Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Mission Idea : Class Skills
03-03-2010, 03:14 AM
Just had this idea occur to me while replying to an ideas thread.

Science : Doctor

Perhaps, when you fill out all 9 spaces of your Doctor branch as a Science Officer, you get the option of a semi-repeatable mission, relating to your chosen ground skills. Of course it may not be possible until certain options are available in game but I thought I would put out an example of what we could do to spice up things a bit.

On Filling that last 9th skill:
Congratulations Doctor. We will make a Chief Medical Officer out of you yet. We may have some more missions for you from our outlying sectors that will need your medical skills.

On Completing x number of these missions :
Congratulations Doctor. You can now use the Doctor or Chief Medical Officer title to show everyone your skills in your area of expertise.

Mission Arc:
  1. Doctor, can you go to *Name of Planet* in *Name of Sector* and take a look at the medical facilities there. They have reported an emergency due to an unknown illness that they have been unable to locate an antidote for as of yet. Give them your assistance and lets see if we can get them back on their feet.
  2. Use Tricorder to scan patients to find more information on illness.
  3. Use Computer on Ship ( it's more advanced than on planet ) to identify sources for cure. Computer returns with list of plants and planets they can occur on.
  4. Visit each planet in turn to see if the said plants are in bloom, if so beam up a few ( not all or they won't propogate ) into the hydroponics bay.
  5. Use the computer to find out possible mix for cure and visit holodeck to try it out on a patients holographic copy.
  6. If it failed repeat step 5 with the next possible mix, if succeeded return to planet with the details on which plants, which planets and which formula will need to be used if they can't be replicated of course to the medical staff on the planet and start innoculating the patients.
  7. File the report with Starfleet.
  8. Congratulations Doctor. You have cured the people of their mysterious illness. I am sure you will go far in this medical field you have chosen to follow.


Engineer : Fabrication Specialist

Similar to the Doctor skill this could be an example of what an Engineer with the Fabrication Specialist skill maxed out could get. In fact this could be one of the missions all Engineers get regardless of speciality. Not in game at the moment to see the relevance for each specialist branch to confirm so this may get adjusted later.

On assigning the last skill:
Congratulations <Rank> <Name>. We will make a Chief Engineer out of you yet. We may have some more missions for you from our outlying sectors that will need your engineering skills.

On Completing x number of these missions :
Congratulations <Rank> <Name>. You can now use the Chief Engineer title to show everyone your skills in your area of expertise.

Mission Arc:
  1. <Rank> <Name>, can you go to *Name of Planet* in *Name of Sector* and take a look at the facilities there. They have reported a problem with their *Name of Engineering Structure* there and are unable to discern the cause.
  2. Use Tricorder to scan structure to find more information on problem.
  3. Use Computer on Ship ( it's more advanced than on planet ) to identify solution. Computer returns with list of items to replicate or salvage from planets/systems.
  4. Replicate:
    1. Replicate the items in turn.
    2. Use the computer to find out how the salvaged materials can be used.
  5. Salvage:
    1. Visit each planet/system and locate the items in space or on the planet/asteroid suggested.
    2. Use the computer to find out how the salvaged materials can be used.
  6. Return to planet with the details on what, where and how the problem can be resolved if it happens again and then fix the structure.
  7. File the report with Starfleet.
  8. Congratulations <Rank><Name>. You have fixed the machine. I am sure you will go far in this engineering field you have chosen to follow.

It's not much and could probably be made more viable/interesting/random but perhaps something similar can be made available for key skill blocks in each class of player. So that they can expand on their chosen play style.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-03-2010, 05:31 AM
I like the Doctor Idea, but not an extention of a science office rather have it as an extra NPC Bridge office. It could be reserved for only as a BO that you can put on an away team. Also, could make one more ship station to be manned by a doctor (thats really wishful thinking) for healiing bonus to your crew regen rate.

I do like the extra mission you suggested.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-03-2010, 06:34 AM
It is a good idea and you even gave them a quality outline for it. I like it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-03-2010, 07:00 AM
Better to have it as a playable character and Medical or Hospital Sip with related skill tree. Minimal waepons, ability to heal other ships crews during combat and spread virus to enemy ships by transporting bugs once shields are down
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-03-2010, 09:17 AM
Thanks for the replies guys.

I'm not one to ram my play style down everyones throat which was why I suggested a repeatable mission which of course means you don't have to do it to progress through the game. Similarly, like some people will do the Defend missions repeatedly I choose to only do them if one of those darned entities find me and drag me in. Otherwise the mission sits there until I happen to finsh 3 of them that way.

I deliberately designed my Science Officer to heal on the ground and protect in space. I came from a healer perspective from other games and it works with my personality. So, I am hoping that I can build more options into how the Science branches can be worked on more without making other people *having* to do it as well. Don't you just love optional missions

As an opposing branch of science perhaps those that debuff the enemies could perhaps have a similar mission arc which involved something similar but instead of curing an epidemic you are causing one on an enemy planet or ship. EG. Sneak onto an enemy ship after disabling it and pump poison or something similar into the ventilation systems and thus knock out the ship pretty much at once. They did it in the programs why not in game too Just another alternative to plain out and out killing.

Whether you send in your apprentice doctor to do the dirty work or go yourself could be your choice but either way you are making the decisions.

I haven't played much on my Engineer and Tactical Officer yet to see what could similarly be done but I could clearly see this as an opportunity to expand the mission database.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-03-2010, 10:49 AM
I liked this outline of your idea quite a bit. This is certainly the sort of thing they can do to allow the player to "role play" their character (within the limits of gameplay mechanics). It would give the player some immersion into the Star Trek universe with their characters by doing the "job" they are trained to do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-03-2010, 10:57 AM
Quote:
Originally Posted by Rad-NYC
I liked this outline of your idea quite a bit. This is certainly the sort of thing they can do to allow the player to "role play" their character (within the limits of gameplay mechanics). It would give the player some immersion into the Star Trek universe with their characters by doing the "job" they are trained to do.
Exactly. I want my Science Officer to help people not kill them ( if that is avoidable of course ). My Engineer was created solely for that side of the game. Gadgets. I would love to be able to tap into an enemies ships transporter system or computer system and disable them that way whilst the ship keeps them at bay. My Tactical gal on the other hand is the security one who will of course kill first and ask questions later. And to think I'm not really a role player but this game kinda gives me that vibe.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-21-2010, 08:17 AM
After playing my engineer for a while the last week I had a sudden idea how a fabrication specialist could gain extra missions, or in fact any engineer. I have updated the first post with the new details.
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