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What kinda missions are you going to write?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Personally,

I plan of making a series based on some of the old STO stories, kinda of a 'What has happened
since then"

Some klingon stuff...MOST importantly a Klingon Tutorial

Then as my skills improve, some 3 part epic stories.

so, what will the rest of you do?
Post edited by Unknown User on
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    My plan is to start by doing a rework of the P'Jem mission to test out what the thing can do.

    After that...probably whatever random story idea strikes me if it turns out that I can do what I want. :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I'm going to start with three TOS fanfic episodes I wrote. Then a couple of novel style Klingon ones.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Missions that hopefully will allow the player to delve into Klingon culture and history while having enough combat to keep it fun.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010

    Ive been modding for many years now for numerous games etc.

    I am going to try my best to make missions for STO , ive prewritten three allready.
    One is Fed side only , the other is klink side only , the third should be converteable to both factions.
    Ingame i play both factions but i will probably set my sights on klink missions as they severly lack missions to do.

    My Klink mission in brief is called 'Gorn too Soon' , it will be about a Gorn splinter group that in the end tries to break free for federation space with the stolen Kar'fi , it will be space and ground and hopefully ship interior. Not giving anything away though :)

    The mission that i could create a copy and port off is called 'The Entity Unknown' and is pretty interesting.

    The fed only mission is more a diplomacy type mission , it even involves Andoria and Vulcan.

    I am working on early stages of a Klink Mission as well , i want to use the outside of Qonos and hopefully will delve into there culture and honor more.

    Im very much looking forward to this Foundary , i can see myself not playing much and doing just that , after all modding etc is my love!

    May request a writer though , and dialgue isnt my strongest point , my last team consisted of 2 scripters (actual code) , and writer , and a few testers.

    Just wish i could get my hands on it now , i would test that bugger into the ground lol
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    The first mission I write will be a re-write of that god awful Pico Patrol mission.

    I wrote well over a thousand words about how bad that mission was during the CB, about how it could easily be improved to be a better example of the sort of missions players will encounter later in the game, about how it was such an awful early game experience since it would be encountered in the first couple hours of gameplay right after the tutorial.

    Figure I might as well do a re-write and prove how it could have been better.

    After that... One of my favorite patrol missions is the one where you fight alongside a Fed ship which is going to raid a Klingon installation, it starts with you taking out an array of turrets and then some BoPs nearer to the installation. Building off of a framework like that, a series of missions where you work alongside another vessel is something I would like to do, having a recurring NPC vessel that you team up with sounds like a place to start with in writing some interesting stories.

    Along with those I'd like to write some more puzzle or mystery based episodes. Where you have to puzzle out what is going on and search an environment for clues. Possibly writing something with a recurring criminal villain, such as a member of the Orion Syndicate smuggling and extorting people or something similar.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Hythian wrote: »
    The first mission I will write will be a re-write of that god awful Pico Patrol mission.

    What was that one about again?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    LotD wrote:
    What was that one about again?

    Search for the mining ship.... that is directly in front of you when you arrive in the mission.

    Escort the mining ship... to the location directly in front of it.

    Basically you fly straight ahead for about 5 seconds, click through one pop-up box, turn 90 degress to the left, balance power, drop the throttle to about 60% and then go do laundry or wash dishes or cook food and come back five+ minutes later to find you've completed the patrol mission while you were afk.

    There is no story, no drama, no urgency, it is literally the most boring and dull mission I think the game has and it's in the very first set of patrol missions that you do.

    It could have had the mining ship trapped by rocks that you needed to free them from, or you could have had to beam aboard for a very short non-combat away team sequence where you helped them get their engines online again, or any number of a long list of things the mission could have had you do that would have added to the story and made you feel like you accomplished something or that you actually took part in doing something, other than what it is now.

    The hardest part of doing a re-write of it will simply be choosing between which of the many many ways the mission could be improved while still keeping it short enough to be a 'patrol' length mission.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Hythian wrote: »
    Search for the mining ship.... that is directly in front of you when your arrive in the mission.

    Escort the mining ship... to the location directly in front of it.

    Basically you fly straight ahead for about 5 seconds, click through one pop-up box, turn 90 degress to the left, balance power, drop the throttle to about 60% and then go do laundry or wash dishes or cook food and come back five+ minutes later to find you've completed the patrol mission while you were afk.

    There is no story, no drama, no urgency, literally the most boring and dull mission I think the game has and it's in the very first set of patrol missions that you do.

    It could have had the mining ship trapped by rocks that you needed to free them from, or you could have had to beam aboard for a very short non-combat away team sequence where you helped them get their engines going again, or any number of a long list of things the mission could have had that would have added to the story and made you feel like you accomplished something or that you actually took part in doing something, other than what it is now.

    The hardest part of doing a re-write of it will simply be choosing between which of the many many ways the mission could be improved while still keeping it short enough to be a 'patrol' length mission.

    Ahhh I know what you're talking about now. That one is pretty bad, but I don't think it compares to how awful pretty much every mission in the Romulan area is, which nearly got me to stop playing the game.

    The thing I hate most about that mission is that I can't just put my tractor beam on the thing and drag it at high impulse to the destination.

    As for it not being like you accomplished something, I wouldn't mind not having anything happen so much if it weren't for the fact that it's not like something random you come across while exploring a system. If I came upon this random damaged transport as I was cruising through a solar system I decided to explore, and could tractor it to its base, that would actually be ok because it would make perfect sense you'd occasionally come across that kind of situation.

    But it's not. It's a patrol ordered by Starfleet because apparently the mining facility's sensors and communications equipment is so bad it can't see the ship within their own asteroid belt.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    It will be interesting to see what everyone will come up with in regards to new content and storylines is what iam looking forward to. Though and as for the question, for myself it all depends on what will be available in and on the UGC in order to create some of the content and storyline in which i would like to create.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Hmm interesting concept....rewritting current adventure ;)
    Who knows, cryptic might adopt a few of them.

    Why redu something that someone already did for you?
    assuming they give you permission and the legal department doesn't have kittens over it. :p

    meow
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Hmm interesting concept....rewritting current adventure ;)
    Who knows, cryptic might adopt a few of them.

    Why redu something that someone already did for you?
    assuming they give you permission and the legal department doesn't have kittens over it. :p

    meow

    Well, for my part, when doing lots of the missions I often find myself thinking "This makes no sense" or "Why can't I?" or "This mission would be so much better if..."

    Since P'Jem is one of the first missions, and probably the first one where not being allowed to make a decision bothered me, it's the one I've spent the longest thinking about reworking.

    On top of that, if I make something myself, it's likely to be more complex than something I would just re-do, so the re-do makes a good test of what I can and cannot do. If I can't even upgrade one of their missions to how it I think it should be, then it would probably not be worth my time to even try to do something original.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I think I'd have the most fun making space maps in which you work with ally ships. If dialogue options allow you to effectively "command the fleet", even better. Being able to tell ally ships what points to go to would create a whole new level of strategy to the game.

    Of course... there needs to be some reason you can't just have all ships go together, one point at a time. And to my knowledge STO doesn't have any sort of "mission time limit" mechanic that could help there. :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Rikaelus wrote: »
    IOf course... there needs to be some reason you can't just have all ships go together, one point at a time. And to my knowledge STO doesn't have any sort of "mission time limit" mechanic that could help there. :(

    There are a few missions with timers in them (at least a couple early Fed ones vs Klingons), where you have to defend a point for 45 seconds and then the mission moves to the next objective.

    ( Not that in those missions it seems you can actually fail the timed part. In fact, I know that you used to be able to turn on the Pause in the mission and it would continue to count down and the mission would actually advance objectives and complete itself while paused, not sure if they ever fixed that bug as I didn't think to check it when my most recent alt went through those missions. )

    It might be possible to have a timer like that run down and put the mission in a fail state if other objectives haven't been completed before the timer counted itself out. Will depend on how complex we are allowed to script mission objectives.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I'm enjoying reading other people's ideas. @OP: Thanks for starting this thead.

    I think I share some of the interest of other posters. I wrote a mission outline a little while back that involved the androids from Exo II from the original series (although they were all Ferengi). That needs a lot of work and includes a bunch of stuff that I'm sure won't be possible in the actual UGC system when it's finally up and running, but I would like to try and make it work. In fact, I'd like to return to a number of the classic TOS episdoes and work on "what's happened since." I've got some ideas about the Iotians (from "A Piece of the Action") for instance.

    The second sort of mission I'm looking forward to working on would be diplomatic/mystery missions. There was another thread a little while back that dstahl started--basically began like an old joke: a Breen and a Ferengi walk into a mining colony run by aliens interested in balance... Lots of people came up with cool ideas about what happened next. I had fun spinning a couple of my own that involved uncovering hidden secrets.

    Third, I'd want to generate some stuff with some moral dilemmas. That can be tricky, but would like to take a stab at it.

    Overall, I'm not big on combat-oriented missions, so I'll leave that to people with more talent in that direction.

    I think the biggest challenge for me is going to be that I'll want to do a bunch of stuff that simply won't be possible with the necessarily limited tools we have (at least at first). But I think it's going to be a blast to see what develops.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    What i think is really interesting is that the dev's according to Dan Stahl are going to allow in that of the ability to add on or somehow utilize that of existing missions to be attached to that of new content, in what way that is unsure but it is in the FAQ for the UGC.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I'm going to start with some simple standalone missions, but when they add the functionality to link missions I've got a Jem 'Hadar multi-part mission (short of like the Featured Series in length) that is going to be so much fun to do I ... can't ... wait!!! If it looks like linking won't be added for a long time I might do it in pieces and have the contact at the end tell players to return to the Foundry tab and search for "Title of Next Mission".

    I'd like to make some ground missions that don't involve running down the same 7 corridors in a too bright underground lab that has skylights above said corridors. I'd like to give people options between battle and brains, but it depends on the options we can put in with the UGC tools. If we can do decision trees like in the Rescue the Deferi mission I'll be using that quite a bit.

    I just hope I have time to make missions between playing everybody else's!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    hklbry wrote: »
    I'm going to start with some simple standalone missions, but when they add the functionality to link missions I've got a Jem 'Hadar multi-part mission (short of like the Featured Series in length) that is going to be so much fun to do I ... can't ... wait!!! If it looks like linking won't be added for a long time I might do it in pieces and have the contact at the end tell players to return to the Foundry tab and search for "Title of Next Mission".

    Yeah, I wouldn't invest too much time in anything until we have linking, either. What I'd really like is the capacity to make our own sectors for our mission chains to take place within and across. Then I'd really sit down and start hammering out some in-depth stories.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Rikaelus wrote: »
    Yeah, I wouldn't invest too much time in anything until we have linking, either. What I'd really like is the capacity to make our own sectors for our mission chains to take place within and across. Then I'd really sit down and start hammering out some in-depth stories.

    I think before we can even get to that stuff, we have to see what kinds of stuff we can do with any individual mission. My main thing is that I want branching. For example, the P'Jem redo in my head starts with the BO reporting Klingons in the system. The first choice is to Hail or to go to Red Alert. Hailing obviously puts you into dialog, and Red Alert allows you to just fight the Klingons if you like.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    The dreaded timer.......eckk

    Well I would use one that clicks away IF AND ONLY IF you had to defuse a bomb and
    could reasonably see the timer

    if, instead you had to open a door in 5 minutes, I would have your science officer say..
    Sir, we only have 5 minutes, then use a non-visable timer.

    But that is me
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Personally, I'm looking to create some Breen missions. A few Star Cluster type missions to begin with as I learn the tools, but I've also got an idea for an actual story mission where you infiltrate a Breen Prison to rescue a group of prisoners... Even conteplating the idea that you could be rescuing the Deferi Ambassador himself...

    I just have this "amusing" idea of having "Contact Ambassador Surah to start mission" and the first thing your captain gets to say when loading him up as the contact is "Wait, you're not Ambassador Surah!" and proceed from there :p

    [edit]Also, as a personal choice, I'm likely going to follow the naval traditions shown in the series and have your character called "Captain" regardless of actual rank because you command a Starship[/edit]
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Most likely none ... I want to play a game, not write content for it :rolleyes:

    Sorry to be a stick in the mud !
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    jkstocbr wrote:
    Most likely none ... I want to play a game, not write content for it :rolleyes:

    Sorry to be a stick in the mud !

    lol, well your honest :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I look at this whole UGC as a unique storytelling opportunity: to create Star Trek episodes where the viewer is also the main character. I want to do missions that actually draw the player in emotionally. I know some of the most satisfying gaming experiences that I've had are when the villain of the story does something so appalling that I actually become emotionally invested in beating him. I want to create a situation like that, where the player has to choose between justice and vengeance.

    I'd love to explore areas of the Star Trek universe that we've never seen. What about the Fleet museum? We've heard of it, but we've never seen it.

    I'd like to do a shuttlecraft mission. I think I might be able to pull it off, even without a shuttle.:D

    I'd like to put in extra sequences that don't really advance the mission, but add to the realism. Like maybe sticking in a shipboard funeral for fallen crewmembers after a big space battle, like in TWoK. Or having an Admiral come aboard for an inspection.

    My God, I can't wait for this thing to be released.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    rpell wrote:
    I look at this whole UGC as a unique storytelling opportunity: to create Star Trek episodes where the viewer is also the main character. I want to do missions that actually draw the player in emotionally. I know some of the most satisfying gaming experiences that I've had are when the villain of the story does something so appalling that I actually become emotionally invested in beating him. I want to create a situation like that, where the player has to choose between justice and vengeance.

    I'd love to explore areas of the Star Trek universe that we've never seen. What about the Fleet museum? We've heard of it, but we've never seen it.

    I'd like to do a shuttlecraft mission. I think I might be able to pull it off, even without a shuttle.:D

    I'd like to put in extra sequences that don't really advance the mission, but add to the realism. Like maybe sticking in a shipboard funeral for fallen crewmembers after a big space battle, like in TWoK. Or having an Admiral come aboard for an inspection.

    My God, I can't wait for this thing to be released.

    Unfortunately I can't imagine ever becoming all that emotionally invested in a story portrayed through the current game mechanics. The dialogue windows just seem to remove me from the situation, especially if it's jumping back and forth between characters. It's just a jarring, un-immersive mechanic.

    But best of luck in your endeavor.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Often the problem is not having the ideas, but to actually see them through until everything is good. We'll see how well I do it with UGC. Maybe it's so much effort that I won't ever finish anything.

    Ideas:
    1) A story linking with Admiral Quinn and the Trill that work on the KDF side. Explain a little of their motivation, and otherwise deal with Klingon POWs and stuff like that.
    2) A story for the Galaxy-X, kinda trying to explain its existence in the game. (Could be done for other ships, too.)
    3) A "Damsel in distress" story on Risa. (Maybe even more than one, with different twists, and not always with Damsels)
    4) Borg attack on Klingon colonies.
    5) If possible, a Q-story with Klingons. Q loved to inspect the human nature and ideals - he might do the same for the Klingons. Kinda a "Mission Farpoint" for the KDF?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Often the problem is not having the ideas, but to actually see them through until everything is good. We'll see how well I do it with UGC. Maybe it's so much effort that I won't ever finish anything.

    Ideas:
    1) A story linking with Admiral Quinn and the Trill that work on the KDF side. Explain a little of their motivation, and otherwise deal with Klingon POWs and stuff like that.
    2) A story for the Galaxy-X, kinda trying to explain its existence in the game. (Could be done for other ships, too.)
    3) A "Damsel in distress" story on Risa. (Maybe even more than one, with different twists, and not always with Damsels)
    4) Borg attack on Klingon colonies.
    5) If possible, a Q-story with Klingons. Q loved to inspect the human nature and ideals - he might do the same for the Klingons. Kinda a "Mission Farpoint" for the KDF?

    Hmm. Raises an interesting notion.
    It'd be nice if we could "copy&paste" existing environments, like Risa and ESD, for our characters/events to take place in. It'd certainly save time... and add some excitement to some existing environments that are sort of sterile.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    wrote:
    Hmm. Raises an interesting notion.
    It'd be nice if we could "copy&paste" existing environments, like Risa and ESD, for our characters/events to take place in. It'd certainly save time... and add some excitement to some existing environments that are sort of sterile.
    I seem to remember reading that we can do just that. But I might misremember or that might just be a long-term goal.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    One of the most important tools in creating an emotional story is the ability
    to create a cut scene.

    What can you do with a cut scene ?

    Set up the adventure.
    During conversations it brings the player into the story
    It can illuminate important story elements to the player (can show what NPC are doing out of sight)
    It can allow sight gages that can 'lighten' the story

    and many more things
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    The first mission I will create will focus on the Federation. i have this idea that might be ok in the realm of Star Trek. What I can say is that you will have to chase some Klingons clear across the quadrant so that they won't gain the power of THE CUBE. It will take a while before this story arc is complete because along the way you will have to face some hard obstacles and traps that the Klingons have set up. The idea I have for the end is that you beam down to this area and you end up having to fight side by side with the Klingons because soomething evil lurks. But after that the final battle takes place, first on ground then in space.

    After that I want to focus on the war bewteen the federation and Klingons by exapnding on my first idea up there but also creating missions for the Klingons. My plan is to introduce defferent races in the many missions so that it doesn't get stale.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Well, if no one has any objections (if you do keep them to yourself) im going to start the undine war by blowing up vulcan :P jk

    im not sure... i'll focus on the Undine and Terran Empire.
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