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What will you do?

intrinsicalintrinsical Member Posts: 208 Arc User
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. :p
Post edited by Unknown User on

Comments

  • carter60carter60 Member Posts: 194 Arc User
    edited April 2014
    i would blow up the doors to the corridors and turbolift and then try to reroute power to the turbolift and get to engineering or the transporter room or the bridge
  • z3ndor99z3ndor99 Member Posts: 1,391 Arc User
    edited April 2014
    I would search the corridor for any sign of a fight, failing no evidence of a struggle I would locate a *Jefferies tube, try to locate a plasma distribution relay supplying power to the forcefield around said *Jefferies tube, disable it then use the tube to access the network of decks.
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited April 2014
    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. :p

    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.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • isthisscienceisthisscience Member Posts: 863 Arc User
    edited April 2014
    Jefferies tube. Though we can't crawl through them in STO and is perhaps a little easy. If you want something interesting, lets say there are some crates at one end of the long corridor and a big door at the other end. If you can isolate yourself in a side passage I'd alter the gravity plating along the corridor so it is on its side - the crates whizz down the corridor and smash open the door.

    That's assuming you can't phaser it for some reason.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited April 2014
    Definitly take the jefferies tubes.
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited April 2014
    For a more volatile solution

    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
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  • erei1erei1 Member Posts: 4,081 Arc User
    edited April 2014
    Difficult to say like that, but basically I'd choose between :

    -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).
    [SIGPIC][/SIGPIC]
  • thay8472thay8472 Member Posts: 6,239 Arc User
    edited April 2014
    complain that the map is broke, then log out. ;)
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • intrinsicalintrinsical Member Posts: 208 Arc User
    edited April 2014
    I should have mentioned that comms to your ship has been jammed as well, so there's no shuttle, no external help.
    thay8472 wrote: »
    complain that the map is broke, then log out. ;)

    This is something I had considered. Guess I'll just have to risk the one star ratings :)
  • wombat140wombat140 Member Posts: 971 Arc User
    edited April 2014
    If you have the BOffs gasp a bit about being trapped, that should tip all but the daftest players off that you're being intentionally baffling :)

    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? ;) ), then unscrew the panelling and cut it off - or if that fails, hack through it with a phaser and dive for cover.

    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!
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited April 2014
    I should have mentioned that comms to your ship has been jammed as well, so there's no shuttle, no external help.

    Okay, find the power supply, shut it down, then call the shuttle and get picked up. :D

    I'm the guy who wrote a Starfleet master chief solving a holodeck malfunction plot in two seconds by unplugging the stupid thing, okay?
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited April 2014
    The other problem with the scenario is that it relies on your crew having no initiative. I know Eleya's crew would start investigating a loss of contact with her immediately, and plan B after they can't get through to her or get a transporter lock is sending a heavily armed assault unit over in a shuttle.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    Hmm... For a telekinetic character they could go and start cracking circuit boards with their TK.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • wombat140wombat140 Member Posts: 971 Arc User
    edited April 2014
    This would be great, and shows why it would be fun to have a feature in the Foundry that could check for some characteristic of the player/away team (race, gender, career, skill) before displaying an option. (I have a telekinetic BOff). I used to have fun with such triggers in RuneSword, which allows you to put snippets of custom-made code into nearly anything. But since we're talking about the Foundry and it can't do that, back on track, I suppose.

    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".
  • wombat140wombat140 Member Posts: 971 Arc User
    edited April 2014
    Just run across this thread - apparently, you sort of can do Jefferies tubes. I really like anything like that myself - normally, getting from one point to the next in the game is exactly the same, so anything that makes a break in that sameness does wonders for the immersion.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    Ummm...

    Draw straws to determine who gets eaten first?


    ========================================

    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.
  • wombat140wombat140 Member Posts: 971 Arc User
    edited April 2014
    That's a good idea actually, multiple options some of which explode and some don't. Can you make an interact set off a damage-dealing environmental effect?
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited April 2014
    wombat140 wrote: »
    That's a good idea actually, multiple options some of which explode and some don't. Can you make an interact set off a damage-dealing environmental effect?

    I can think of one way. Use Dialog Prompt Reached or Component Complete to make some enemy groups reskinned as objects visible.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
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