test content
What is the Arc Client?
Install Arc

Class Specific Missions?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I remember this for Earth & Beyond, and it would be great if we could have it here in STO.

Class Specific Missions: Tactical, Engineer and Science

Then these main categories could be futher broken down into subcategories:

Tactical:

1. Versus certain enemy types.

2. Escort non-military ships

3. Pirate interdiction

4. Ground missions

Engineer:

1. Repair satelite arrays, disabled ships

2. Build facilities on distant colonies

3. Establish deep space sensors or defensive arrays

4. Exploration for industrial resources

Science:

1. Research new medical supplies

2. Travel to distant outposts to bring medical aid or services

3. Exploration of new systems, or planets.

4. Provide support services for Engineering or Tactical fleet operations.

These are just a few examples....feel free to add or remove from the list.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    /sign.../sign.../sign again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Awesome idea and one I am all for... granted this will probably come a year or so down the line, once they get enough content in the game that everyone has access to. I can't imagine they'd put something in that theoretically 2/3 of the players can't play. It's all for one and one for all for the time being.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    This is a great idea!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Cryptic did something like this in CoH, they could add this to STO as well, not sure if that's the direction they're going, but it'd be interesting to see happen. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I like it! +1
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Sign, ONLY IF they made "building new defensive grids" or "research new medical supplies" a lot more interesting than pressing F.

    I love the ideas, I'm just afraid of cryptic's implementation if they do it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    gx4th wrote: »
    Sign, ONLY IF they made "building new defensive grids" or "research new medical supplies" a lot more interesting than pressing F.

    I love the ideas, I'm just afraid of cryptic's implementation if they do it.

    i dunno, even if it was just press F, my science guy would be able to do more than get his butt roasted against the borg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Cthonia wrote:
    i dunno, even if it was just press F, my science guy would be able to do more than get his butt roasted against the borg

    Just make scientific or engineering based missions anything other than hitting F. Make some sort of mini-game (last time I checked they're doing a mini-game sometime in the future) that corresponds with whatever I'm doing.

    my engineer says my F key's due for a refit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Mission types like this only seem natural when you have multiple classes to choose from and play. Im not sure why cryptic didnt already have this to begin with, or at least in the works.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Blodveard wrote: »
    I remember this for Earth & Beyond, and it would be great if we could have it here in STO.

    Class Specific Missions: Tactical, Engineer and Science

    Then these main categories could be futher broken down into subcategories:

    Tactical:

    1. Versus certain enemy types.

    2. Escort non-military ships

    3. Pirate interdiction

    4. Ground missions

    Engineer:

    1. Repair satelite arrays, disabled ships

    2. Build facilities on distant colonies

    3. Establish deep space sensors or defensive arrays

    4. Exploration for industrial resources

    Science:

    1. Research new medical supplies

    2. Travel to distant outposts to bring medical aid or services

    3. Exploration of new systems, or planets.

    4. Provide support services for Engineering or Tactical fleet operations.

    These are just a few examples....feel free to add or remove from the list.

    While a nice idea, I would prefer that it were split up into Class and Ship specific missions, since playing a Tactical captain doesn't necessarily mean you are commanding an Escort. My Tactical captain commands a Science ship, for instance. So, depending on the nature of the mission, they should give me Ground missions that require a Tactical officer and a Space missions that require a Science ship.

    Otherwise /signed. I would love to see some missions like this.


    :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I'm glad to see more positive responses.....Now the elaboration....

    The "F" key for science and engineering quests issue:

    Not sure if this could be completely done away with, however there maybe a mechanic in place that would work.

    Science Scenerio: Find Anti-Toxin

    Science Officer travels to a distant world, suffering from a toxin that has mutated from its natural form.

    * Speak to Doctors
    * Analayze patients
    * Go out a collect ingredients for typical anti toxin (it doesn't work of course)
    * Analyze ingredients and compare their attributes to the new strain of toxin.
    * Results explains several possible solutions

    (Go out and slaughter 5 groups of Jem Hadar........sorry, could not resist the joke...)

    * Create several different anti-toxins and test each one on a control specimen (this could be a computer model - no rabbits getting killed here).

    * Isolate compound (new medicine) and administer

    Now is this a simple look at x, fetch y and press f.....yes. So where does skill come in?

    The solution to the probelm will only be discovered on a certain roll. Science skills add bonuses to science based rolls. The higher your skill, the faster you will produce the result. If you fail, you need to retrieve more ingredients and try again.

    Mission results can be rated, again based on your (behind the scenes roll). The better the quality, the higher your reward (This should be Star Fleet Merits). The higher result would reflect the number of people cured / saved. Low results will grant lower rewards, more people died.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Blackavaar wrote: »
    While a nice idea, I would prefer that it were split up into Class and Ship specific missions, since playing a Tactical captain doesn't necessarily mean you are commanding an Escort. My Tactical captain commands a Science ship, for instance. So, depending on the nature of the mission, they should give me Ground missions that require a Tactical officer and a Space missions that require a Science ship.

    Otherwise /signed. I would love to see some missions like this.


    :cool:

    Although I listed them as "Class Specific" I did not intend for them to be "Class Exclusive".. As for the ship types, any of these missions could be completed with any type of ship. Again, they are not ship exclusive either.
Sign In or Register to comment.