You and your bridge officers beam into a long corridor in an empty starship. The turbolifts are disabled. All doors are either locked or blocked by a force field. You cannot beam back to your ship as the transporters are mysteriously jammed. What will you do?
Your input here will shape my next foundry mission.
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Um, shuttles, anyone? Did you forget that Starfleet ships have them again?
I call my ship, tell them to locate an airlock or even a viewport they can blast a hole into, then go there and get picked up.
— Sabaton, "Great War"
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That's assuming you can't phaser it for some reason.
Well Forcefields need power to function, I'd attempt Locate and overload a local EPS conduit junction, then take cover behind my BOFFs handy cover shield generator.
If all goes to plan that should open up the forcefields.
If it fails, ask my engineering BOFF for more ideas
-Calling my ship, ask them if they can help. So they can try to see if there is anyone alive to contact, find the place where the shield generator is located to destroy it by beaming a bomb, find where the shield control room is located to send another (read redshirt) team, find the place where the transporter jammer is located to destroy it/deactivate it...
-Using my phaser, cut a hole in the wall to reach another corridor (where hopefully I can find a working turbolift/I can be beamed)
-See if I can make the turbolift work again (I always have an engineer boff with me, even if I am engi myself).
This is something I had considered. Guess I'll just have to risk the one star ratings
Force fields sound easier to deal with than a locked door (see where 25th-century technology gets you?). So I'd locate its power supply behind the wall (you can do it with a gadget from the hardware shop, surely you can do it with a tricorder?
Isthisscience's gravity idea is brilliant and should definitely come in somewhere - not first, though, because first you need a side passage to take cover in. Maybe after you've dealt with the force field, you use that to break through the locked door?
The first place I'd want to go after that (other players may think differently; a good place to leave options open, if possible) is the shuttle bay, with a view to being able to get outta here if things prove to be as nasty as they look. NOT the transporter room. Maybe I'm a Luddite, but... the communications are jammed, the turbolifts are dead and nobody is to be seen. Is it really a good idea to jump blithely into the transporter? Come to think of it, plot twist!
Okay, find the power supply, shut it down, then call the shuttle and get picked up.
I'm the guy who wrote a Starfleet master chief solving a holodeck malfunction plot in two seconds by unplugging the stupid thing, okay?
— Sabaton, "Great War"
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— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
My character Tsin'xing
Oh - I agree, Jefferies tubes should definitely come in somewhere, if you can find a way of doing it in the Foundry that's at all fun. Could at least make the player climb up the ladder to one (a really small reach marker high on the wall would do it). The ladder is climbable, I've just tried one in Bazag's "Mind Games".
Draw straws to determine who gets eaten first?
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Assuming you are not surrounded by force fields (the entire walls, floor and ceiling of the corridor) simply cut out a panel next to one of the doors to access the circuitry to manually open the doors. That was a solution in one of the TOS episode when a crewman sealed the door to engineering.
Or access the power grid to deactivate or cause an overload causing damage several systems, minor explosion and energy discharge... probably not a good idea.
Click the transport icon to abandon the mission.
I can think of one way. Use Dialog Prompt Reached or Component Complete to make some enemy groups reskinned as objects visible.
— Sabaton, "Great War"
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