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Lt. Commander
Join Date: Dec 2007
Posts: 120
In an effort to aid and consolidate various recurring mission plots (i.e., Patrol, Exploration, et al.) -- I would like to introduce an outline form that I suggested for improving the Aid missions...but am thinking now that one could extend that to all recurring missions.

Please either post a short synopsis of your suggested mission or mission plot type so I can add it to this first post "Plot Outline Tree" and/or post additional canon episodes or RL events that could conform to the Plot Outline Tree as it exists or evolves and/or post links to other threads with helpful elements.

Items in Blue highlight the first mention of a suggested method or change and/or future insertion point for same.

Whatever mission methods Cryptic uses, for this discussion assume a "Trigger" and a "Plot" constitute an "Episode/MIssion"

=================

Universal Suggested Mechanic Assumptions -


=================
Triggers-

Diplomacy Trigger -> Patrol, Exploration, as directed by Faction HQ


Aid "New Trigger" ->

Quote:
1. receive aid mission from Star Fleet or Local Request (i.e., get XX of THIS and goto HERE)
2. Go get (or Replicate from a stored pattern and your Energy Bank) "XX of THIS" and goto/return to "HERE"
3. *IF* you have the required "XX of THIS" in your backpack Begin variations (otherwise inform player you don't have required "XX of THIS" to continue mission)
Shipboard Life Trigger -> Assigned from Faction HQ / apropos Starbase, allocates random mission event, frequency: once each even numbered level.
Quote:
1. "Report to Starbase XX for Overhaul of ZZ shipboard system" - Opens a type "G" or "J" mission the reward would be an upgrade of that ship component (from "normal" to "uncommon" or "uncommon" to "rare", etc.)
2. "Guinea Pig" - ship to be used as a testbed for experimental technology (SF or Alien) -- this may transition to a B2 type mission to arrive at a "repair" solution.
3. "Personal crew event" - Opens a type "G" or "J" mission, the reward being the upgrade of a personal component (weapon, shield, etc. from "normal" to uncommon" or "uncommon" to "rare", etc.)

Revisit / Continuing Story Trigger -> This would be a delayed trigger that would setup a "continuing" mission with the same people / location your interacting with in the current mission.


=================

Additional Plot Variation Modifiers:
(applicable to almost any mission plot, however some almost demand it)

T = Timed --- This mission should be timed to heighten the "need" to finish (i.e., the "crisis"...which is a big part of many such Trek episode plots)

M = Moral Dilemma -- This mission could be enhanced/modified with an additional moral element pitting the "right" choice vs. the "proper" or "legal" choice.

B = Barter --- The player may exchange something of value they have in inventory as trade or demand to party or parties involved. It maybe item "XX" of the mission (spares) or energy (that is supposedly converted into any widget of choice.)

N = Non-Lethal Skill Use -- The player & BO's must use their non-lethal skills to accomplish goal, such as the Science officer using a Tachyon beam or other deflector skill, or medical healing skills on ground...or the player using their resuscitate skill on wounded persons; usage of specific stun weapons of melee skills vs. inanimate obstacles, etc. -- as in the TNG episode "Hide & Q", perhaps if Data could've removed the obstacle off the little girl faster she would not have died yet obviously phasering the obstacle would've killed her just the same, etc.

=================
Plot Outlines-

Quote:


A) "normal" Space Enemy (Pirates, Kling, Rom, Hiro, etc...or local rebel / rival nation state or sister planet, etc.)
  1. Resolve combat, murder death kill.
  2. War Aims Mission
    • Convoy Escort / Raid
    • System Blockade / Blockade Running (segway to ground also)
  3. Negotiate -- transition to a G2b B below.

B) "special" Space Enemy (Space Amoeba, et al.)
  1. Resolve combat, it must be destroyed and you can do it without qualms (Asteroid, Comet, etc.) T
  2. Research
    • a) It must be destroyed, but is too powerful to fight normally.
    • b) It is unique and can be managed, so can't be destroyed (but you are still able)M /& N
    In either case you must scan anomalies, etc. whilst avoiding it, a certain amount of combat damage -- or science combat (Tachyon Beam, etc.) causes it to back off for a short while, etc.

C) Lost Shuttle - Space (key BO and/or NPC lost in shuttle)
  1. 1) Variations on A or B above with the shuttle crew as hostage, resolve as those
  2. 2) "lost" shuttle, scan asteroids, anomalies, planet or moon locations, etc.
    • a) rescue complete
    • b) transition to D1
    • c) transition to D2

D) Lost Shuttle - Ground (Captain and/or BO's lost in shuttle)
  1. Repair Shuttle under duress (2 to 3 steps of escalating enemy action until repair is complete)
  2. Rescue Crew under duress

E) Administer Aid on Ground (any of the above can continue with this, or it can "stand alone"; *each type would be logically associated with the type of good "XX of THIS" that was requested/required)
  1. Medical Emergency
    • a) Scan victims / anomalies, etc. to find proper application of aid
      1. Infectious Plague - Capt/BO's are "plagued"T
      2. Ask local medics questions, choose "right" answer from list T
    • b) Disaster Aid N
    • c) Combat variation on option 1 a or b adds groups of "infecteds"M or other enemy that are "in the way"

  2. Equipment Assistance
    • a) Point to Point equipment install/repair/scan mission
      1. NPCs accompany, players must note which are where during mission because one is Saboteur of this new equipment, player will finger saboteur through interviews with NPCs -- possible to move on to option b of the Equipment Assistance group or an option A1 (above) space encounter, etc.T
      2. Simple point to point steps and finish
    • b) Combat crisis with enemy
      1. Enemies actively combat the installation steps.
      2. Hazardous conditions (i.e., fire, radiation, etc, etc.) impede progress to each point.


G) Diplomacy Missions
  1. Factional Influence
    • a) Show The Flag
      1. Liberty Party Legal Incident
      2. Avoid/Correct Diplomatic Faux Pas
    • b) Deal/Dont Deal with Other Faction
    • c) Evaluate for Inclusion in Faction
  2. Conflict Resolution
    • a) Diplo Courier, taking NPC(s) from one place to another.
    • b) Arbiter of Negotiations
    • c) Obtain Needed "Aid" Item from a reluctant source
  3. First Contact
    • a) Covert Observe and Evaluate
    • b) Introduce Faction, avoid Faux Pas

H) Exploration Missions (for Survey assume This or similar)
  1. Astrophysical Survey (Space)
  2. Geophysical Survey (Ground)
  3. Archeological Survey (Ground)
    • Normal Survey
    • Galactic Scavenger Hunt; remnants of ancient artifact must be gathered from n-other places and reassembled back on the ground at exploration system. Each of the n-other places has a mission whose reward is one of the artifacts.
    • Activation of ancient technology
      1. Team accidentally activates, must shut down
      2. Team encounters situation which ancient tech can't stop, must restart it.
  4. Survey as above but with "surprise" segway to some other mission type or variation.
  5. Rescue from low techM
  6. Isolated Crew Action (Ground)
    • a) Abducted Crew (no away team choice, no help from ship possible)
      1. Arena Combat
      2. Native InteractionM
    • b) Away Team Awry (away team choice, no help from ship)

J) Shipboard - External Crisis
  1. Ship Taken Over
    • a) Taken to Exotic/Unintended Location [The Nth Degree (TNG), Star Trek V]
    • b) Taken to Exotic Location and Used as A Weapon [Defiant (DS9)]
  2. Conflict Aboard Ship
    • a) Crew vs. Enemy [Space Seed (TOS), First Contact]
    • b) Crew vs. Unknown Infiltrator
    • c) Lone officer vs. enemy Boarding Party [Acquisition (ENT), Starship Mine (TNG)]
    • d) Crew vs. Itself [Mirror Mirror (TOS), The Naked Time, The Naked Now, Genesis (TNG)]
      1. Crew Replaced
      2. Crew Mutated
      3. Crew Afflicted with Psychosis or Brainwashing
  3. Ship Destroyed / Destroy Ship
    • Destroy Ship [StarTrek III, First Contact, Several Episodes of Voyager] (Story Arc ending in replacement?)
    • Time Loop Destroyed / Must Break Loop
    • Alternate Timeline No-Win Scenario to Restore Main Timeline

K) Shipboard - Internal Crisis
  1. C/BO cultural crisis
  2. C/BO personal crisis
  3. Those darn holodecks acting up again...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-12-2010, 02:40 PM
A) Enemy Aboard Ship
1. Ship Taken Over
- Taken to Exotic/Unintended Location [The Nth Degree (TNG), Star Trek V]
-- Taken to Exotic Location and Used as A Weapon [Defiant (DS9)]
- Conflict Aboard Ship
-- Crew vs. Enemy [Space Seed (TOS), First Contact]
----Crew vs. Unknown Infiltrator
-- Lone officer vs. enemy Boarding Party [Acquisition (ENT), Starship Mine (TNG)]
-- Crew vs. Itself [Mirror Mirror (TOS), The Naked Time, The Naked Now, Genesis (TNG)]
---- Crew Replaced
---- Crew Mutated
---- Crew Afflicted with Psychosis or Brainwashing
- Destroy Ship [StarTrek III, First Contact, Several Episodes of Voyager]

This could be expanded out quite a bit. Just giving you a skeleton to add.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-12-2010, 11:20 PM
updated with levi's stuff
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-13-2010, 07:18 AM
The 'Aid the Planet' missions might be more interesting if we could move about the system and procure the needed resource. If there was more than one planet/base/asteriod to hail we could fly between them and negotiate for the resource, or a Klingon player(or more aggressive Fed) could just take it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-13-2010, 08:30 AM
Moral hazard missions:
(Including choices)

Explore Mission

-You warp in a system and are hailed by a local authority that is missing ships in the near asteroid belt (or maybe a nebula?)

- You search one or two of this ships, they are showing weapon damage on their hull.

- You receive a distress call from another nearby of that local authority ship, when you approach there are several whatsoever race ships around.

- The "enemies" are hailing you. When you explain why you came up they will tell you that they need the medical supplies for their homeworld or most of them will die. The "local authority" is the only one selling the needed medical supplies but only for an price that ist 3 times higher than normal. They dont have enough money for that and are forced to steal them.

- Referring back to the authority they will tell you that they need the money for the special producing and the research and that they have to pay their workers as well. If they dont pay them properly the facility will go bancrupt.

PLUS: They remind you that they are acting within the intergalactic law. They can set their prices as they want. The attackers are just thiefs that dont want to pay and if you let them go on maybe other groups will do it the same way and avoid paying for their goods if they are too expensive.

- You choose:
- Fight the robbers.
- Let them the supplies and fight an encounter of the local authorities.
- Declare the supplies property of the federation and fight both.
- Try to negotiate a truth betweeen both parties.

(Its a very classic "hazard choice" scenario)
Let me hear your thoughts about a mission like that. I have some more in mind but not the time right now to write them down properly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-13-2010, 02:19 PM
Actually I made the Timed and Moral Dilemma types an enhancement variable...I think that several, if not most, of the missions could be optionally enhanced with some form of moral component beyond the norm...however there are certain types of missions which just demand one or both of those enhancements to make their plots worthwhile as a norm...i.e., there is no point in having a "find the cure" mission if you can simply take your time and "hunt and peck" to find the cure...or as discussed in the "Diplomacy" thread linked in the first post --- without *RISK* of failure there is simply zero point.

Updated 1st post...however, there are some details from your posts since last update that I need to work in there.

Good brain storming and inputs so far!!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-13-2010, 03:35 PM
Quote:
Originally Posted by FalconeeFalconee
Moral hazard missions:
(Including choices)

Explore Mission

-You warp in a system and are hailed by a local authority that is missing ships in the near asteroid belt (or maybe a nebula?)

- You search one or two of this ships, they are showing weapon damage on their hull.

- You receive a distress call from another nearby of that local authority ship, when you approach there are several whatsoever race ships around.

- The "enemies" are hailing you. When you explain why you came up they will tell you that they need the medical supplies for their homeworld or most of them will die. The "local authority" is the only one selling the needed medical supplies but only for an price that ist 3 times higher than normal. They dont have enough money for that and are forced to steal them.

- Referring back to the authority they will tell you that they need the money for the special producing and the research and that they have to pay their workers as well. If they dont pay them properly the facility will go bancrupt.

PLUS: They remind you that they are acting within the intergalactic law. They can set their prices as they want. The attackers are just thiefs that dont want to pay and if you let them go on maybe other groups will do it the same way and avoid paying for their goods if they are too expensive.

- You choose:
- Fight the robbers.
- Let them the supplies and fight an encounter of the local authorities.
- Declare the supplies property of the federation and fight both.
- Try to negotiate a truth betweeen both parties.

(Its a very classic "hazard choice" scenario)
Let me hear your thoughts about a mission like that. I have some more in mind but not the time right now to write them down properly.
How about pay the difference yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-13-2010, 10:40 PM
I really like the ideas expressed here. I think the non-lethal is a very important part of Star Trek. I remember a quote by the actress who played Uhura. To sum it up, she said that Star Trek TOS was a soap of sorts. The fact that there was an interracial crew of different species and colors was a crucial part. TNG had many philosophical questions and moral dilemmas. Although, it is nice to have space and ground battles, which were certainly a part of Star Trek, although they were never seen, these non-lethal episodes were a crucial part of the show.

(That last sentence has got to be the worst one ever written...Sorry about that)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-13-2010, 11:40 PM
Well I wouldn't want anyone to think this was all about making the non-lethality angle...it's more along the lines of trying to help and find ways to make the missions more robust in their presentation *and* allowing for more options in the character of the missions you are assigned.
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