managed to get into Facility 4028 without detection. So her comment really made no sense.

That then immediately leads to plot hole number 1. How the heck did I get from the Jem'Hadar cruiser to the station besides walking out an airlock and suddenly being there. We were told the ship couldn't dock. We were told we couldn't beam over. How the heck did we get over?

Then we get plot hole number two during the space walk. Why the heck didn't that Jem'Hadar attack ship just lock a transporter onto my location, beam me up, and shoot me the second I materialized? Jem'Hadar are not Romulans, they aren't arrogant to believe that nothing can beat them. They do anything and everything to win, no matter how ruthless it is. So why didn't they do it? I would love to know because that makes zero sense.

Then we get plot hole number three. At minimum one man managed to infiltrate DS9 and take the station back, while fighting at minimum 50 Jem'Hadar and their silent floating mines, Houdinies, that generally kill anything they explode next to. I'm sorry. I don't buy it. No one in Starfleet is that good, and before anyone makes a comment about it no one in the KDF is that good either. Even in a series of 1 on 1 fights Worf was beaten by the fifth fight. I don't buy that one man was able to do this. A strike team of 15 people, or one very well armed away team size of 5? Sure, I'll buy that. But one man? No.

So after that plot hole, and we single handed drive Kar'ukan and his men off the station, we hit plot hole number four. Who in Starfleet or the Klingon Defense Force thought it was a good idea to send 8 ships total including my own? Seriously I would love to know, just so that I can start slapping that officer upside the head. I wasn't able to get an accurate count of how many Jem'Hardar ships were fighting in the final battle, but I did manage to get a final tally of how many allied ships were with us after the Enterprise arrived. 8 ships total from both the Klingon Empire and the Federation were my support when we wen't to go retake the station. How many Ships are there supposed to be safe guarding DS9's part of the Bajorian System (which again they should have complete control over because of the sheer number of ships in the system)? 2,800? Nine ships vs two thousand eight hundred ships. When Kurland said there's just too many of them. My immediate and vocal reaction to that was "YA THINK!" Sure the ships are 30 years out of date, and sure we might not have had to fight all of them around DS9, but for the number of ships that we did fight, 9 ships winning against that makes absolutely no sense.

My biggest gripe with this episode was the arrival of the Enterprise F. It was obvious that the Enterprise was going to show up and save our hides as soon as the fight started. It's Star Trek, it was bound to happen eventually, twice even in this game. First, that ship should not have arrived alone. Is it the Federation Flagship? Yes, yes it is. Is it the Hero ship? Yes, yes it is. Would even the Enterprise have been able to survive a fight of 9 vs 200? No, no it would not. That ship should have been leading the Calvary. Second, it's cut scene. I'm going to be completely blunt with this. Cryptic royally blew it. I'm not talking about the fact that it glitched, big time. I'm not talking about the fact that it was a simple cutscene when it warped in, that didn't help matters at all and only made it worse. This moment was a recreation of one of the most well known standards in all of Star Trek. Specifically, it was this moment and this moment. Those are the only two I can think of off the top of my head, but I know there have been others. What is the one thing they both have in common when the Enterprise shows up to save the day? Aside from someone actually saying I'm picking up another ship? The ship theme music. That one, tiny tiny little detail is what makes that moment. This series has been in production for over a year. This plot point was known to happen back then. It had been hinted that the Enterprise F was going to show up in this series back when the Design the New Enterprise Contest started. And in that time, I find it unbelievable that Cryptic was unable to get CBS's help to use the music of the Enterprise coming in to save our collective butts in the nick of time. That alone was the biggest letdown of this entire episode. Had Cryptic been able to pull this off, I would have forgiven all the faults of this series, just to have experienced that.

Finally Kurland's halfhearted invitation to join the crew of DS9. First, for every single player who is of a lower rank than Kurland, this sounds extremely awkward. Simply because why the heck would anyone ever think of giving up a command of their own to serve under someone else. Kurland, for all his faults shown during this episode (Sisko he is not, but he is still human, so why the heck was he treating the Prophet's like god's?) is not that stupid. A commanding officer of a Starship who is at any rank below captain is not going to give up that post. Second, no Captain would accept giving up their command to serve under him (or with him) on DS9. One does not rise to the rank of Captain, unless they are Kirk, by having that big of an ego. Third, for everyone who is of flag officer rank this sounded like Kurland was giving us an invitation to relieve him of his command. After the flack he gave his superior office at the beginning of this mission, whether he was joking or not, I would have taken him up on that invitation and relieve him of duty pending the results of his court martial for insubordination. And I would have enjoyed it.

Gameplay wise, this episode introduced a number of new items for the devs to use in newer content.
* The Space walk. The amount of work that went into making the exterior of DS9 come to life was nothing short of spectacular. I really felt like I was walking on DS9.
* The space suit. This was a really nice touch, somehow I knew that they weren't starfleet standard issue, and I'm really glad we were able to keep them after the mission.
* The cut scenes. For the most part these were fantastic.
* Fighting along side the Klingon Empire, the U.S.S. Defiant and the U.S.S. Enterprise NCC-1701-F. I loved those details. I loved getting up close enough to the Enterprise's hull to actually read that serial number. I got a little kick out of having my *** saved by the flagship of the Federation.
* The detail of not being able to use abilities that required the use of a transporter. This was a really nice touch and added a really nice element of game play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-11-2012, 04:05 PM
Ultimately this series was nothing short of a disaster. From a game play perspective there was some really nice stuff added. things that I would love to see come back again, and again and again. Story wise, this series was an absolute mess, and considering that this series was in development for over a year that is something to be absolutely ashamed of. But what really gets me, is that most of these problems story wise could have been very easy to fix.

I would have made the following changes.

Second Wave
* Keep the beginning up to the dominion fleet's arrival almost completely as is, just make it more faction specific as to which NPCs are giving you orders while on the Station.
* Either replace Ambassador Surah with a Romulan or have him begging for help from the great powers of the Galaxy to help save his world from the Borg.
* Add a Romulan Ambassador.
* Don't convince Starfleet of anything since they are the ones who called this summit, but instead use them to help make your arguments to the Klingons, the Romulans, and the Cardassians.
* When the Dominion arrives, first of all let's not have it be all 2,800 Dominion Ships. Instead a smaller force of about 100 will do nicely.
* Have one of those ships take out the station's shields a.s.a.p.
* Replace the ground fight through the Promenade with a fight through the Habitat Ring to the docking ring.
* Have Kurland first try to get to Ops and discovers that the lifts aren't working as you are fighting to the docking ring. This way his fight along side of you makes more sense.
* Add a Cardassian Galor, a Gorn Varanus Fleet Support Vessel (I highly doubt that the Klingon Empire would allow a species they conquered only 6 years ago to command one of their prized I.K.S. ships), and a Romulan D'deridex Warbird, the U.S.S. Belfast, and the U.S.S. Defiant to the fight outside. I highly doubt the Ambassador's arrived to DS9 via civilian transports.
* Have us win the first fight, build us up emotionally so that we are on an emotional high.
* Then have the rest of the Dominion Fleet show up and subsequently evacuate the rest of DS9.
* End episode cutscene plays out how it did in actual episode.

Of Bajor
* Completely scratch everything that happened in this episode, start fresh.
* Start with warning the Bajoran Government of the fall of DS9 to Dominion forces, and immediately recommend a planet wide evacuation.
* You beam down to Hathon, gladly invite your fellow ship commanders, a.k.a. the Ambassadors from the last episode, to join you, Kurland is already down there, and start evacuating the planet's population in a few minutes (an Impossible task I know)
* While evacuating the planet Jem'Hadar forces arrive, panic erupts in the streets, and you start fighting your way to either the Bajoran Goverment center or the Bajoran Temple. Either way, you end up rescuing Kia Kira
* After rescuing the Kia, you beam up to your ship. You're job isn't to defeat the Dominion, the planet is lost, your job is to protect the evacuation transports, millions of lives are at stake.
* Just as the Transports are about to get away a Dominion Dreadnought warps in to block there path, and prepares to destroy the closest transport. At this point Captain S'taass rams that dreadnought saying that he would rather die a free gorn saving lives than live as a klingon slave who allowed those civilians to die.
* The Dreadnought is destroyed and you warp out defeated.
* Loriss then broadcasts a second speech from the Bajoran Capital announcing to the entire Galaxy that Bajor has fallen to the Dominion.

Opertaion Gamma
* Completely scrap this mission. Is it fun, yes it is. Does it make a lick of sense? No it doesn't.
* Instead have the fleet regroup about a week later (closer to 10 days) at Empok Nor in the Trivas System. Since the Interior is exactly like DS9, just minus the Federation technology, this should save a lot of time with building the mission maps.
* Put in a shuttle space portion of the mission where you have to fly with Commander Winters to help repair the station and remove any left over booby traps from the True Way.
* While out there, Captain Ja'rod in the I.K.S. Kang arrives escorting a Klingon Bortas Class Battlecruiser, the I.K.S. Martok.
* The Bajoran government in exile has setup shop on Empok Nor.
* The Ambassadors from the first episode, minus Captain S'taass, have their ships there as well.
* Everyone is trying to figure out what the Dominion is playing at, they haven't left the Bajoran system since they took it 10 days ago.
* Kurland throws out the idea that the mysterious Jem'Hadar ships that have been appearing everywhere the last few weeks might have something to do with the Dominion's return. Most of the people present scoff at the idea but four people do not.
* Yourself, Kia Kira, and two new arrivals from the Federation and Klingon Empire respectively. Dax and Worf.
- Dax because out of all the veterans from the Dominion War most are either dead, retired, or the upper brass in Starfleet. Dax you can get away with giving a new host.
- Worf because out of all the Klingon Veterans from the Dominion War he is the most qualified and he promptly volunteered as soon as he heard they were back.
* Dax explains what happened during the Dominion War and how Captain Sisko managed to make a fleet of 2800 Jem'Hadar ships disappear.
* Worf confirms that there is a connection between the Jem'Hadar ships that have been showing up empty over the last few months and the wormhole. He points out that the Klingon Empire is not in the habit of sharing information with it's enemies.
* On the behalf of the Klingon Chancellor, Worf agrees to temporarily suspend the war during the immediate Dominion crisis.
* Make it clear and that Worf son of Mogh of the House of Martok and Ja'rod son of Luras of the House of Duras do not get along at all.
* The group reaches a concensus that the Dominion Fleet hasn't moved from their position in the Bajoran system because they don't have any new orders from home on how to proceed.
* The end of this episode plays out like Of Bajor did, trying to appeal to the Vorta to leave DS9 peacefully, the war is over.
* This then leads to the problem of finding a Founder who could end the war.
* Kurland mentions the new link, you however nix that idea but reminding Kurland that they asked to be left alone.
- No one is thrilled to find out that there is a colony of Changelings in the Alpha Quadrant and Starfleet didn't tell anyone.
* Kira points out that there is one founder who they could use, and Dax and Worf both remember the Founder in Facility 4028 the one who surrendered to the Alliance.

Facility 4028
* Keep this mission mostly as is because it is nearly perfect.
* To bring it in line, first replace Eraun with a Romulan (presumably the same one from the first episode), Dax, and Worf. All three of them beam down with you. All three of them have the necessary unanimous orders from their respective government to release the Female Founder.
* None of them trust each other as far as they can throw them. Dax and Worf get into a massive fight as you are walking to the founder.
* Once Kar'ukan beams down and overruns the facility and causes the prison break, the Romulan Ambassador reveals that he took a little insurance policy with him and his squads of Cloaked Romulans declock around him.
* The rest of the mission proceeds as originally written.

Boldly the Rode
* Someone has to go over the plan, you say that it's incredibly stupid, and Dax responds that using a captured Jem'Hadar Attack ship to get behind enemy lines worked for Captain Sisko during the war. The fleet of Romulan, Cardassian, Federation and Klingon ships is holding about 3 lightyears outside of the Bajoran system, they will engage the fleet and get to your position as fast as possible assuming things go south.
* Worf is not present, he is on board the I.K.S. Martok getting more reinforcements, they will arrive in a few hours.
* Kira is in command of the Defiant, after throwing her weight around to get reinstated temporarily in starfleet as an Admiral [0000].
* Kurland is with you, he wants his station back bad.
* Confrontation with Loriss works exactly as it did in the original. Point out that the Jem'Hadar will not fire on any vessel with a Founder on board.
* When given the bad news, Kira snaps at you. She can do that because she's Kira and she outranks you.
* Spacewalk deemed only option to get into the Station, you lead an away team in Dominion space suits onto the Station. To get there the Dominion attack ship you are on flies in close and low to the station and you jump out the airlock to the Station. Kurland goes with you and your away team.
* Spacewalk goes almost completely as is with one change, when the Jem'Hadar attack ship shows up over your head, Jem'Hadar beam down. Yes, a firefight, in space, on the hull of Deep Space Nine. Destroy the attack ship as you did in the mission originally and make your way inside the Promenade.
* Inside Battle of DS9 is the same as the original, only now it's not you fighting this mission solo. It's an entire strike team blasting all the Jem'Hadar to pieces.
* The final Space Battle involves your ship, the defiant, the Jem'Hadar attack ship with the founder, an additional 11 romulan ships, 11 cardassian ship, 11 federation ships, and 11 klingon ships. 47 total ships in single player versus a fleet of dominion ships 30 years out of date made it through the lines to fight at DS9. Those odds sound much better, but it's still not enough as more and more Dominion ships keep arriving to pound on you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-11-2012, 04:06 PM
* The Enterprise then arrives, along with Worf on board the I.K.S. Martok, plus an additional 100 ships. Captain Va'Kel Shon speaks his speech from the Enterprise F, and Worf says that "Perhaps today is a good day to die." In short, the arrival of the Enterprise should herald the start of the most epic space battle in the game. And it should go something like this.
* At some point mention that all Dominion forces are being recalled to defend the Station. Bajor was always the secondary objective, DS9 was always primary.
* Kar'ukan's ship is destroyed and the founder orders on an open frequency for all remaining Dominion Forces to stand down, which they do.
* Then the wormhole opens up again, and a single Jem'Hadar attack escort comes out. You go, "what now?"
* Eraun hails the forces of the Alpha Quadrant, saying that Dominion has come to take their wayward fleet home.
* Kurland mentions that he's a little late, but Kira orders him to shut up. You ask the smart question, and Odo (thus giving Odo a cameo appearance) answers by saying this arrived on the homeworld about a week ago. It's a baseball with the number 2800 written on it. Odo also states that he was informed about it only yesterday.
* Kira requests to speak with Odo privately on a secure channel for a few minutes.
* And the episode ends with a cut scene of the dominion fleet returning to the Gamma Quadrant through the wormhole.

Epilogue Episode
* Yes I would add a short one to wrap everything up much like how the Romulan series had Darkness Before the Dawn to wrap that story up.
* It would start at Ops on DS9, much like were Boldly they Rode ends. You would talk to Captain Va'Kel Shon and the crew of the enterprise before they depart, Kurland would give his speech from the ending of Boldly they Rode minus the halfhearted invitation to join the crew of the station. Instead he mentions that Kia Kira wants to speak to you in person on Bajor before you leave
* So you beam down to Hathon and make your way to the Bajoran temple. You meet Kira and she leads you to an orb and then leaves, saying he wants to talk.
* You open the orb and this is the first of two cut scenes. Instead of meeting the Prophets, you have a chat with Captain Sisko. He gives a brief speech, gives a cryptic warning about history repeating itself and you ask him one question that has been bothering you for ages. What about the peace treaty the Organians enforced between the Federation and Klingon Empire over 200 years ago? Sisko doesn't say anything at first, you demand that he says something since as a being similar to the Organians he should know what is going on with his galactic peers. Sisko doesn't know, the prophets don't know but he has a feeling that the answer to that lies back at the beginning.
* The second cut scene starts immediately after this, back in the situation room on DS9. All the Ambassadors have returned for the conference, Dax is replacing Admiral Trem as mediator for the summit, Kurland is replacing Shon and will actually represent Starfleet this time as opposed to being a mediator. The chair for the Klingon Ambassador is empty, the Romulan ambassador making a comment that apparently the Klingon Empire wasn't taking these talks seriously after all. The doors to the room open, and Worf walks in. He states that the war can wait a few hours and promptly takes his old seat from his days as DS9's Strategic Operations Officer. As soon as worf walks in, this music starts playing, and the camera pulls out pulling away from the Station in the exact same manner as DS9's last scene.

Adding in those changes would have tied the series much closer to DS9. It would have added a little more to the ongoing storylines already in progress in STO itself. It would have gave plenty of character development to the ambassadors who were at teh conference, making them viable characters to use in future storylines should the need arise. The series wouldn't have been obviously written with Starfleet in mind for the whole operation, and would have played much better to both factions because we would have been involving both factions in closer to equal amounts. And we would have gotten a hint at a possible storyline to deal with the number one plothole in the entire game. What happened to the Organian Peace Treaty, and why isn't it being enforced?

With that I open up the floor to everyone else. What do you think about the series "The 2800" as a whole. Good? Bad? Indifferent? Any changes you would have wanted to see?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-11-2012, 05:09 PM
Love the detailed review, thank you.

And I agree, it's rather pitiful that, despite creating numerous FE's, they still don't learn from the mistakes of the past.

And yes, the terrible story telling and plot holes were dreadful, not to mention a "captain" being snarky towards a VA.

Sad part is, they won't learn from their mistakes and we'll continue to get the same poor quality missions in the future, it seems like a whole bunch of large companies follow the same path, like an endemic, it's...well, baffling.

The sad part is, the game has such amazing potential with todays technology, but the name is being constantly tarnished by the present and past owners.

If this game was run and owned by the fans, it would be awesome, I'd imagine. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-21-2012, 06:18 AM
Originally Posted by the_illustrious_q
Of Bajor
[...] It failed for one simple reason, 2800 Dominion ships just came out of the Bajorian Wormhole and there is no possible way that that number of ships could ever hope to just bunch around DS9. The next logical step in the story was simple, Bajor should have fallen to the Dominion. The Dominion would not have been stupid enough to just secure the station. With the amount of ships they had, they would have secured the System at the very least.[...]
Actually it is quite logical that the Dominion did not invade Bajor, as Bajor and the Dominion had signed a non-aggression pact during the time the 2800 vanished inside the wormhole.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-21-2012, 06:31 AM
Originally Posted by thorodal
Actually it is quite logical that the Dominion did not invade Bajor, as Bajor and the Dominion had signed a non-aggression pact during the time the 2800 vanished inside the wormhole.
Quite right, but where did the 2800 ships go?

If the prophets took away 2800, then released them again back to the alpha quadrant, why did only say, 50? show up during the missions?

Doesn't make any sense and makes for sloppy writing, they could've done a full blown invasion, with a FE series lasting for months, not to mention GREAT STF potential for big battles

It was just such a drab, dull series, with poor writing and acting to boot.

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