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Random Missions

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Something needs to be done with the exploration missions, I think. I'm suggesting a random mission generator. It would work kind of like this:

FIrst, you enter a system, and it generates a mission.

1. Space or ground. This should be weighted toward ground missions somewhat, say a 60/40 split.

2. Objective. This is the basic goal of the mission. It might be to scan objects or gather resources, or what have you. It would be very basic, and easily accomplished (we already have missions like this).

3. Complications. This would be the essence of the adventure, and would include a wide variety of things, from hostile natives to thought provoking puzzles and problems. You might find the mission has no complications, or you might find several.

With enough variety in objectives and complications, you would have a vast amount of possible adventures.

For example:

My ship enters a system. The random mission generated is a ground mission. The objective is to make contact with the natives and try to stop war.

When I land, I find a couple of complications preventing me completing my objective. First, Klingons have arrived before me and armed one side of the conflict. Further, Klingon troops have beamed in to assist their new allies in wiping out the other natives.

Now, I have to decide what to do. Of course, I have to run off the Klingons, but I can't just wipe out the armed natives. Do I arm the others (as Kirk once did in "A Private Little War") or try to find a way to disarm the Klingons' allies?

It's pretty bare bones, but I think we can flesh it out a little here. Please contribute your ideas, and maybe we can present the devs with something good!
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Mojo wrote: »
    Something needs to be done with the exploration missions, I think. I'm suggesting a random mission generator. It would work kind of like this:

    FIrst, you enter a system, and it generates a mission.

    1. Space or ground. This should be weighted toward ground missions somewhat, say a 60/40 split.

    2. Objective. This is the basic goal of the mission. It might be to scan objects or gather resources, or what have you. It would be very basic, and easily accomplished (we already have missions like this).

    3. Complications. This would be the essence of the adventure, and would include a wide variety of things, from hostile natives to thought provoking puzzles and problems. You might find the mission has no complications, or you might find several.

    With enough variety in objectives and complications, you would have a vast amount of possible adventures.

    For example:

    My ship enters a system. The random mission generated is a ground mission. The objective is to make contact with the natives and try to stop war.

    When I land, I find a couple of complications preventing me completing my objective. First, Klingons have arrived before me and armed one side of the conflict. Further, Klingon troops have beamed in to assist their new allies in wiping out the other natives.

    Now, I have to decide what to do. Of course, I have to run off the Klingons, but I can't just wipe out the armed natives. Do I arm the others (as Kirk once did in "A Private Little War") or try to find a way to disarm the Klingons' allies?

    It's pretty bare bones, but I think we can flesh it out a little here. Please contribute your ideas, and maybe we can present the devs with something good!

    Intresting idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    What you describe is more or less the process of how the Exploration missions are made in the first place. They're static client-side rather than generated on the fly because the on-the-fly technology doesn't work well enough that they can let it in the wild without QA (sadly).

    3, though, is an additional step of complexity that I agree they would benefit significantly from.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I'm thinking, I might make a list of possible objectives and complications. I'm not a programmer, though, so I can't say how easy it would be to program this sort of thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    It's astounding how fast this drops to page 7 or more. I'm still hoping people might contribute some ideas, so please take a moment and make some suggestions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    One thing to keep in mind is the limitation of the random mission generation. As some folks like to point out ... Borg supplying rebels with weapons is a head scratcher.

    Random missions have some quirks. So you know, keep that in mind for how this idea would evolve.

    Otherwise, it's an interesting idea. Definitely a good suggestion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    superchum wrote: »
    One thing to keep in mind is the limitation of the random mission generation. As some folks like to point out ... Borg supplying rebels with weapons is a head scratcher.

    Random missions have some quirks. So you know, keep that in mind for how this idea would evolve.

    Otherwise, it's an interesting idea. Definitely a good suggestion.

    Well, that's less a problem with random missions in concept than not actually designing in any limitations on the combination sets to ensure some vague semblance of sense-making.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Even the occasional head-scratcher might be in keeping with Star Trek. I mean, there were plenty of episodes in all the series that had me scratching my head.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Mojo wrote: »
    It's astounding how fast this drops to page 7 or more. I'm still hoping people might contribute some ideas, so please take a moment and make some suggestions.

    I keep suggesting in hopes that a Dev might stumble across one and at least tell me I'm being completely unrealistic. Here goes....

    The currentExploration missions are okay in and of themselves, myself being one of the odd people who actually read the pop-up text messages from my crew beyond the green line at the end. However they do start to get repetative fairly quickly, boiling down to scan or kill 5 groups of objects/mobs on planet or in space with the possibility of a combination of the two activities. Then, of course there are the "aid the planet' missions. What's missing, in my humble opinion, is the unexpected...The adventure of exploration. The Trek-like feel of exploration.

    The proposal: Mini-episode exploration Missions. These would be missions that would be interspaced with the random Scan/kill 5 object/mobs missions. They would start with the 'scan system for anomolies or beam down to planet to scan the plantlife or ruins. then after the third scan or so the 'mission' would kick in
    *EX: Captain, the scans indicate that the asteroids around the planet are only recently formed, perhaps from the break up of a small moon. Mission becomes find the reason for the moon's break up/destruction, perhaps scannong one more set of debris before encountering the reasonfor the break up. (Robotic super weapon either space based or planet bound requiring beaming aboard to disable it...A cosmic entitiy/space monster requireing a close in scanning pass under fire to find it's weakness before it can be dealt with (Either killed or drawn off),
    *EX: Beaming back from a scan mission, your crewman's "shall we warp back to sector space" speech is interrupted with news of a crewman's death. (Ship has been invaded by an alien life form that will need to hunted down and be either talked to/captured/killed.
    *EX: Beam down to planet to scan ruins/plants etc...After 3rd scan or so Tricorders pick up an odd energy signature. the source must be located. (ancient alien base with static defences...Suoer computer using mobs of Robots to harrass/test those seeking it out, near Q level entity (Apollo, Trelain...) looking for company..."You cant leave".

    These are jut Iceberg tips but would add so much to the game. They wouldn't even have to be frequent additions, say...1 in 10. Just knowing that they were out there waiting to be stumbled across would be good.

    On a final note, need something besides High tech aliens to fight/encounter. dangerous flora and fauna would be a welcome change. (You know those plants that use electricty to stun thier prey but don't when you beam down to scan them?) There are quadropeds in the game (Targ and the Gorn pets) Once I'd like to beam down and be told, "Captain, The ship is being hit with some kind of energy field. It's draining our power. We can't beam you up but we have pinpointed the source of the energy, about 20 clicks north of you. You'll have to try and shut it off at the source or we won't even have the power to remain in orbit."

    Let the adventure begin....

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Some great ideas. These "Mini-quests" within missions could be counted as complications in my own model.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Ok, I am currently on a mission in the Delt Volanis Sector, and here's what occurs to me as a way to flesh out the scenario.

    The mission is to examine several "carnivorous plants." Basically, you go around and scan them.

    Now, what if in addition, I have to be careful not to get too close, or to touch them? One of my crew touches one of the plants or strays too close, and BAM, he's infected by some kind of venom. Now, I have a second mission within the first, find a cure for the plant venom. Now I have to scout around and find the elements for the cure, then fabricate it, then save the crewman.

    Just a little depth, adding a wrinkle based on the initial mission. THe venom thing is a complication, adding something to the original mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Mojo wrote: »
    Some great ideas. These "Mini-quests" within missions could be counted as complications in my own model.

    Just thoughts on how to make things more interesting. Many of the original series episodes started out as exploration missions..."The Apple", "The Squire of Gothos", "Shore leave", "Friday's child" (Though this might be classed a first contact mission it still fits).

    Yes, the galaxy is at war but if we're going to 'Explore' then let's find stuff. heheh :D

    "Our 5 year mission, to explore strange new worlds...To boldly go where no one has gone before!"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Mojo wrote: »
    Ok, I am currently on a mission in the Delt Volanis Sector, and here's what occurs to me as a way to flesh out the scenario.

    The mission is to examine several "carnivorous plants." Basically, you go around and scan them.

    Now, what if in addition, I have to be careful not to get too close, or to touch them? One of my crew touches one of the plants or strays too close, and BAM, he's infected by some kind of venom. Now, I have a second mission within the first, find a cure for the plant venom. Now I have to scout around and find the elements for the cure, then fabricate it, then save the crewman.

    Just a little depth, adding a wrinkle based on the initial mission. THe venom thing is a complication, adding something to the original mission.

    Very cool Idea. AND would certainly give a reason for some functionality to saaayyyy....A functional medical bay interior? WHat if the infected crewman becomes irrational and has to be tracked down after escaping the med bay while you're working on the cure? :eek::rolleyes:

    I'm probably trying a tad too hard here. But still....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Well, it is possible to make it TOO complicated. The trick is to find a level of compleexity that can be realistically achieved.

    That said, I don't see why you couldn't have a mission take place partly on your ship and partly on the ground. We already have missions that have us change zones.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Mojo wrote: »
    Well, it is possible to make it TOO complicated. The trick is to find a level of compleexity that can be realistically achieved.

    That said, I don't see why you couldn't have a mission take place partly on your ship and partly on the ground. We already have missions that have us change zones.

    Tried sending an IM to Kestrel with the Idea. Haven't heard anything back, don't really expect to. Still it would be nice to hear from a dev about the concepts raised here. Even if all they had to say was, 'won't work, go away'. heheh.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Agreed, just the knowledge that the idea has been looked at would be nice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Of course the fact that threads get buried so quick doesn't help any. And just so this post isn't percieved as a gratuitus bump...Have a couple Quick eploration mission senarios to put forward. ;-)

    1) Space beast
    Warp into system, Mission: scan 5 astreoids. After 3rd asteroid scanned Science officer breaks in to report anomolus sensor readings entering the system. The asteroid breaks apart releasing a spaceborne creature or mechanism. (EX: Macrobe (Giant spaaceborne version of an ameoba or other single celled organism), Creature composed of non-sentient energy, Robotic weopons platform....etc.
    Solutions: Approach and scan entity/machine. The scan should draw the attentioin of the 'beast' in the form of an attack. The beast should be immune to attack itself at this time forcing a retreat by the player. The 'beast' should not purse and will only attack again if re engaged. Once combat mode has ended, the science officer should off suggestions as to how to defeat the senario. (Ex. Scans indicate that our weapons could be adjusted to affect the creature/ penetrate the shielding etc... The creature shares the same makeup as a local asteroid strewn nebula (goad beast to follow ship to the nebula where it will exist happily). 'We may be able to punch a hole in it's shielding to allow an away team to beam in and disable/destroy the mechanism (Robotic platform only, mobs of robotic defenders inside it. etc... )

    2) Intruder
    Ship warps in to system. Mission Beam down to planet and scan 5 whatevers. On beam up Tactical officer should report an attack on a crew man. a check of the transporter logs indicate something might have beamed up with the landing party. (Invisible or out of phase or composed of livinf energy/gas)
    Solutions: hunt down and destroy entity, hunt down and capture entity (Ideally a combination of the two. Ie. Can be hurt and will run but Can't be kill it as it is immune to weapons fire. But can Isolate it with portable field generators and beam it back to planet. Additionally aid crewmen the beast has attacked while searching for it.

    Just some thoughts.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    i would like to see some very long random missions added for endgame, similar to a task force but randomly generated like the exploration mission and tied into the difficulty slider to they can be soloed or done with a group
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