For me, Mind Games was a good attempt, but fell far short of the revulsion I felt during Divide et Impera. "Revulsion?!" you might ask (go on, I dare ya). Yes, my stomach was churning with disgust through it, though perhaps not quite for the reason Cryptic intended. Yes, I thought it sounded fishy from the start, but I had two admirals telling me to Just Do It, and so (with reservations) I started in.
Divide et Impera was just a bad mission. Why? Because you are supposed to be in full command of you mental faculties and yet, you are unable to do anything. You are not brainwashed. You are just acting like a complete moron. You already know about Undine shapechangers from the incident at P'jem, the Romulans claim that they are doctors and then you find that the station is producing something to unmask Undine. At that point EVERY SINGLE CAPTAIN FROM THE SERIES would have stuck a phaser into Zelles nose and beamed back to perform a few very invasive medical scans. Heck, there were whole episodes written about captains who turned on admirals who broke the law. But no, not you. You are just a stupid moron who can't see the truth if it is shot in his face. How you graduated from Starfleet Academy is a miracle. You are probably a Pakled exchange officer who stole a red uniform to make him go.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
I really liked just how creative the Devs were with this mission.
All the sabotage methods were extremely funny. First there was the fake borg drone. Then there was the fire...after disabling the automatic fire suppression system and hiding the extinguisher. Next was the gas. And probably the funniest was repairing the Borg walker and then watching everyone chase it around while freaking out.
That walker was the one saving grace to the entire mission.. I sincerely want one as a pet..
I love that mission, you start at being captured by the Tal Shiar and being indoctrinated, fighting the indoctrination was fun while at the same time futile and then in phase two I suddenly get the chance to cause chaos and escape, which after the first half of the mission really felt to easy.
Now I wonder myself did my character really escape or was being let go with a loyal to the Tal-Shiar sleeper personality hidden inside him/her, quite a lot more chances of romulan treachery in future missions.
Still I think it is my new favorite mission in STO.
yes but did you see what ship hakeev was on ?? looks so much like NERO'S SHIP
Yeah, I thought it was a good mission; made me feel uneasy and on edge the whole time. Although, I do wish they had a perma-death with shooting your crew member; it would have been more meaningful. And how was Tovan talking to you? I kind of assumed he was voicing your conscience.
The mission really affected my character. I'm had him buy a shuttle and abandon the cause to live as a drunk on Nimbus III for now, scarred from the events of the Tal Shiar infiltration.
I was thoroughly engaged in this mission, but I also had a major gripe in that I felt railroaded.
While I get that the point of the mission is that your character is being brainwashed, there's no actual brainwashing involved (that we can see). I pick up the disruptor and shoot one of my officers... why? Because it's the only button--the only way to progress. Why can't I shoot the Tal Shiar overseer? Or myself? From plot we're given, there's no actual reason why my character would do what the Tal Shiar want.
Same with the instances: what's really stopping me from smashing them on the table? Why would I detonate the thaleron weapon in the terrarium? In all cases, why do anything at all? Because there's only one button.
In all these cases, the character would realistically have other choices, but as a player I don't. The only reason the character and the player press the buttons is because they're the only buttons left, and it ultimately left me unsatisfied.
I can see two ways this might be corrected.
1. Don't trust your eyes!
Tovan had the right idea. Make the player's choices unreliable. Do the buttons really do what they say they do? This piece here--is is a harmless piece of scrap or a thaleron trigger? Am I dismantling the weapon or putting it together? Am I beaming the epohhs away or detonating the bomb? Let the Tal shiar lie to the player, let them trick him/her into doing what they want. Let the player struggle, try to figure out what they can actually do to resist. He have been tortured and operated on by the Tal Shiar, so the whole situation is already of dubious reality. Play it for all it's worth.
2. The Lesser of Two Evils
Have the Tal Shiar make the player choose between what they want you to do and something terrible. "The bomb has been activated. Here's a console with two buttons--one will beam it into a room full of captured children, the other into a terrarium with epohhs. The clock is ticking, subcommander."
Either way, the idea is avoid making the player press the bad button just because there's no other button. Let them really fight, or else make them press the bad button because the alternative is worse.