Hello -
This is a general gripe about the weird logic employed with exchange and assignments.
First off, might I say - isn't it weird that the first thing a brand new civilization who supposedly has never had first contact before would ask for is certain kinds of provisions or supplies and nothing else to 'solidify' your relationship
For instance, I just had a diplomacy mission where yet again another new planet demand6s 10 medical supplies
A) How would they know what medical supplies even were, let alone could be used successfully and helpfully on their own population?
Isn't that a tad arrogant of a new planet? "Um let's see. We just invented communication with space travelers with much more advanced technology than ours and the first thing we're going to do is place DEMANDS on them?"
Seriously. Who thought this stuff up?
Second, Assignments: I get assignments like "Acquire supply of shapeshifting lockets for intelligence services", or "Reinforce Military Outpost with Jevonite", and the list goes on...
Ok. Sometimes I feel like Borg who are attempting to manage supplies thought this up (nothing against Borg by the way, you're cool)... But let's look at this logically:
A) You're working within a consumer based world where everything costs energy credits.
You get joe blow consumer who puts an assignment in your queue that you follow obediently to a fault, handing over your hard earned credits for the supplies, alleviating joe blow from having to participate in the consumer economy by simply putting an order on the queue thus getting whatever he/she wants for free
What do you get from it? You're 'paying' in time and credits for what? Experience? What's the experience in providing someone something free?
Sometimes I do wonder, is this game created to demonstrate the inner workings of a replicator?
It would be nice to see this game's economy and interactions resemble more closely a realistic economy and interactions. It would certainly make it more interesting.
That's all i am saying.
Comments
I call it, the Stoutes paradox.
If being generous to poor aliens in need does not suit you, join the KDF. The klingons know how to handle mooches and whiners.
But you are not wrong, a LOT of missions lack common sense. I can't tell you how many times I have had to board a ship or fight on the ground, only to blow the ship up *after* killing all the crew on it (instead of adding it to my ship inventory, which is what I WOULD have done). A real captain would just blow the ship up, not beam down to kill the crew first. Same for 3/4 of the ground misisons, a well placed torp or 3 would put an end to the problem, without all the nonsense.
Woah Woah Woah think about what your saying!!!
If you simply beamed a torpedo to their bridge or the ground then you wouldnt be able to do starfleets prime directive.
Send All essential personal to the ground in the middle of the fight and give them the highest chance of personal injury death or capture!
The thought of NOT sending the captain and all senior officers to the ground is UNTHINKABLE!
Okay, let's start by doing away with the absurdity of the Captain ever leaving the ship. Or any other top-level officer. Those personnel are far too important to go on away missions into dangerous areas, that's why ships carry security and hazard personnel trained for such things.
Then we'd better add running your ship from the bridge and interiors, since realistically that would be all your captain and bridge officers ever saw aside from the occasional shore leave.
Yeah, let's leave the "realism" like it is now.
Yeah what this guy says...those missions really need a revamp
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