Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
I'm a big fan of the multi-layered quest structures in games like Everquest II or even Mass Effect, specifically questlines tailored to your character.
Using the Player Captain as personnel for select Duty Officer Assignments:
Take time to write the families of lost duty officers (no reward but failure to do so might cause morale to decrease and penalties to success to occur).
Leave Assignment (despite being a time of war, there's a rotation of captain back to the rear for administrative purposes--and to relax. Think leave on Risa--like Picard in TNG.)
Signature Assignments:
(all these are based on traits surrounding you Captain or BOffs)
Character Background: Traits from selection play role into assignments. 2-3 assignments per trait--exploring how the character develops that trait through their career.
Career Track: a branching development track with a dozen or so assignments. each "branch" focuses on a few specialties within your career--such as being a doctor rahter than a physicist, a security officer rather than MACO, a maintenance officer versus a fabrication officer. Completing a particular path through your player's career would be rewarding--thought it'd be exponentially harder for each successive career track to max. This would encourage players to focus on a particular field of interest and be really good at those roles.
Rank: rank up should have a few assignments to complete--as well as chances for mishaps. Duty Officers may ask for reassignment--which you may grant for a rarer DOFF or deny in order to keep the expertise they've developed (i.e. they rank up).
I would honestly love to have an Investigate Dyson Sphere assignment.
EDIT:
Just thought of another one.
Investigate Artificial Lifeform - To where you can build an Android BOff.
Combine these two, please. It would be fun as long as the Doff reported progress at each step. Build up the excitement of what the Android schematic means.
More things related to the classic episodic or movie things.
For example a doff assignment that requires a vulcan officer to visit the forge on vulcan. Crit success rewards a sehlat pet.
A similar one for klingons, perhaps to the Ketha lowlands and crit awards a targ pet.
Much of what i want from the doff system is related to crafting and not possible with the current system.
Though crit successes awarding schematics that can be used to create new consumables such as special hypos or shield batteries that cause an energy feedback through your shield and buff weapon damage while taking energy damage or something.
One question to assist with this brainstorming...will the tech be there so that the presence of certain traits in your doff pool allow access to certain objects or information?
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Manipulate Primitives: As a throwback to the TOS style Klingons, that helped one faction in the primitive socieity to get better weaponry and conquer the world. Critical Failure is something like a Starfleet Captain ruining it all.
Morally questionable ones. Ones where we're probably (if not definitely) sending our DOFF(s) to their deaths (even if the mission is successful), but it's for a great cause like a key piece of intelligence or saving a life/ship (or shinies!). A bit like Spock's sacrifice in Wrath of Khan, Sito's death in Lower Decks, or Data's death in Nemesis. Ones where you have to take it on yourself to decide whether a single life is more important than another, several, or many.
Or even ones where we must kill innocents to protect the greater good; maybe there's some amazing slipstream technology that would allow the Borg to just appear at Earth/Q'onos without warning, on a research station that they're attacking to get the tech., and theonly way to stop the Borg from getting it is to destroy the station and all on it.
I want one that would reward DOffs from the other faction so my fed could use an Orion as my bar tender in 10 forward or as a ship counselor or something.
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Shore Leave.
A completely random assignment anyone can do and nobody gets special bonuses or anything. Have a big chance for critical successes and critical failures. Maybe your crew stumbles upon an intergalactic weapons smuggling ring and brings back a really great weapon to use. Maybe they meet a lifemate and bring a new Bridge/Duty Officer back. Or, maybe they get their brain melted by some crazy telepathic psychopath or kidnapped by Ferengi organ traders.
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Honestly, I'd like to see some that unlock new mission strings as rewards, nothing flashy, just perhaps a 'The away team discovered an unusual energy reading that warrants further investigation' and use some simple missions as rewards.
Much of what i want from the doff system is related to crafting and not possible with the current system.
One question to assist with this brainstorming...will the tech be there so that the presence of certain traits in your doff pool allow access to certain objects or information?
Depends what you are expecting for crafting... The assignment system can, actually, mostly mimic anything done in the crafting system, though I have some restrictions on what I can do as a matter of policy.
As for the second question, It is possible to require a trait (one single trait) as a requirement of doing an assignment. It is not really possible at the moment to make it so that if you have Trait A you get Reward X, where if you have Trait B you get Reward Y.
I'd like to see some things in the duty officer pick up things that aren't normally dropped. Like seriously. Every single weapon type except for Anti proton drops for me and I'm not counting the STF's. I'd love for a whole slew of Antiproton drops to happen maybe through victory in the Duty Officer system.
Antiproton assault minigun Mk XII [CritD]x3 plz? lol
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
One where your engineering staff beams aboard a disabled Terran Empire ship to 'investigate' the strange warp nacelles. A success would be them making it out just before it blew up ('I told you to not touch that button'), a critical success would give a hint of explaination why the terran nacelles remind me of the dominion so much. Failure could be anything from being repelled by remaining terrans on the ship to the team not making it out before the ship explodes.
Unlocking individual off faction costume pieces from the range the other faction characters we have also have access too.
Aka the free ones and the ones we bought.
Maybe from infiltration or undercover type missions
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Something simple like assisting another ship in emergency. Lets say for example that Starfleet cruiser have suffered critical damage during battle and needs help for emergency repairs. Another would be for example civilian vessel have had somekind of accident onboard and is unable deal with it alone. In both cases there may or may not be need for medical assistance too. These could be both science (medical) and engineering (maintenance/repair) assignments.
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
feds, i guess the one i would like is espionage. high risk, high rewards. perhaps it could tie into section 31. the more espionage you do attracts 31's attention and they start giving you more and more interesting assignments.
maybe for klingons having your warriors go to a bat'leth tournament or to a right of ascension chamber to earn their honour?
feds, i guess the one i would like is espionage. high risk, high rewards. perhaps it could tie into section 31. the more espionage you do attracts 31's attention and they start giving you more and more interesting assignments.
maybe for klingons having your warriors go to a bat'leth tournament or to a right of ascension chamber to earn their honour?
As long as Section 31 is not the default "servive" for all kinds of espionage. Section 31 is not an officially recognized part of Starfleet. Espionage falls usually into the realm of Starfleet Intelligence. But there are limits to what Starfleet Intelligence would do, and Section 31 would go beyond those. But still, it doesn't sound like a Duty Officer assignment, more like something a Bridge Officer or the Captain himself would do.
As long as Section 31 is not the default "servive" for all kinds of espionage. Section 31 is not an officially recognized part of Starfleet. Espionage falls usually into the realm of Starfleet Intelligence. But there are limits to what Starfleet Intelligence would do, and Section 31 would go beyond those. But still, it doesn't sound like a Duty Officer assignment, more like something a Bridge Officer or the Captain himself would do.
fair point. it should be extra on top of starfleet intelligence and not the default organisation.
as for the crew doing it, i guess you could order them without telling them they are working for 31.
if they do it with 31 some of the tasks should be questionable when it comes to ethics. forcing players to decide if thats something that they actually want to do or not. (perhaps one for those who like rp and immersion).
"Develop new, advanced hologram AI for Vulcan Love Slave."
Success would yield a [Fragmented AI Code].
Combining ten Fragmented codes, or getting a Critical Success, would yield [Partial AI Code].
Combine ten AI codes in a [Love Slave Schematic].
Take this to Memory Alpha and claim your unique Vulcan Love Slave HoloBOff (basically a Vulcan that can wear Orion outfits and has "Seduce" as a required trait)
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Not so much an assignment but a feel. I'd like for there to be some Duty Officer Missions with an after action report that sounds SO awesome that you end up wishing you would have been able to go on that mission, if only to see the look on the Admiral's face.
I'd like to see a 'shore leave' or 'captain's day' or something similar type assignment (obviously not us Captains, but moving on). The chances of successes or failures could be, for example, chance to come back refreshed, chance to be captured, lost, perish, or even brainwashed and turn into an assassin. That last one might be hard to do (poor Geordi :P) but there are some other episodes that highlight that they went on 'vacation' and were ok, or crash landed, or kidnapped, or just a shuttle/transporter accident.
I'd really be interested in something along those lines.
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Well... Seeing as how likenesses don't come into play or create any issues, I have to say I'd like an assignment to check up on Picard. I dunno. I just feel like something should be up with him in terms of the game's lore. He's ex-Borg. He reawakened the Iconians, after a fashion. He's got an interesting neurological condition.
I could see delivering his meds being something that might get delegated to a junior officer... and then something might go wrong.
In fact, if the lack of an Enterprise-E and Sela's disappearance are an indicator that certain key figures are disappearing, go ahead and litter around Duty Officer missions where we check up on the important people and find out who's still around and who's been abducted.
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
"Construct an experimental beam turret" is what i would like to see, in case, if this would not require too much effort in adjustment of game mechanics.
I want missions where you can get in trouble with Starfleet Command. The kind of mission where you know it might be against regulations, but you feel that it's the right thing to do.
You could send an operative or a small team to do something that risks violating the Prime Directive, but you're doing it because that planet is doing something so dangerous it could put their entire system in danger - a system with other inhabited planets on it. Great success means everything goes well and your bosses don't even know you broke the rules, success means you might get in a little trouble (is it possible to LOSE starfleet merits?) but you still achieve your goals, failure means you get in a little trouble and don't achieve your goals, either, and critical failure leads to your crew members being court marshalled and kicked out of starfleet, or even imprisoned... either way, you lose them, just as when they normally die.
Or, it could be a mission where you're directly fighting against Starfleet Command. There's an Admiral conducting a court marshall on an old acquaintance of yours that you respect, and you have reason to believe the Admiral may be corrupt. So, you assign a team to subtly investigate the Admiral. If you do well, you may uncover something about him and prove your friend's innocence, but if you do poorly your team could be caught and, again, get kicked out of starfleet, resulting in a loss of duty officers.
Maybe there's a risky technology that Starfleet has banned the development of, but a scientist contacts you telling of a miraculous breakthrough that could be of great benefit to the entire Federation. Or, perhaps, there's a ship of non-Federation citizens adrift in enemy territory, and Starfleet has given out orders not to interfere, not to offer them help. You can try to help them out without being caught, by either the opposite faction or your superiors.
All of these missions would have to be very optional, of course. Some players wouldn't want to do anything that's not "by the books". But I think that's how it should be - every mission should be polarizing, every mission should be one where many players would say "No, I don't think I agree with doing a mission like that." That's how you can tell they're meaningful choices.
Perhaps the best option would be to always allow for two options: one lawful option, and one "make your own law" one, Kirk style. For instance, in the mission where you're helping out a stranded ship in Klingon/Cardassian/Romulan space, you could either choose to just make a run for it and hope for the best, or you could send a diplomatic team to formally request that the enemy helps out the stranded ship. In the example of the scientist who has made a breakthrough in banned technology, you could send a team to escort him to a Starbase where other higher-ups will decide what to do with him. In those cases, the "by-the-book" option would perhaps be the safer route to take. It would have a higher chance of success, but lower rewards.
One other thing. Is it possible for players to "lose" merits? Starfleet demerits, so to speak? That could be an interesting twist to tie into these kinds of missions. Heck, it could be something to add to the whole system, something that could happen as a result of a critical failure in any mission.
Here's a question for all of you: If there was one kind of assignment that you would like to see in the game, what would it be?
Sending out a Security Officer to arrest a criminal on some Planet.
Trait A will give reward X, Race F will give Reward Y, Trait B will end in a Disaster, Race G will lead to failure (suspect escapes).
Counselor has to free Crewman X from Transporterphobia. <-- My absolute Favorite
Sci Officer assists in a Archaeological Digging Site
Send a Crewman from Department X to the Academy, to teach the next generation in X
Race A has % chance for Rare or very rare Doff, Trait B ends in Disaster (students hate him and he leaves Starfleet, KDF)
Crewman common goes to some Starbase to do some studying
chance of A% he comes back Uncomon, B% Rare, C% for very rare, D% nothing changes, E% additional Trait gained
Class of the Academy is on your Ship assign a Doff to them so than can get some practical experience
Chance for a Student joining your Crew, disaster would be no Class wants to get experience on your Ship.
Civilian Crewman visits an outpost of someone
Chance for Item (common, green, blue or Purple)
Depends what you are expecting for crafting... The assignment system can, actually, mostly mimic anything done in the crafting system, though I have some restrictions on what I can do as a matter of policy.
As for the second question, It is possible to require a trait (one single trait) as a requirement of doing an assignment. It is not really possible at the moment to make it so that if you have Trait A you get Reward X, where if you have Trait B you get Reward Y.
Well, part of my statement was meant to indicate my desire for much more depth and detail to be involved in crafting.
But I would like something such as a mundane "Provide Catering Services for Diplomatic Function" - "The Quarterly Diplomatic Conference on Morgana VII is close to beginning and the Federation Council is requesting culinary professionals who have experience in Xeno-cuisine, typically those most suited for this function can be found in the mess halls of Starfleet ships."
"Provide Grief Counseling" - "The loss of a crewmate in battle can be a terrible thing. Your counselor has opened their door to anyone needing their services" requires one "Counselor" and one crew member bonuses for telepathy/empathy. This could be unlocked by any mission having a disaster result which results in a crew death or the mission below.
"Covert Ops - Romulus" Send one of your crewmen on a deep cover mission. Their death must be faked in order to provide total secrecy. After that they will be genetically and physically altered to appear Romulan. This assignment will result in the loss of any DOFF used in it. Critical Success will result in the recruiting of a Romulan BOFF who was smuggled out of their space by your operative.
"Acquire upgrade schematics" - An Engineering conference on Earth offers the opportunity for your staff to mingle and share ideas with other Starfleet and alien races. In my dream world this would result in getting access to new types of buffs for certain items. Such as craft Combat Engine Mk XI with a buff to Shield Capacity instead of just the traditional power level buffs. But since the current craft system isn't as freeform as Champions Online it would have to open schematics to different items that are preset Maybe "Combat Engines Mk XI [AUX] [PLA] [TURN] or some such combos if they're possible.
With any crafting items created for the DOFF system I'd love to see them require resources from a variety of levels not just Green samples at X level and Teal at Y but perhaps a VA schematic that requires Samples from two or three different tiers as well as various rare particles. Maybe just requiring MORE from the higher tiers...
fair point. it should be extra on top of starfleet intelligence and not the default organisation.
as for the crew doing it, i guess you could order them without telling them they are working for 31.
if they do it with 31 some of the tasks should be questionable when it comes to ethics. forcing players to decide if thats something that they actually want to do or not. (perhaps one for those who like rp and immersion).
I don't think Section 31 ones would work unless you don't find out they're S-31 til it's over or if it unlocks a mission or dialog after it's through. S-31 isn't big on asking for help, they'll just manipulate you into sending help and they don't always look for people with Espionage experience in the practical sense.
"Develop new, advanced hologram AI for Vulcan Love Slave."
Success would yield a [Fragmented AI Code].
Combining ten Fragmented codes, or getting a Critical Success, would yield [Partial AI Code].
Combine ten AI codes in a [Love Slave Schematic].
Take this to Memory Alpha and claim your unique Vulcan Love Slave HoloBOff (basically a Vulcan that can wear Orion outfits and has "Seduce" as a required trait)
Something regarding Omega Particle would be cool, though I think I'd be better as an actual mission... Maybe a DOff mission regarding Omega Particle could collect some kind of Omega Particle Reward, which could lead so some cool new equipment (similar system to Vulcan Love Slave above). Really, I would love anything that involves doing the mission, collecting items, and using those items to make stuff with the crafting system (ie the Delta Flyer system)
Comments
Haha... would be funny to see a Prof Farnsworth npc needing help with a package delivery.
I'm a big fan of the multi-layered quest structures in games like Everquest II or even Mass Effect, specifically questlines tailored to your character.
Using the Player Captain as personnel for select Duty Officer Assignments:
- Take time to write the families of lost duty officers (no reward but failure to do so might cause morale to decrease and penalties to success to occur).
- Leave Assignment (despite being a time of war, there's a rotation of captain back to the rear for administrative purposes--and to relax. Think leave on Risa--like Picard in TNG.)
Signature Assignments:(all these are based on traits surrounding you Captain or BOffs)
Combine these two, please. It would be fun as long as the Doff reported progress at each step. Build up the excitement of what the Android schematic means.
For example a doff assignment that requires a vulcan officer to visit the forge on vulcan. Crit success rewards a sehlat pet.
A similar one for klingons, perhaps to the Ketha lowlands and crit awards a targ pet.
Much of what i want from the doff system is related to crafting and not possible with the current system.
Though crit successes awarding schematics that can be used to create new consumables such as special hypos or shield batteries that cause an energy feedback through your shield and buff weapon damage while taking energy damage or something.
One question to assist with this brainstorming...will the tech be there so that the presence of certain traits in your doff pool allow access to certain objects or information?
Manipulate Primitives: As a throwback to the TOS style Klingons, that helped one faction in the primitive socieity to get better weaponry and conquer the world. Critical Failure is something like a Starfleet Captain ruining it all.
Diplomatic assignments. Putting out brushfires, as Picard calls it in ST:Insurrection
The Needs of the Many
Shore Leave.
A completely random assignment anyone can do and nobody gets special bonuses or anything. Have a big chance for critical successes and critical failures. Maybe your crew stumbles upon an intergalactic weapons smuggling ring and brings back a really great weapon to use. Maybe they meet a lifemate and bring a new Bridge/Duty Officer back. Or, maybe they get their brain melted by some crazy telepathic psychopath or kidnapped by Ferengi organ traders.
Honestly, I'd like to see some that unlock new mission strings as rewards, nothing flashy, just perhaps a 'The away team discovered an unusual energy reading that warrants further investigation' and use some simple missions as rewards.
Lonewolf type missions/assignments where someone must be either killed or kidnapped, or to seize an object or technology.
Depends what you are expecting for crafting... The assignment system can, actually, mostly mimic anything done in the crafting system, though I have some restrictions on what I can do as a matter of policy.
As for the second question, It is possible to require a trait (one single trait) as a requirement of doing an assignment. It is not really possible at the moment to make it so that if you have Trait A you get Reward X, where if you have Trait B you get Reward Y.
Antiproton assault minigun Mk XII [CritD]x3 plz? lol
One where your engineering staff beams aboard a disabled Terran Empire ship to 'investigate' the strange warp nacelles. A success would be them making it out just before it blew up ('I told you to not touch that button'), a critical success would give a hint of explaination why the terran nacelles remind me of the dominion so much. Failure could be anything from being repelled by remaining terrans on the ship to the team not making it out before the ship explodes.
Unlocking individual off faction costume pieces from the range the other faction characters we have also have access too.
Aka the free ones and the ones we bought.
Maybe from infiltration or undercover type missions
KDF tactical DOFFs having to suppress an indigenous uprising on a conquered planet.
feds, i guess the one i would like is espionage. high risk, high rewards. perhaps it could tie into section 31. the more espionage you do attracts 31's attention and they start giving you more and more interesting assignments.
maybe for klingons having your warriors go to a bat'leth tournament or to a right of ascension chamber to earn their honour?
fair point. it should be extra on top of starfleet intelligence and not the default organisation.
as for the crew doing it, i guess you could order them without telling them they are working for 31.
if they do it with 31 some of the tasks should be questionable when it comes to ethics. forcing players to decide if thats something that they actually want to do or not. (perhaps one for those who like rp and immersion).
I like the way you think :cool:
Not so much an assignment but a feel. I'd like for there to be some Duty Officer Missions with an after action report that sounds SO awesome that you end up wishing you would have been able to go on that mission, if only to see the look on the Admiral's face.
I'd really be interested in something along those lines.
Well... Seeing as how likenesses don't come into play or create any issues, I have to say I'd like an assignment to check up on Picard. I dunno. I just feel like something should be up with him in terms of the game's lore. He's ex-Borg. He reawakened the Iconians, after a fashion. He's got an interesting neurological condition.
I could see delivering his meds being something that might get delegated to a junior officer... and then something might go wrong.
In fact, if the lack of an Enterprise-E and Sela's disappearance are an indicator that certain key figures are disappearing, go ahead and litter around Duty Officer missions where we check up on the important people and find out who's still around and who's been abducted.
You could send an operative or a small team to do something that risks violating the Prime Directive, but you're doing it because that planet is doing something so dangerous it could put their entire system in danger - a system with other inhabited planets on it. Great success means everything goes well and your bosses don't even know you broke the rules, success means you might get in a little trouble (is it possible to LOSE starfleet merits?) but you still achieve your goals, failure means you get in a little trouble and don't achieve your goals, either, and critical failure leads to your crew members being court marshalled and kicked out of starfleet, or even imprisoned... either way, you lose them, just as when they normally die.
Or, it could be a mission where you're directly fighting against Starfleet Command. There's an Admiral conducting a court marshall on an old acquaintance of yours that you respect, and you have reason to believe the Admiral may be corrupt. So, you assign a team to subtly investigate the Admiral. If you do well, you may uncover something about him and prove your friend's innocence, but if you do poorly your team could be caught and, again, get kicked out of starfleet, resulting in a loss of duty officers.
Maybe there's a risky technology that Starfleet has banned the development of, but a scientist contacts you telling of a miraculous breakthrough that could be of great benefit to the entire Federation. Or, perhaps, there's a ship of non-Federation citizens adrift in enemy territory, and Starfleet has given out orders not to interfere, not to offer them help. You can try to help them out without being caught, by either the opposite faction or your superiors.
All of these missions would have to be very optional, of course. Some players wouldn't want to do anything that's not "by the books". But I think that's how it should be - every mission should be polarizing, every mission should be one where many players would say "No, I don't think I agree with doing a mission like that." That's how you can tell they're meaningful choices.
Perhaps the best option would be to always allow for two options: one lawful option, and one "make your own law" one, Kirk style. For instance, in the mission where you're helping out a stranded ship in Klingon/Cardassian/Romulan space, you could either choose to just make a run for it and hope for the best, or you could send a diplomatic team to formally request that the enemy helps out the stranded ship. In the example of the scientist who has made a breakthrough in banned technology, you could send a team to escort him to a Starbase where other higher-ups will decide what to do with him. In those cases, the "by-the-book" option would perhaps be the safer route to take. It would have a higher chance of success, but lower rewards.
One other thing. Is it possible for players to "lose" merits? Starfleet demerits, so to speak? That could be an interesting twist to tie into these kinds of missions. Heck, it could be something to add to the whole system, something that could happen as a result of a critical failure in any mission.
Sending out a Security Officer to arrest a criminal on some Planet.
Trait A will give reward X, Race F will give Reward Y, Trait B will end in a Disaster, Race G will lead to failure (suspect escapes).
Counselor has to free Crewman X from Transporterphobia. <-- My absolute Favorite
Sci Officer assists in a Archaeological Digging Site
Send a Crewman from Department X to the Academy, to teach the next generation in X
Race A has % chance for Rare or very rare Doff, Trait B ends in Disaster (students hate him and he leaves Starfleet, KDF)
Crewman common goes to some Starbase to do some studying
chance of A% he comes back Uncomon, B% Rare, C% for very rare, D% nothing changes, E% additional Trait gained
Class of the Academy is on your Ship assign a Doff to them so than can get some practical experience
Chance for a Student joining your Crew, disaster would be no Class wants to get experience on your Ship.
Civilian Crewman visits an outpost of someone
Chance for Item (common, green, blue or Purple)
Well, part of my statement was meant to indicate my desire for much more depth and detail to be involved in crafting.
But I would like something such as a mundane "Provide Catering Services for Diplomatic Function" - "The Quarterly Diplomatic Conference on Morgana VII is close to beginning and the Federation Council is requesting culinary professionals who have experience in Xeno-cuisine, typically those most suited for this function can be found in the mess halls of Starfleet ships."
"Provide Grief Counseling" - "The loss of a crewmate in battle can be a terrible thing. Your counselor has opened their door to anyone needing their services" requires one "Counselor" and one crew member bonuses for telepathy/empathy. This could be unlocked by any mission having a disaster result which results in a crew death or the mission below.
"Covert Ops - Romulus" Send one of your crewmen on a deep cover mission. Their death must be faked in order to provide total secrecy. After that they will be genetically and physically altered to appear Romulan. This assignment will result in the loss of any DOFF used in it. Critical Success will result in the recruiting of a Romulan BOFF who was smuggled out of their space by your operative.
"Acquire upgrade schematics" - An Engineering conference on Earth offers the opportunity for your staff to mingle and share ideas with other Starfleet and alien races. In my dream world this would result in getting access to new types of buffs for certain items. Such as craft Combat Engine Mk XI with a buff to Shield Capacity instead of just the traditional power level buffs. But since the current craft system isn't as freeform as Champions Online it would have to open schematics to different items that are preset Maybe "Combat Engines Mk XI [AUX] [PLA] [TURN] or some such combos if they're possible.
With any crafting items created for the DOFF system I'd love to see them require resources from a variety of levels not just Green samples at X level and Teal at Y but perhaps a VA schematic that requires Samples from two or three different tiers as well as various rare particles. Maybe just requiring MORE from the higher tiers...
I don't think Section 31 ones would work unless you don't find out they're S-31 til it's over or if it unlocks a mission or dialog after it's through. S-31 isn't big on asking for help, they'll just manipulate you into sending help and they don't always look for people with Espionage experience in the practical sense.
Best one I've seen so far
Something regarding Omega Particle would be cool, though I think I'd be better as an actual mission... Maybe a DOff mission regarding Omega Particle could collect some kind of Omega Particle Reward, which could lead so some cool new equipment (similar system to Vulcan Love Slave above). Really, I would love anything that involves doing the mission, collecting items, and using those items to make stuff with the crafting system (ie the Delta Flyer system)