Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
04-14-2010, 05:57 PM
Quote:
Originally Posted by Admiral_Joslin View Post
Aid the Planet......haha......Aurora Fleet's record is 16 in a row........yes 16!!!! The only things I would like to change about them is the frequency in which they pop or make the aid materials something that can be made in your replicator.
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Of those 16 in a row, how many did you complete? How many did you skip? This is a somewhat important detail. Because if you keep accessing the same node in a nebula/expanse/cluster/exploration area, but keep skipping that mission type ... it's probably respawning the same mission. If you do the mission, it won't respawn it.

I've never gotten two in a row.

I've never skipped one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
04-14-2010, 07:50 PM
I use to do them, but I found they were more effort than just going out and fighting the bad guys, or exploring new flora and rocks and taking scientific samples. To me, the rewards should be higher on these things, because the merit a bit of planning, investment, and often the legwork of flying all the way back to the appropriate starbase with the appropriate parts. If I didn't have to fly five maps to get the supplies, maybe it wouldn't bother me so much...

For that matter, you'd think there would be more planets and places you could barter/buy/sell the stuff these planets need. Perhaps we could negotiate a trade deal for these destitute planet-people. That'd be Trekkish wouldn't it? Bringing planet a together with planet b so everyone is happy, holding hands, and working together?

Maybe once I'm done grinding out my tactical portion of memory alpha I'll stockpile my Aid the Planet gifts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
04-14-2010, 08:38 PM
Quote:
Originally Posted by superchum View Post
I've never gotten two in a row.
Pure luck.

Quote:
I've never skipped one.
And I always skip them... but I rarely get more than two or three in a row, so sixteen in a row is just the gods of probability having one of those "HA HA" moments
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
04-20-2010, 08:18 AM
I do like the idea of the Aid The Planet missions but they do need work to be more fun. Main problem is most of the time you wont have what they need unless you have your inventory filled up with things they might need. Flying from here..out of the nebula/cluster across a couple of sector blocks to get what they need and fly all the way back is just a bit too much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35 ya
04-20-2010, 08:38 AM
I think diplomatic relations should be open. dive deeper into the story. majority of federation captains sometimes open and start diplomatic relations and we should be envolved with that aspect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
The point is that "commodities" have to be used somewhere. the ONLY way they are used is in these missions. You can't repair ships with them. You can't build with them. you can only Buy or aquire them. With the exception of the "Aid" missions there is no other use.

Remember "Capt. Dunsil" from Star Trek? Dunsil is a part that serves no useful purpose. without the Aid missions commodities might as well not be in the game. Maybe they will have a different use later.

Ony "use" i have found is when you need to "buy your away" across for some XP. 3 missions = 75 badges + XP to get over a hump.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
04-21-2010, 09:27 AM
When I was a just a Lt., I encountered these missions with such frequency and frustration that I started carrying a stack of 30 medical supplies. Each Aid the Planet mission following in my career demanded more... esoteric items, such as Federation Entertainment commodities (as opposed to the normal Entertainment provisions, which are far more common--why are there two? What's the difference?)

I understand that they are being reworked, and can now be replicated on-board at a mark-up (as all replicator items are on a mark-up). There are ways of handling this, as everyone's suggested before, but even more, I'd like to see missions that have multiple resolutions based on your expertise.

1). Diplomacize the solution [Any] - Broker a deal with a neighboring planet requiring a minigame (though as much as I hate that term), such as investigating what each one can offer the other. Federation Credits aren't entirely canon, they're abstractions of the bartering system the Federation does use, so it would be like "pulling favors, having non-essential parts to trade off, etc.", which a planet might not have. The diplomatic resolution may require you to stem the feud, civil war, etc., that's going on by having a skirmish planet-side, then negotiating the rebel leader.

2). Discover the solution [Science] - With another minigame already quasi-present in the game, attempt to find enough data in the area that will help them with it. Beam planet-side, scan some objects, then in a novel approach, put it together (instead of a bridge officer telling you what's up)--scan five alien mechanisms left behind, each one having 3-5 (depending on the difficulty) factors, all slightly different, then match it up--voila, they now have access to a new medical supply, to repairing their entertainment provisions, etc.

3). Build the solution [Engineering] - As above, instead scan their broken components, put it together. Maybe jig-saw style, or perhaps something like Tubes, I think it is.

4). Strong-arm a solution [Tactical] - Find an enemy transport in the area, warp to it, disable it, and seize the goods--especially if they're stolen (if that solidifies someone's consciousness), otherwise, the transport has escorts and they have to know the score. May tie into a more bloody Diplomatic resolution.

At least 2 of these scenarios should be provided; other options can be used, such as repairing a transport ([Engineering] minigame), plotting a navigation course for the transport through a spacial anomaly ([Science]), or escort ([Tactical])--if one fails, and make failure an option, there are other options to fall back on. It's why "blow 'em up" or "just buy the bloody things" should still exist. Even if the mission lacks a linear progression and possesses multiple-win conditions, the resolution is linear. Get it to work, and you have a framework for non-linear resolutions of existing missions.

The game so far has Commodity missions as a money-sink, which should help regulate the usefulness of the Federation Credit; because they are incredible time-sinks as well, they're commonly viewed as useless. There are players who have the conviction to go through with them, but they are the exception who views the reward as a justification of the effort, but not every player does. (It is good to see, however, that players do dislike "scan five objects", no one wants the reward for free, nor do they want to slave over it).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
04-24-2010, 04:07 AM
Quote:
Originally Posted by Cybole
When I was a just a Lt., I encountered these missions with such frequency and frustration that I started carrying a stack of 30 medical supplies. Each Aid the Planet mission following in my career demanded more... esoteric items, such as Federation Entertainment commodities (as opposed to the normal Entertainment provisions, which are far more common--why are there two? What's the difference?)

I understand that they are being reworked, and can now be replicated on-board at a mark-up (as all replicator items are on a mark-up). There are ways of handling this, as everyone's suggested before, but even more, I'd like to see missions that have multiple resolutions based on your expertise.

1). Diplomacize the solution [Any] - Broker a deal with a neighboring planet requiring a minigame (though as much as I hate that term), such as investigating what each one can offer the other. Federation Credits aren't entirely canon, they're abstractions of the bartering system the Federation does use, so it would be like "pulling favors, having non-essential parts to trade off, etc.", which a planet might not have. The diplomatic resolution may require you to stem the feud, civil war, etc., that's going on by having a skirmish planet-side, then negotiating the rebel leader.

2). Discover the solution [Science] - With another minigame already quasi-present in the game, attempt to find enough data in the area that will help them with it. Beam planet-side, scan some objects, then in a novel approach, put it together (instead of a bridge officer telling you what's up)--scan five alien mechanisms left behind, each one having 3-5 (depending on the difficulty) factors, all slightly different, then match it up--voila, they now have access to a new medical supply, to repairing their entertainment provisions, etc.

3). Build the solution [Engineering] - As above, instead scan their broken components, put it together. Maybe jig-saw style, or perhaps something like Tubes, I think it is.

4). Strong-arm a solution [Tactical] - Find an enemy transport in the area, warp to it, disable it, and seize the goods--especially if they're stolen (if that solidifies someone's consciousness), otherwise, the transport has escorts and they have to know the score. May tie into a more bloody Diplomatic resolution.

At least 2 of these scenarios should be provided; other options can be used, such as repairing a transport ([Engineering] minigame), plotting a navigation course for the transport through a spacial anomaly ([Science]), or escort ([Tactical])--if one fails, and make failure an option, there are other options to fall back on. It's why "blow 'em up" or "just buy the bloody things" should still exist. Even if the mission lacks a linear progression and possesses multiple-win conditions, the resolution is linear. Get it to work, and you have a framework for non-linear resolutions of existing missions.

The game so far has Commodity missions as a money-sink, which should help regulate the usefulness of the Federation Credit; because they are incredible time-sinks as well, they're commonly viewed as useless. There are players who have the conviction to go through with them, but they are the exception who views the reward as a justification of the effort, but not every player does. (It is good to see, however, that players do dislike "scan five objects", no one wants the reward for free, nor do they want to slave over it).
I like all of this. Great ideas here. I think a lot of us would like to see more things along this vein. As an aside, these commodites would be fun in making a Fleet Colony or Space Station. It would be great if you could have minigames help with solutions in the task forces as well. Like a scientist needs to do X to solve it so the rest of the team can go forward. Maybe the same for engineer and so forth. It kind of fits with what you were saying about the minigames. There's a lot of neat little stuff that could be embedded here. I think they're planning it though, or would like to pull it off given the kinds of questions they've asked in our opinions before. I definitely have high hopes for this game, and there's a lot to like.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
04-25-2010, 01:37 AM
Cryptic added commodities to replicators, so you can complete the mission quickly. But really they just made commodities really trivial.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
04-25-2010, 10:23 AM
I get an aid the planet mission I hit warp! they take up way to much time money inventory space and so on for little return, but they are common. I like doing diplomatic missions starfleet is an exploration and diplomatic entity as well as having some serious weapons, but I do not think this reflected diplomatic missions are rare and exploration is to. Now raid the planet would be better than aid the planet from the Klingon point of view I mean can you imagine doing an orbital bombarment then beaming down to finish them off.
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