I've been working on-and-off on a mission for about the last eighteen months, and I finally got it to a point where I'm pretty satisfied, so I'm looking for other opinions.
The mission is called Tylysus Crisis, and it's for FED players at level 31 and above.
This is a non-combat mission with lots of dialogue and possibly a complicated story. It's set in the year 2165 in an alternate reality, and instead of a transition or time travel involved, for now, it's seen through the eyes of a resident of that alternate timeline. This resident is a human, and so the mission assumes your character is also human (sorry if this bothers you). I'm working right now on a sequel, as I didn't feel I could fit the entire story from my head into a reasonable time for a mission. I was also planning to make corresponding missions with the same basic events happening, but told from different perspectives (a different perspective for the major species). Some background knowledge from Enterprise might be helpful, but not necessary.
I welcome any feedback or criticisms you have, so thanks in advance if you play and comment!
I'll add it to my list of missions to play, I wold ask you to play mine but its not yet published due to set backs, ( that and I want to make use of some new stuff thats not on holodeck yet)
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- You do give clear directions on where to go, but the mission objective from Sector Space/etc says "Starfleet Headquarters" which I believe is the first map's name or description. Often I find it best to list the location here as well so the player knows where to go in case they forget (which happens often)
- As far as the start location goes, consider putting it in an easier to reach location considering there's no story reason to go to SFA.
- If you want the mission to be more era specific, maybe use more TOS consoles? the LCARS seems too modern.
- The "Approach station" objective in Denobula (and a couple other objectives) use a small reach marker, which can be bad in space. I suggest a larger one or using an object interact for that objective instead, e.g. Hail Station, Drop out of warp, etc.
- I liked having different ways to respond, but they rarely seemed to actually affect the discourse (though sometimes it did, and that was good!).
Overall I liked it, cool callback to the Enterprise-ish era and it was fun to see the Andorian soldiers. It did seem to end abruptly, hopefully you can continue it soon.
Comments
ST-HTZ2LKMWJ - Time's Razor, Pt. I
I'll leave a detailed review on here once I play it.
- You do give clear directions on where to go, but the mission objective from Sector Space/etc says "Starfleet Headquarters" which I believe is the first map's name or description. Often I find it best to list the location here as well so the player knows where to go in case they forget (which happens often)
- As far as the start location goes, consider putting it in an easier to reach location considering there's no story reason to go to SFA.
- If you want the mission to be more era specific, maybe use more TOS consoles? the LCARS seems too modern.
- The "Approach station" objective in Denobula (and a couple other objectives) use a small reach marker, which can be bad in space. I suggest a larger one or using an object interact for that objective instead, e.g. Hail Station, Drop out of warp, etc.
- I liked having different ways to respond, but they rarely seemed to actually affect the discourse (though sometimes it did, and that was good!).
Overall I liked it, cool callback to the Enterprise-ish era and it was fun to see the Andorian soldiers. It did seem to end abruptly, hopefully you can continue it soon.