When the body of a honoured Captain's granddaughter washes up on shore dead, Starfleet orders you to find the killer and bring justice.
The problem is that the colony of Twin Pikes is very secluded and everyone has a secret to keep.
This is probably my best RP mission yet. I loosely based the intro of the mission on one of my favorite shows, Twin Peaks, and it follows similar styles with the show as well.
You will not be guided along the story as much as other missions. You will have to talk with the locals, picking out clues, and following up on the leads to get through the story.
I hope you all like it. FEEDBACK would be awesome from those who liked and didn't like. I use the feedback to make the mission better.
There is combat and it is tough at parts, but it still focusses on Story more than anything.
If you like this mission, feel free to try my other ones. They all focus primarily on telling stories first and foremost.
Cool. I'll login to Tribble to test it as I'm very interested in creating distinctive visuals and alternate playstyles..
Do me a favor and check out "No Peace More Action". I think a lot of folks are busy or done testing The Foundry, which is a shame because it took me awhile to get together the time and gumption to properly put my mission together. (When I did it took less than 24 hours and then a quick bug fixing session.)
It strikes me as weird going from sector space directly to the ground.
There's another emote you can use for Lira Paul that doesn't have her twitching.
BGack to back combat feels excessive but that's just me.
It's "Latinum", not "Latnum".
The transition to the school felt abrupt to me. I'm not crazy about the amount of moving we have to do between leads and then how some fairly standard types of movement like orbiting a planet or approaching a door get skipped.
The part where we find the ship inside the comet can be tricky because if the player loops around, they'll wind up lost. I'd suggest centering a large waypoint on the vessel so that it's impossible to find it without triggering the encounter that comes first. I'm iffy on fighting imaginary ships but whatever...
Now... One thing I love is how you lie to the player but do it in moderation. Like the objective that tells us to speak to people and then gets triggered when we hit a waypoint. Or how you tell us to speak to people but don't tell us who to speak to.
I enjoyed the basic plot immensely. The Twin Peaks inspiration is evident without it being derivative. I like the basic high concept although I'd rather see Tkon or something else used in place of the ancient alien race whose tech you did use, simply because Cryptic may have conflicting plans for them.
Some nice dialogue. Some nice intrigue. Nice creative use of mechanics. I gave it 4 stars.. Very solid effort. It's going to take a lot to get that fifth star out of me but the mission you did create was very playable and a lot of fun. Thanks for sharing.
-Fixed some spelling
-Added another map
-Added another 12 talkable contacts
-Tweaked combat. If you like it hard, (increase slider).
-Generally looked into things that reviewer mentioned
Again, anyone that plays, review it please. Thats how I make the missions better!
Comments
Do me a favor and check out "No Peace More Action". I think a lot of folks are busy or done testing The Foundry, which is a shame because it took me awhile to get together the time and gumption to properly put my mission together. (When I did it took less than 24 hours and then a quick bug fixing session.)
I'll get back to you with feedback.
It strikes me as weird going from sector space directly to the ground.
There's another emote you can use for Lira Paul that doesn't have her twitching.
BGack to back combat feels excessive but that's just me.
It's "Latinum", not "Latnum".
The transition to the school felt abrupt to me. I'm not crazy about the amount of moving we have to do between leads and then how some fairly standard types of movement like orbiting a planet or approaching a door get skipped.
The part where we find the ship inside the comet can be tricky because if the player loops around, they'll wind up lost. I'd suggest centering a large waypoint on the vessel so that it's impossible to find it without triggering the encounter that comes first. I'm iffy on fighting imaginary ships but whatever...
Now... One thing I love is how you lie to the player but do it in moderation. Like the objective that tells us to speak to people and then gets triggered when we hit a waypoint. Or how you tell us to speak to people but don't tell us who to speak to.
I enjoyed the basic plot immensely. The Twin Peaks inspiration is evident without it being derivative. I like the basic high concept although I'd rather see Tkon or something else used in place of the ancient alien race whose tech you did use, simply because Cryptic may have conflicting plans for them.
Some nice dialogue. Some nice intrigue. Nice creative use of mechanics. I gave it 4 stars.. Very solid effort. It's going to take a lot to get that fifth star out of me but the mission you did create was very playable and a lot of fun. Thanks for sharing.
I'm definitely going to go through your suggestions. They were exactly the stuff I was looking for!
And I'll play your mission sometime today (Once I can get some free time outside of being a dad).
Thanks again.
-Fixed some spelling
-Added another map
-Added another 12 talkable contacts
-Tweaked combat. If you like it hard, (increase slider).
-Generally looked into things that reviewer mentioned
Again, anyone that plays, review it please. Thats how I make the missions better!
Thanks in advance.
Your mission intrigues....
The story will have the same feel as the show, though it's still very much Trek and unique in its own right.
Can you figure out who the killer is before it's revealed?