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Story/Missiongoal messup in "Survivor"?

theanothernametheanothername Member Posts: 1,504 Arc User
I'm at the new mission right now, having entered the Pictae system and been told "Tolians here are new, they hate time travel (hey me too :D) and its better to avoid them; Prisoners are on that planet over there". Cool for me; I avoid the Tolians, fly to the planet and hang in orbit doing nothing. Why?

Because the mission window tells me to shoot Tolians. Why? I don't want and according to the story told don't even need to. Even more so they probably deal with some time stuff of which I'm so fed up anyways that they could gladly nuke the entire system after I beamed up the prisoners.

*sigh*

Going to shoot the poor guys now to progress that.

edit:
Overall a nice mission with a surprising end sequence :)
Post edited by theanothername on
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    warpangelwarpangel Member Posts: 9,427 Arc User
    When you approach to investigate the anomalies, the tholians shoot you.

    I suppose the instruction to shoot back could wait to appear after the battle starts, but it's hardly an important distinction.
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    leemwatsonleemwatson Member Posts: 5,344 Arc User
    Tholians are highly xenophobic, so although you may want to avoid them, they'll still attack, and you are there to investigate the anomalies, which by coincidence, the Tholians are doing too. Nothing is messed up here.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    duncanidaho11duncanidaho11 Member Posts: 7,867 Arc User
    warpangel wrote: »
    When you approach to investigate the anomalies, the tholians shoot you.

    I suppose the instruction to shoot back could wait to appear after the battle starts, but it's hardly an important distinction.

    It wouldn't have been a huge change though to spawn enemies without tying them to mission objectives. Regardless of how one feels about the tholians, it would have provided a tactical option (which sometimes can help a non-combat focused story further itself while still providing something for combat-oriented players.)
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
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    warpangelwarpangel Member Posts: 9,427 Arc User
    warpangel wrote: »
    When you approach to investigate the anomalies, the tholians shoot you.

    I suppose the instruction to shoot back could wait to appear after the battle starts, but it's hardly an important distinction.

    It wouldn't have been a huge change though to spawn enemies without tying them to mission objectives. Regardless of how one feels about the tholians, it would have provided a tactical option (which sometimes can help a non-combat focused story further itself while still providing something for combat-oriented players.)
    How would you investigate an anomaly without defending yourself, when a hostile ship is parked next to it?
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    drain it? disable it? i would say scan under cloak for those ships that have them, but apparently sensors don't work while cloaked in the STO universe along with weapons and shields​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
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    theanothernametheanothername Member Posts: 1,504 Arc User
    edited April 2017
    The investigation of the anomalies is a thing after killing off the first Tholians as "now that they are dead we can as well check out that thing". At least I'm 90% sure of it. I mean of course I saw the big glowy thing and the Tholians around it and took a wide course around it. I did guessed it has something to do with T'nae but was just happy to have "intel" the Tholians did not. Was half the way I recognized the mission marker ain't the planet and the next step was shoot stuff.

    I made sense after the fact in the overall context of the mission but if that mission would have been a pen & paper RPG scenario without map markers or "kill 2 ships" mission window popup the next logical step (at least for a Starfleet char IMO) would have been the planet since the safety of the prisoners would have priority over satisfying curiosity over that anomaly especially one that provokes an armed conflict.

    As said, 90% sure. Will not rule out I accidentally skipped a dialogue window by pressing F once to many.
    azrael605 wrote: »
    Tholians, not tolians.

    After I was done with them on Nukara they told me I can call them anything I want. But... thanks for the bump ;)
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    duncanidaho11duncanidaho11 Member Posts: 7,867 Arc User
    warpangel wrote: »
    How would you investigate an anomaly without defending yourself, when a hostile ship is parked next to it?

    Quantum singularity manipulation, barrel roll, temporary hitpoints, cunning; the point is that combat can be made optional. I have done this many times in foundry missions, it works fine (even when NPC groups are placed near objectives.) It gives the player more than one way through a given section, including checking out of combat once an objective is completed (which happened many times through the TV shows.)

    You don't have to play it that way, but that's pretty much the point. Unless taking out NPC's serves a narrative point (ex. securing a system, repelling an invasion force) it's worth considering whether that needs to be made a required objective.

    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
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    jayceardenjaycearden Member Posts: 27 Arc User
    Got lost in the jungle mission. Quit and gave up. Thanks though. Beautiful scenery.
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    salazarrazesalazarraze Member Posts: 3,794 Arc User
    How do you get lost on a linear path?
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    the same way you get 'lost' in exploration clusters​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    How do you get lost on a linear path?

    Cryptic claimed they removed the exploraion clusters because players got lost on a empty, square shaped map.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    theanothernametheanothername Member Posts: 1,504 Arc User
    angrytarg wrote: »
    How do you get lost on a linear path?

    Cryptic claimed they removed the exploraion clusters because players got lost on a empty, square shaped map.​​

    b5de534dda06a39c81f0da9db1f56398_4290184-speechless-stickguy-memes-speechless_636-440.png

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    salazarrazesalazarraze Member Posts: 3,794 Arc User
    edited April 2017
    Noke joke though some people have absolutely no sense of direction. I've had friends try this game and they quit because they couldn't handle being able to slightly go up and down on space maps.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
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    saurializardsaurializard Member Posts: 4,392 Arc User
    Well, there are people who can't even leave the tutorial level of a game. I remember one from a very infamous "player" who managed to fail for many minutes to find where to leave the very first zone of Bayonetta.
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
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    jorantomalakjorantomalak Member Posts: 7,133 Arc User
    edited April 2017
    drain it? disable it? i would say scan under cloak for those ships that have them, but apparently sensors don't work while cloaked in the STO universe along with weapons and shields​​

    could even make a sensor ghost that would make the tholian ship think there was a bigger anomoly nearby making the ship move away for a short time, you move in scan and move to the next.

    many ways to avoid conflict if they were willing to actually give us non combat options and work arounds LIKE they do in star trek.
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    ltminnsltminns Member Posts: 12,569 Arc User
    In 'House Pegh' after I escaped Dinasia with the information, I had one of my Romulan Characters cloak and proceed directly to the Satellite to make the transmission. It wouldn't work. I had to go back to kill two Herald Patrol ships that I had successfully bypassed to make the Mission progress.

    There are no alternative strategies than those foretolled by the Designers.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
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    rndfluctuation#1470 rndfluctuation Member Posts: 813 Arc User
    edited April 2017
    jaycearden wrote: »
    Got lost in the jungle mission. Quit and gave up. Thanks though. Beautiful scenery.

    Don't mind others who criticized you about being lost. As one who gets lost a lot, I do know it's possible :)

    To the point.
    I think you though encountered a bug - could be you crashed and when logged back, found self on the ground with OPs which are unsolvable fully or objectives which can no longer be done after the mission was partially reset? (e.g. talk to sela after you did that part) Or could be you found yourself UNDERGROUND after crashing then logging back in?

    I and others had this, the solution for crashing on ground with undoable objectives or being stuck underground, would be to beam up and GO TO PICTEA again, doing the ground part of the mission from the start.



    Another option is not noticing an objective/not waiting enough/not talking to people. Can't help with this much, but If you need to go find PADDS etc or interact with things like temporal anomalies or dispressing, you can see green circles marked on the map (may requires zooming of the map to see. Some said blue things but I saw no blue circles beside temporal eddy which you need to carefully follow at a point.) or arrows if you explores and need to find points to dispress anomalies. For buildings, enter where you can, and search. (read objective, read map, read interaction contents.) You may look for people when you need those - they go on, and interact with them as needed as well. Wait for them to speak, interact with OPs when needed, if lost a dialogue. Trails interaction/following may be a tricky part sometimes though, even if those shine.
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    xyquarzexyquarze Member Posts: 2,114 Arc User
    ltminns wrote: »
    In 'House Pegh' after I escaped Dinasia with the information, I had one of my Romulan Characters cloak and proceed directly to the Satellite to make the transmission. It wouldn't work. I had to go back to kill two Herald Patrol ships that I had successfully bypassed to make the Mission progress.

    There are no alternative strategies than those foretolled by the Designers.

    And this is indeed a pity. And possibly the reason why some get accused of cheating if they free the Rom ships in Azura Nebula Rescue without blowing up Tholians, where for once it works.

    However, cloaking is indeed a problem gameplay wise (not story wise), in that it would be way too powerful to bypass certain obstacles. Other things, like scanning while taking the heat, however would be a good addition. But story and gameplay don't always mix that well - think on the other hand about those enemies ignoring the fight literally in the same room, or just 15kms away when their buddies surely know to use comms "we are under attack, request immediate aid from those roaming randomly in space".
    My mother was an epohh and my father smelled of tulaberries
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    "to explore strange new worlds, to seek out new life and new civilizations, and then punch them in the face!"

    I believe that's how the saying goes...
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    warpangelwarpangel Member Posts: 9,427 Arc User
    xyquarze wrote: »
    ltminns wrote: »
    In 'House Pegh' after I escaped Dinasia with the information, I had one of my Romulan Characters cloak and proceed directly to the Satellite to make the transmission. It wouldn't work. I had to go back to kill two Herald Patrol ships that I had successfully bypassed to make the Mission progress.

    There are no alternative strategies than those foretolled by the Designers.

    And this is indeed a pity. And possibly the reason why some get accused of cheating if they free the Rom ships in Azura Nebula Rescue without blowing up Tholians, where for once it works.

    However, cloaking is indeed a problem gameplay wise (not story wise), in that it would be way too powerful to bypass certain obstacles. Other things, like scanning while taking the heat, however would be a good addition. But story and gameplay don't always mix that well - think on the other hand about those enemies ignoring the fight literally in the same room, or just 15kms away when their buddies surely know to use comms "we are under attack, request immediate aid from those roaming randomly in space".
    Bypassing obstacles is not a problem gameplay-wise. There are whole games built around finding ways to bypass obstacles. It only becomes a problem if the design purpose of the obstacles is to simply slow the players down instead of presenting a challenge to overcome.
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    xyquarzexyquarze Member Posts: 2,114 Arc User
    warpangel wrote: »
    Bypassing obstacles is not a problem gameplay-wise. There are whole games built around finding ways to bypass obstacles. It only becomes a problem if the design purpose of the obstacles is to simply slow the players down instead of presenting a challenge to overcome.

    Well, you are right of course - in theory. In STO however, cloaking ships being able to bypass obstacles, while non cloaking would have to fire through already is an issue on some maps, and should not be exaggerated. There are some ways around it, but so far not too impressive (Tzenkethi bomb carrying disables cloaks e.g.). Now, if there were different alternate routes, that won't be a problem. Certainly doable, but even just more thinking required than a simple "let's not see them".
    My mother was an epohh and my father smelled of tulaberries
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    warpangelwarpangel Member Posts: 9,427 Arc User
    xyquarze wrote: »
    warpangel wrote: »
    Bypassing obstacles is not a problem gameplay-wise. There are whole games built around finding ways to bypass obstacles. It only becomes a problem if the design purpose of the obstacles is to simply slow the players down instead of presenting a challenge to overcome.

    Well, you are right of course - in theory. In STO however, cloaking ships being able to bypass obstacles, while non cloaking would have to fire through already is an issue on some maps, and should not be exaggerated. There are some ways around it, but so far not too impressive (Tzenkethi bomb carrying disables cloaks e.g.). Now, if there were different alternate routes, that won't be a problem. Certainly doable, but even just more thinking required than a simple "let's not see them".
    Why shouldn't that be exaggerated? It's called strategy. You bring the right equipment that's most useful for the mission you're engaging in. "More thinking required" is exactly what this game needs, instead of the "do whatever, all options are good" thing they're aiming to reinforce lately.

    And of course there are alternate ways. You can even bypass enemies simply by flying around them >10km, it's just usually faster to annihilate them unless your build really sucks.

    That's the problem. The "obstacles" are not walls meant to challenge you to get past if you can, but speed bumps demanding you to obediently drive over slowly, the way it's meant to be played. So it's a "problem" when players are nonetheless creative enough to find a different/better way ahead.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    jaycearden wrote: »
    Got lost in the jungle mission. Quit and gave up. Thanks though. Beautiful scenery.
    Don't mind others who criticized you about being lost. As one who gets lost a lot, I do know it's possible :)

    To the point.
    I think you though encountered a bug - could be you crashed and when logged back, found self on the ground with OPs which are unsolvable fully or objectives which can no longer be done after the mission was partially reset? (e.g. talk to sela after you did that part) Or could be you found yourself UNDERGROUND after crashing then logging back in?

    I and others had this, the solution for crashing on ground with undoable objectives or being stuck underground, would be to beam up and GO TO PICTEA again, doing the ground part of the mission from the start.

    Another option is not noticing an objective/not waiting enough/not talking to people. Can't help with this much, but If you need to go find PADDS etc or interact with things like temporal anomalies or dispressing, you can see green circles marked on the map (may requires zooming of the map to see. Some said blue things but I saw no blue circles beside temporal eddy which you need to carefully follow at a point.) or arrows if you explores and need to find points to dispress anomalies. For buildings, enter where you can, and search. (read objective, read map, read interaction contents.) You may look for people when you need those - they go on, and interact with them as needed as well. Wait for them to speak, interact with OPs when needed, if lost a dialogue. Trails interaction/following may be a tricky part sometimes though, even if those shine.
    Yeah, this mission seems to have hidden objectives. Also, the way the AI allies are coded is wonky. As you mentioned, if you crash Sela and Daniels will vanish, but T'nae won't(even though she's not a story NPC).... wait.... maybe they're spawning and respawning over and over every time the story needs them to change between combat and non-combat roles?

    At any rate the part where Sela vanishes is the part that I've had the most trouble with. The hidden objectives will reveal themselves if you wander around.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    xyquarzexyquarze Member Posts: 2,114 Arc User
    warpangel wrote: »
    Why shouldn't that be exaggerated? It's called strategy. You bring the right equipment that's most useful for the mission you're engaging in. "More thinking required" is exactly what this game needs, instead of the "do whatever, all options are good" thing they're aiming to reinforce lately.

    And of course there are alternate ways. You can even bypass enemies simply by flying around them >10km, it's just usually faster to annihilate them unless your build really sucks.

    That's the problem. The "obstacles" are not walls meant to challenge you to get past if you can, but speed bumps demanding you to obediently drive over slowly, the way it's meant to be played. So it's a "problem" when players are nonetheless creative enough to find a different/better way ahead.

    If it were a strategy available at about equal levels, I'd be with you. However, cloak is a thing you'd like to keep in check, given the different qualities the different factions have. Yes, there are Fed cloak ships - mostly from the Intel group - but for many it's not that available. Again, if there's alternative routes - your 10km doesn't work if you need to get in close to scan - I'd be fine. But while cloak really isn't an issue, maybe even underpowered as the game stands right now, it may easily become OP at least in missions if you're not careful.

    On the other had, creative ways to speed up things would be welcome with me. I'm worried about the "single solution to everything: cloak" here - and that wouldn't be "more thinking required", it would be less. And I will agree that having to shoot tholians when all you really want is a scan ain't the alternative solution we're looking for.
    My mother was an epohh and my father smelled of tulaberries
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    warpangelwarpangel Member Posts: 9,427 Arc User
    xyquarze wrote: »
    warpangel wrote: »
    Why shouldn't that be exaggerated? It's called strategy. You bring the right equipment that's most useful for the mission you're engaging in. "More thinking required" is exactly what this game needs, instead of the "do whatever, all options are good" thing they're aiming to reinforce lately.

    And of course there are alternate ways. You can even bypass enemies simply by flying around them >10km, it's just usually faster to annihilate them unless your build really sucks.

    That's the problem. The "obstacles" are not walls meant to challenge you to get past if you can, but speed bumps demanding you to obediently drive over slowly, the way it's meant to be played. So it's a "problem" when players are nonetheless creative enough to find a different/better way ahead.

    If it were a strategy available at about equal levels, I'd be with you. However, cloak is a thing you'd like to keep in check, given the different qualities the different factions have. Yes, there are Fed cloak ships - mostly from the Intel group - but for many it's not that available. Again, if there's alternative routes - your 10km doesn't work if you need to get in close to scan - I'd be fine. But while cloak really isn't an issue, maybe even underpowered as the game stands right now, it may easily become OP at least in missions if you're not careful.

    On the other had, creative ways to speed up things would be welcome with me. I'm worried about the "single solution to everything: cloak" here - and that wouldn't be "more thinking required", it would be less. And I will agree that having to shoot tholians when all you really want is a scan ain't the alternative solution we're looking for.
    As opposed to the "single solution to everything: shoot 'em?"

    Cloak doesn't work if you need to get close to scan either, because using interacts decloaks you. There we get again to the speed bump bit. An enemy sitting next to an interact point is a speed bump. It isn't any threat to even a half-decent player ship, but things are arranged in such a way you have to kill it anyway just to use the interact. Or you're just outright told you have to kill the enemy before you're even allowed to start.

    Putting a weak enemy next to a scan point and telling the player to kill it before scanning, there can be no alternate solutions. But if they put a strong enemy there and told the player to scan any way they can, it would be different. Players would have to choose their approach based on available resources and the situation at hand. A very powerful player or a large team could simply defeat it, a player in a fast ship could lure it away then round back to scan before it catches up, a big cruiser could tank enemy fire long enough to scan, a science vessel could use space magic abilities to disable them, a team of two could have one player distract the enemy while the other scans and yes a cloaking ship could scan it cloaked. Someone might even, hail the enemy and use their diplomatic skills to convince the enemy to let them scan the thing in peace.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    warpangel wrote: »
    Someone might even, hail the enemy and use their diplomatic skills to convince the enemy to let them scan the thing in peace.
    Picard: Hail them.
    Data: No response, sir.
    Worf: They're charging weapons!
    Picard: Red Alert!
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    nightkennightken Member Posts: 2,824 Arc User
    warpangel wrote: »
    Someone might even, hail the enemy and use their diplomatic skills to convince the enemy to let them scan the thing in peace.
    Picard: Hail them.
    Data: No response, sir.
    Worf: They're charging weapons!
    Picard: Red Alert!

    don't for get the long winded pretentious greeting that causes people to shoot them. or the enemy answering long enough to tell them to get out of the enemy space, then shooting them when they don't comply.


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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