Story: Over the years, lots of processes and subroutines slip through the cracks of maintenance rosters and documentation sweeps of code for there to be manuals for new engineering and operations staff.
Quietly romping away, enjoying a frolic through all backup systems of the station exists a non-organic lifeform. Adopted by Miles O'Brien and nicknamed 'Pup', this lifeform is believed to be non-sentient, mostly reactive, behaving not unlike a puppy. But puppies eventually grow up. Now, Pup has gotten bigger, hungrier, and fiercely protective of its home. No longer satisfied with just the backup systems as its source of entertainment and exercise, it begins wreaking havoc on the other systems of DS9 for attention, though never causing anyone to be in danger.... Sort of like chewing on their shoes.
.... That is, until a mysterious vessel passes through the wormhole and all of the defensive systems of the station immediately power up and lock on the vessel.
Gameplay: Players must navigate a series of puzzles to get Pup under control. The idea is for there to be multiple endings, and different options for handling the situation. The end goal, and conditions for success, is to regain control of all station systems and stop Pup from destroying a vessel that seems woefully unarmed as it's a diplomatic envoy from a previously unknown species.
The players will have to solve system rerouting puzzles, diplomatic relations puzzles, and find ways around Pup trying to stop them with nonlethal traps. In the end, they have to decide whether to quarantine Pup again, or destroy it once and for all, but there's a twist that I'm keeping to myself and those who collaborate on the project.
What I need: since I've never actually messed about with the foundry for more than a few minutes here and there, I'm going to need some help with actually creating the content. Ideas on puzzles that haven't been done to death in STO are also very welcome and you will be in a credits section of the mission info if your idea is used.
About me: You probably can't tell from this post since I'm writing it from my phone, but I'm an author of over a hundred short stories, most of which were on commission, and I used to make a living by writing fiction. I've never attempted sci-fi, or trek fanfic, but having just watched the episode "The Forsaken" [ST:DS9, S01e16] (or 17 if you're nitpicking and counting The Emissary as two episodes, but in the words of Mr.Burton "Don't jam me up about the math") I've never heard an official mention of Pup again for the rest of the series. With everything DS9 has been through, both in the series and in STO, it seems plausible for it to have simply been forgotten about over time.
Anyway, I'd really like to make this mission happen after Christmas (actually, after the 28th when I have internet at my new place) and give players a fun and immersive gameplay experience that requires a bit of thought, but with solid, tight, story so that they feel engaged and actually want to read the text rather than just click through the dialogue to hurry up and get their reward. I plan to use this as a way to learn the foundry so that I can produce more content in my free time.
Thanks for making it through my wall of text! Leave a comment if you're interested in helping!
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Comments
Unfortunately the Foundry mission editor doesn't directly support multiple mission options or endings. It is possible to give the player the illusion of multiple options and/or even multiple endings, using triggered events instead of the storyboard, but by my experience, even as an experienced author, that's very tricky. Also it's not possible to have the player make a choice in one map of a mission and have its effects carry over to the next map; the story branching would have to wait until the final map of the mission.
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