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Thoughts on a Halloween event idea (Wall of text sorry)

spy8446spy8446 Member Posts: 599 Arc User


STO Halloween Event

Event: At a space station, I recommend the use of Drozona. The station is invaded by not only the Fek'ihri but also the Salt vampires and Devidians, this would create the image of demons, vampires and ghosts.
The actual event would take place on different levels of the station to not actually interfere with the non event Drozona functions.
The event would not offer a ship as it would be so close to the winter event, but it would offer the collection of ground weapons and kits along with other goodies.
With the bar being the only real place of interest to the Ferengi that run the station, the rest of it is left generally in ruins, this allows the three hostile races to more or less run rampant in the other sections of the station.
Station's design has three sections that are connected by what might be called arms, though one is more or less destroyed.

Plot: Using the event of the Gama story arc, the Fek'ihri were able to take an Iconian ships power core and escape with it.
Seeing a nearly defenseless station ripe for the taking, they enter the engineering part of the station. The unusual energy from the damaged core interacts with lingering Triolic waves allowing the Devidians to lock on to its signal and return once again to the Drozona station. They seek the core to open a larger gateway into “our” dimension.
In the depths of the station, one of its abandoned cargo bays was a pack of hibernating salt vampires, the energy of the Iconian core revive and rejuvenate them and they seek it out to make them stronger as the closer they get to the device, the stronger they become.

Play: The Play is a sort of wave defense, players will have to defend the core that has been secured by the alliance inside Drozona, but are unable to beam it out because of damage from the destruction of its original ship.
There are check points in the station where alliance troops are holding the line against different points of attack from the enemy forces, different check points are attacked at different times from the different forces.
Each attack would be presented in a different way.

Devidian attacks can be suppressed by closing the rifts they must open and stabilize before they can enter our dimension, players have X amount of time to close each portal before it is stable, once stable, a number of Devidians will spawn from the portal 4-5 before it closes. The size of the portal determines the strength of the enemy that is spawned, the more players that work to close a portal the faster it closes.
A final portal that can not be closed will eventually open revealing a relevant boss to battle. When they spawn, any allied AI will simply be killed on the spot.
When the boss is eventually killed off, they will give each player that fought a token related to their faction.
Devidians will drop a crystal snake head that can be collected just like the multiple ornaments in Q's winter wonder land. (one type of snake head)

Salt Vampire attacks would be more of a kill it before it wakes up, many of the salt vampires are sleeping on the ground in a crouched position, the player would need to give the sleeping monster a shot of …. some thing, to keep them sleeping, stronger monsters need more shots. It would be possible to knock them all out if enough players played.
The vampire boss would simply come running from a location along with several other vampires, AI troops in this instance would just beam out to retreat.
Once killed, the boss would drop salt cubes (salt licks for horses) as its drop item.

Fek'ihri attacks would be more direct, they would literally just come running in like a hoard of death, different waves of enemy getting stronger as the battle goes on. AI allies when the boss shows up, would just be killed off by some kind of an attack.
When the Fek'ihri boss is killed, it will drop a demon skull for use in collecting event items.

Event Items: Most event items will be weapons and other gear for ground use.
Fek'ihri would be the general provider in mind for the ground weapons and armor, while the vampires and Devidians would be in mind mostly for kits and other items.
Weapons:
Pistols: Fire spitter – Twin pistols fire bolts of fire (plasma effect too?) that cause damage over time and can eventually light an enemy on fire, causing greater damage over time.
Rifle: Fire Lance – fire a beam of fire, that will not only set the target on fire but the heat will set other enemies nearby on fire as well, second fire mode fired a continuous beam at the enemy that also sets the ground on fire for a time creating a hazard.
Blast assault: Lava cannon – Lobs explosive bolts/bombs that when they impact, again set the targets on fire, but also creates a pool of molten lava at the located spot like a plasma grenade. Second fire mode is multiple smaller bomb fired in rapid succession, 4-5 shots covering an area as to hitting the target.

Space items:
Scorcher beam weapons – Kind of like a plasma weapon but the fire damage is longer and damage stacks with previous hits to the point the target will look like it has burst into flames.
Brimstone Torpedos – much like the scorcher beams, will add a long burn effect and stack the fire damage with each additional hit. Using High yield creates a large blast that will light other targets in the area of effect on fire. Torpedo spread is standard spread with the torpedos effects.
Scorch cannons/turrets – have a similar effect to their beam version but also have a concussive effect creating small explosions like a torpedo hit.

Kits:
Phantom – ship or ground, creates a misty fog around the target, limiting their vision to the point that they would be unable to target an enemy.

Vanity items:
Ghost ship vanity shield – creates a fog around your ship and gives fake battle damage look as if the ship has returned from the ship grave yard.
Grathor ship vanity shield – creates the look of a ship on fire, warp and impulse shoot out flames when moving.

Other:
Main Play:
Security check: In the are around the Iconian core, players must look for a randomly generated character that is trying to get close to the core.
If the “enemy” is a vampire, it will use its shape shifting abilities, if it reaches the core it will be enhanced by the energies resulting in it turning into a min boss of sorts. A play on the kramp ihri event.
Fek'ihri will use the shadows, trying to sneak around the area to try and sabotage the device.
Devidians, being more or less ghosts would phase in and out trying to get to the device to leak out more of its radiation so that multiple portals in the area would open causing a nice little battle with higher level enemies.

Breach: Stop the core from breaching, run between multiple consoles and the core trying to reinforce the containment field and shutting down systems of the core to stop it from breaching.
As the breach is in progress, the Devidians open portals to try and stop the player/s from containing the breach. The core will not actually breach but a larger number of Devidians will spawn and players will have a harder fight on their hands with less reward.

Lost squad: A squad of alliance troops on patrol in the station have not reported in, players head out to find them and report back. The squad is found triggering one of three outcomes.
1: Vampires in disguise, attack the player/s
2: Fek'ihri come charging in an attack.
3: Devidians appear and attack.

Disruption: There are three different sections for the three factions to hold in the station, each protected by a force field from players.
During the Disruption play, the force field to one will drop as the faction in question attempts to perform a task.
Vampires will be trying to siphon the radiation from the core directly to their location to cause mass mutations in them, players must disrupt the device/console that is being used to absorb the radiation.
The longer they wait, more and more stronger enemies will show up.
Failing the objective results in the players being beamed back to the “safe” area.

Fek'ihri will be trying to contact reinforcements, calling in more ships to try and take over the station and move the core to another location.
Players must overload and or destroy the Fek'ihri communication system, activating consoles and shooting exposed components.
Failing to destroy the device results in multiple Fek'ihri beaming in forcing the players to be beamed out back to the “safe” area.

Devidians are trying to open a larger portal than the standard one, players must fight their way to the portal and kill the lead Devidian/s that are controlling the portal/opening it, failing results in a very powerful Devidian spawning causing the players to again be beamed back to the “safe” area.

Min games:
(single player missions are ones that do not require multiple players to do)
Salvage (single player): Kind of like the holiday recipe, players are given a task to find equipment from the Fek'ihri in an area where a battle took place, random components are spawned, the player must obtain five items and return them to the mission giver, a Ferengi would be most fitting for this position.

Medical samples (single player): A Dr asks you scan the bodies of several Vampires and that of ones killed by them, they hope that with more data, they could find an alternative food for the vampires as they are clearly an intellectual race, but their need to constantly feed on salt makes them a danger.
Players will have to again enter an area where there are several dead bodies, local field hospital. Scan five vampires and five dead allies.

PVE: Defend Drozana station!
Drozana station is under attack by Fek'ihri ships, you must defend against X waves of mixed enemy ships, standard formations from fighters up to capital ships.
The aging space station has limited defenses and is only able to fire its old phasers every so often followed by a few old torpedos.
The station will attack the closest enemy or the strongest enemy in its range.
Destroy all enemy ships before they get in transporter range, enemy boarding parties must not out number the allied forces on the station.
Because we are defending a Ferengi space station, they offer a bounty for every ship destroyed collectively by the team.
Currency used could be Energy Credits or Gold Pressed Latinum.
(EC would probably be more useful)

Fighters = 10
Frigates and Destroyers = 20
Cruisers and Battleships = 50
Capital/Flag ships = 100
Post edited by baddmoonrizin on
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