(This is a precursor mission to a story arc I am writing)
A ship investigating a Region of space infested with a heavy Tholian presence has lost contact with it's main fleet, and you are sent to investigate, with as much information as the Fleet at the time has been able to muster. Upon arrival, you come across several patrols of Tholian Vessels, which you must take out before they take out you, disabling the main ship in order to gather more information before warping to the next sector. Two sectors later you eventually come across the missing ship, or what looks like the missing ship. What you find is a mishap of many ships combined into one like a mismatched jigsaw. It soon becomes apparent that they are in fact the same ship but from different realities. When you scan the vessel, you find that the captain of your reality's ship is in the Engineering deck, and you must beam down to the ship to assist him in realigning the ships back to their proper realities, but this requires going through the ship deck by deck, and there is no knowing which reality populates each deck, particularly the main deck. This may become hostile. Upon completion, (and several surprises) you beam back to your ship to allow protect the ship from another Tholian attack wave as it realigns itself with it's proper reality. You do, however, get help from an unexpected source.
I'm hoping that I'll be able to use the Foundry to introduce and round out the various species of captains and BOs I've created. When creating a species, I give a lot of thought the homeworld, history, culture, etc, and I want to be able to put this into the game.
how did you get star wars from my post? all i can say, is don't knock it until you try it. Depending on the exact capabilities of the foundry's toolset, the mission just might blow you away or disappoint you in an epic manner. Either way, it will be epic - hehehe.
I'm hoping that I'll be able to use the Foundry to introduce and round out the various species of captains and BOs I've created. When creating a species, I give a lot of thought the homeworld, history, culture, etc, and I want to be able to put this into the game.
i've done the same thing. I've fleshed out everything about them, that i can. I know that intially, some of the things that I want to do wont be available, like the cut scene editor and the ship creator, but i'll include those parts of my missions at a later date as new revisions. My first few missions will tell my character's origin stories..
The following is a story that I have been thinking of for a bit now called "Operation Overtake"
Act 1,
Fleet Admiral Naalon requests you to meet her on starbase 217 in the Solaris system. The Solaris system is located in the Regulus sector block. Once you arrive in the system, you approach the starbase. You then beam down and talk to the Admiral. She tells you that you are going to attack a new Klingon starbase close to Federation space in the Eta Eridani sector block. Apparently the Klingons are using this new starbase as a staging ground for an attack on Deep Space K-7. The Admiral is assembling a Special Task Force to take the starbase. You are ordered to depart immidiately to the Debaron system, where the starbase is located.
Act 2,
You arrive in the Dabaron system to find a Klingon Fleet waiting for you. The Task Force consists of 3 Squadrons of Peregrine fighters, and 2 Miranda Class ships. The Admiral's fleet is forced to engage the enemy upon dropping out of warp, and suffers heavy losses. Her task force has barely survived the first minute, and can not render aid. You must take your task force and attempt to take the Starbase with your task force.
There are two Klingon Negh'vars up ahead, along with 3 Bird of Prey. Your captain can choose the following diolouge at this point, "Peregrine Wings Epsilon, Theta, and Gamma, begin attack runs on the Bird of Prey. Miranda wings, you are with me." The battle then begins. After the hostiles have been dispatched, you then can make it to the starbase and beam down.
Act 3,
You beam down to the starbase to eliminate Klingon resistance, and take control of the bridge. You encounter several waves of Klingon ground troops, but eventually make it to the Bridge. Once on the Bridge, it seems that there is a Romulan military officer there, along with several Romulan escorts. You then may talk to the Romulan and convice him that Joining with the Klingon Empire is not the right choice. The avalible diolouge is below. (Sorry if the diologe does not grant many options. Since it can't branch...)
Romulan: Hold it right there Starfleet!
You: A Romulan... what are you doing on board a Klingon Station?!
Romulan: We have proposed an alliance with the Klingon Empire. We both share a common enemy. The Federation.
You: Listen to me, the Klingon Empire will turn against you once it suits them! Joining them will for sure be the end of your race!
Romulan: What do you mean?!
You: The Klingons take what they want when they want it. Once you have something that they want, that you have? They will destroy you.
Romulan: I am still not sure if I trust you Starfleet... but you present a good arguement. I will be leaving this place... and I will order the remaining Klingon forces to retreat deeper into Klingon space.
You: Thank you. You will not regret this decision.
<rank>'s personal log; having spent the last 4 days on punishment duty policing the miners in the Efritty (i'll probs get a better name) asteroid belt i have noticed several discrepincies in the stock takes and several unaccounted tetyion traces, the only solution i can come to is that the klingons are actually supplying us with tritanium.
though the subspace comm link is currently down for rutine maintinance i have decided to fallow my suspisions, unfortunatly as i am already on probation it would be difficult to explain simpily attacking klingon vestles in the nutral zone, so i will have to be... diplomatic.
obj; scan frighter
beam abord and check the mining logs against cargo invantories
question the captin about the extra cargo
scan the ships systems
question the crew about the klingon tech on the ship
twist
the miners have tired of being raided by klingon pirats and so are using modified mining lasers and astroid mines to destroy the ships, using modified transporters to loot the ships and turning the metals into solid cargo
comms back online
choice;
report the miners for piracy, resulting in them being fired via comm link, you are attacked by 3 waves of angry miners and a looted klingon carrier/ cruser (not sure yet)
agree to cover up the miners activity, as long as they remove and distroy all klingon tech and report the attacks to starfleet themselves, activate phaser turrets around the parimiter
go after the klingons your self, warp to nearby planetoid where you find the klingon base kill 2 waves of BoP's beam to the base, kill pirat commander and lay spatial charges
not sure if that kind of choice in mission play is allowed but would be cool i think.
follow on mission;
the reason for your recent punishment is reviled, vaguly. it involved; the son of an admeral, romulan ale, an experimental runabout, a transwarp conduit, a foolish bet and an unlucky pregnant cat.
the admerals son contacts you about a 47,000 (;)) year old relic that was being worshiped by a race similar to the catilans who recently developed warp technology. this relic is a plasma conduit from a recently lost experimental runabout
so having accidently broken the temporal prime directive you warp to the planet
from here on it is simple frist contact epp play and a promis to the admeral never to touch romulan ale again.
end communication and get me 3 bottles of the empire's most illegal, now assemble the senior officers.
Needs of the few, and the undine missions sound great, I am promoting the fleet i co-lead, through foundry also, it's "Imperium", it was always Terran Empire based, but i am fleshing our back story out more, it goes something like this-
Series arc "Imperium" Episode 1- "Those that fight ,CAN"-
Players are sent on a mission by Franklin drake of section 31 to hunt down the U.s.s. Daystar (my original ship name my main is George Kane aka GK(that is currently how my name reads),he claims the Daystar is a infiltrator from the Terran Empire, And that the "real" George Kane and his crew have recently returned from The Mirror universe after being trapped over there for a year, after be3ing lured by a false distress signal to arrnage a trap/switch" of crew/ships. After the first skirmish battling the Daystar (celestial class retrofit cruiser),
The Daystar hails the players and informs them section 31 lies- it's the other way around-that the Crew who "returned" were from the Terran Empire because section 31 has been slowly arranging these "trap/switches" by sending select ships that have a mirror ready match to a spatial rift checkpoint, and slowly over a year bringing ship after ship to replace (giving the Terrans info and helping arranging convincing replacement)to fill in a Fleet comprised of Terran Imperial commanders who are working with section 31, because they are very good at fighting Klingons- we have been their allies for so long, that we are not as used to constantly fighting them as the Imperials are. (currently my crew and ship is U.S.S. Nephalim, Mirror GK and crew, terran empire ENT black uniforms.Just a name and bio/uniform switch)
By the end of episode 1 there is proof given by Kane- A holographic (will be seen in mission) series of meetings with Drake, Commanders in the Terran Empire, and other starfleet command flag officers who agree this is a necessary evil, as they must admit the Terrans have proven capable of overthrowing a Klingon occupation.
Players can choose whether to take the proof and report to either 1. Admiral Quinn 2. Admiral Chakotay (starfleet intelligence C.O. according to the path to 2409) or confront Drake. 2 choices are meant to lead to one mission follow up, 1 choice will lead to another. (but as someone said earlier by disclaiming in the descripts this mission is follow up to choice 1,2,3 of "this mission" etc.
Mission 2(not revealing based off which choice)-"Those that Can't, DIE"-
Will the player be hunted down by the Imperium and section 31, painted by false evidence as enemies of the UFP, or will they help take down or turn in The Uss Daystar and her crew and help keep the conspiracy alive? one choice makes the difference...
Mission 3 "Those Who Live may die another day"-
What will happen if the existence of Imperium is revealed openly to starfleet? What was the origin of the "Imperial class" Assault cruiser? Did section 31 exchange technology blueprints as part of a deal?
LOL aye aye Supreme one! -Imperial salute, thinks should look like Rimmer's Red Dwarf salute-
hmmm The Supreme Terransinferior to the Emperor but superior to all other officer ranks... interesting idea you've given me -Rimmer salute
So far mine have gone along the lines of...
Mission 1: Genesis of the Terrans: (Space/Ground)
Mission giver: Naomi Wildman
The USS Tuscan has gone missing in the Klingon Neutral Zone. Go and find the missing ship
(You'll find the ship full of klingons but with no sign of the crew.. after about half way through dispatching the klingons the ISS Tuscan will warp in and help you finish off the rest.. It'll then hail you in the traditional Terran way..."We have the USS Tuscans crew lololololcatz. then warpz out.)
Mission 2: Rivalry of the Terrans (Space)
Mission giver: James Kurkland
Following the ISS Tuscan into the Badlands you fall prey to a Terran trap... under the power of a Terran telecapture system try to survive a battle between the Terran Empire and True Way.
Mission 3: Supremacy of the Terrans (Spce/Ground)
Mission giver: James Kurkland
The ISS Tuscan has been damaged in a battle with the True way. The ISS Tuscan is responsible for the deaths of many Federation and Cardassian officers, Meet the Federation Task force in the Badlands. Capture the Terrans responsible!
Mission 4: Shadow of the Terrans (Ground)
Mission giver: Naomi Wildman
Interrorgate the Terran Crew at K-7, then deliver them to a Prison located on Luna (Earths Moon).
Mission 5: The Enemy of my Enemy is not my Friend (Space/Ground)
Mission giver: Quinn
Give Evidence at the Trial againts the Terran Captain.
Players can choose whether to take the proof and report to either 1. Admiral Quinn 2. Admiral Chakotay (starfleet intelligence C.O. according to the path to 2409) or confront Drake. 2 choices are meant to lead to one mission follow up, 1 choice will lead to another. (but as someone said earlier by disclaiming in the descripts this mission is follow up to choice 1,2,3 of "this mission" etc.
Well actually using the characters from the TV show is not allowed. And making an actual 3D model of them using the character creator? Certainly not allowed. Just wanted to letcha know. Plus, Chakotay would be dead by now right?
Well actually using the characters from the TV show is not allowed. And making an actual 3D model of them using the character creator? Certainly not allowed. Just wanted to letcha know. Plus, Chakotay would be dead by now right?
chakotay is head of starfleet intelligence as i sated read the path to 2409-in sto he is the admiral of intelligence.
Logan said an example you can make a character, call him Q but not use john delancies likeness. I should be able to make an admiral named chakotay, and have merely the head tatoo and make him older w grey hair maybe a ponytail enough to offset the likeness. in theory.
P_sutherland your Terran missions sound good! I decided today i am going to make a mechinima trailer for the missions for youtube using demorecorder, and begin interior and space battle shots at randomi have some players willing to assist in creating what loook like terran empire ready room conversations and interior activity, will do ground replay missions or terran missions on tribble and shoot footage there to.
I won't link anything, but if you use my @name on youtube you cans ee other Mechinima i have made for sto over the year.
I've got two that I'm blocking out, one Federation specific and one Klingon specific;
The Law Giveth and Taketh [Federation - building to be compatible with a Romulan faction if introduced...]
M1) You respond to a distress signal sent from a disabled Garidian patrol vessel - the G.S.S. Lucana - near the K'shan system. The Lucana's captain suspects sabotage. He explains how Patrician extremists within Garidian society have waged a generation-long insurgency against the reconciled Patrician-Plebian government, instituted following a bloodless coup on the return of the Fifth Scroll. An engineering team is beamed to the Lucana, but before repairs are completed a Patrician-rebel Garidian cruiser [with escort] warps into system and attacks. The enemy is repulsed and the player is given the opportunity to gather more information on Garid before departing.
M2) You overhear a conversation on DS9 between two merchants who have had strange encounters with Garidian research teams in the Bolarus sector. [A lot of this arc will revolve around a treasure hunt motif, where you won't be straight-up told which sector to go to] Arriving in the system a fleet of Garidian ships of unknown faction are scanning the surface. You are told to leave, and advised by your tactical officer to do so. Back on DS9 the merchants reveal futher clues to a different system in the Bolarus sector, which when entered presents the G.S.S. Lucana again. The Lucana's captain seems desperate for your help in acquiring a number of artifacts from the galaxy's Vulcanoid cultures [i.e. Vulcans, Romulans, Mintakans, Garidians etc...]. You accept and the mission ends with the Lucana's captain promising to send you a subspace message with the clues to the artifact's locations he has at present.
M3) (This entire mission involves traveling the galaxy following clues provided. Many systems will be visited and artifacts recovered or traded [via dialogue for now]. The mission ends with the last artifact acquired.
M4) The Captain of the Lucana reveals the importance of the artifacts. While the fifth scroll was recovered intact, Garidian linguists are sharply divided on the correct interpretation of a number of lines, and indeed the orthodox interpretation of the other four scrolls has been cast into doubt. The artifacts recovered date from the time the Garidians first settled Garid and separated from the proto-Vulcanoid race, thousands of years ago. They provided context to various phrases in the scrolls and are essential to stabilise the Garidian Republic, already shaken by the Patrician insurgency and the collapse of their primary benefactor, the Romulan Empire. Starfleet has authorised the player to escort the Lucana and artifacts to Garid.
(If it's possible to have an allied Romulan ship arrive in-system at the same time, this will happen. The rationale being that the Federation-friendly faction of the Romulans wishes to send a symbolic gesture solidarity to the Garidians)
In system, a number of Garidian ships are engaging each other. Patrician rebels have taken control of a number of vessels to capture the artifacts from the Lucana; they generally outnumber loyalist ships, and the player is informed that the bulk of the loyalist fleet is hours away patroling their core-ward border. The player eventually defeats all the ships and dialogue tidies up the arc, as the Garidian academia prepares the long journey of perfecting their understanding of the Law Giver's scrolls.
Blue Bloody Murder [Klingon]
(This hasn't been blocked out in any detail yet. Is a murder-mystery with political ramifications for the Klingon Chancellor. The plot revolves around a Klingon subject world populated by Andorians and mixed Klingon/Andorian. The back-story is that this [currently unnamed] Andorian colony refused to join the Federation with the rest of the Andorian Empire back in the 2200s, and instead negotiated protectorate status within the Klingon Empire. The colony is useful to the Chancellor as a propaganda tool against the Federation. When someone begins murdering a number of high-profile half Klingon, half Andorian local militiamen and politicians, the Chancellor sends the player in to prevent the percieved racial issue from leading to unrest or worse colonial independence, the fighting of which would be a dangerous drain on resources during wartime.
Section 31 will be involved.)
Your idea seems very cool, though sounds maybe tricky to pull off... as with most of these ideas but nonetheless awesome. And besides, I have full confidence in the Foundry "Writers Guild"
____________________
'47' - Synopsis
For over 300 years, the number 47 has been recorded by various Captains of Starfleet. Some scholars believed it to be the number of the Universe and even cults had been formed about it. Now, in the 2409 the number starts show up again but a whole lot more.
Episode 1: Supermassive
Your ship drops out of warp in an unchartered region of space. The gravitational pull of a Quantum Singularity have forced you to drop out of warp, while this seems quite routine a distress call is picked up from Admiral Hanson on board the USS Lincoln caught in the gravity well. In a race against time it is your task to beam aboard the fore side of the vessel before the whole ship is consumed
While there you find the Black Hole is actually pulling the ship slowly through time into the year 2147, you must find a way to either save the ship or destroy it so the timeline isn't altered by the presence of 25th Century technology. All the while trying to save the crew of 60 and find out why this Black Hole suddenly formed.
Episode 2: A Friend Indeed?
Admiral Hanson, now serving on the Ambassadorial Flagship 'Yokohama', has asked you to join him in a First Contact dinner with the Servians as he hates attending them and would like to return the 300 year old favour of saving the Lincoln. Whilst there your science officer reports a minor concentration of Chroniton particles before beaming aboard. Once transport is complete you discover yourself to no longer be on the Yokohama or even the 25th Century! You have been beamed into your own past on Earth in Starfleet Academy by a mysterious "informant" (Daniels, not the one from Enterprise. Daniels is just an alias name that all time agents use) - there, he tasks you to break out of the Brig and uncover the past of Admiral Hanson. When you discover he is the designer of the Singularity Generator and confront him on his ship a gunfight occurs and he escapes, all power on ship fails and the same number is being processed over and over again through the com channels and LCARS screens.... 47 - NON COMBAT!
Episode 3: Ghosts of the past
In the dead of night a cold air blows through the ship. An intruder alert is called whilst travelling in empty space at warp speeds! You must fight your way through the decks of the ship against Ghosts of the 22nd and 23rd Century to Main Engineering where a certain informant is risking his life in punching a hole through the fabric of time to deliver a message and reveal who he is and help you discover an even darker plot. Daniels reveals that the Advanced Sciences Division of Starfleet has been manufacturing singularity devices to help them steal technology form the future to fight and win the new Klingon War however Admiral Hanson has other plans!
Episode 4: Prime-Time Directive
Upon discovering the location of the USS Yokohama, the ship travels to its location and witness' the Admirals vessel pass through a rift in time. Before the Singularity closes you must navigate through a wormhole without getting to close to the Yokohama. The ship arrives once again in the year 2147 where the Admiral offers you an impossible choice. The planet youve arrived at houses a pre-warp civilisation that, by the year 2409, becomes a race of tyrannical conquerors. Do you let Hanson commence his "Experiment" or save the race from extinction and potentially create a new enemy for the Federation? - NON COMBAT!
Episode 5: Tempus Fugit: Time Flies
Never before has the phrase "Race Against Time" meant so much. Daniels has transported you to the USS Lincoln on the day of its destruction (episode 1) to stop Hanson from acquiring the Singularity device from the planet below. To destroy the device you must activate the black hole destroying everything and kill Hanson to help destabilise The 47. To do this, you must beam to the surface of the Planet below and acquire the device before Hanson can leading to the final conflict between you both... but can even the Ghosts of the Past help you
This is my MAIN idea. The first story I started working on when I heard about the UGC. Whats your thoughts so far peeps?
hmmm The Supreme Terransinferior to the Emperor but superior to all other officer ranks... interesting idea you've given me -Rimmer salute
So far mine have gone along the lines of...
Mission 1: Genesis of the Terrans: (Space/Ground)
Mission giver: Naomi Wildman
The USS Tuscan has gone missing in the Klingon Neutral Zone. Go and find the missing ship
(You'll find the ship full of klingons but with no sign of the crew.. after about half way through dispatching the klingons the ISS Tuscan will warp in and help you finish off the rest.. It'll then hail you in the traditional Terran way..."We have the USS Tuscans crew lololololcatz. then warpz out.)
Mission 2: Rivalry of the Terrans (Space)
Mission giver: James Kurkland
Following the ISS Tuscan into the Badlands you fall prey to a Terran trap... under the power of a Terran telecapture system try to survive a battle between the Terran Empire and True Way.
Mission 3: Supremacy of the Terrans (Spce/Ground)
Mission giver: James Kurkland
The ISS Tuscan has been damaged in a battle with the True way. The ISS Tuscan is responsible for the deaths of many Federation and Cardassian officers, Meet the Federation Task force in the Badlands. Capture the Terrans responsible!
Mission 4: Shadow of the Terrans (Ground)
Mission giver: Naomi Wildman
Interrorgate the Terran Crew at K-7, then deliver them to a Prison located on Luna (Earths Moon).
Mission 5: The Enemy of my Enemy is not my Friend (Space/Ground)
Mission giver: Quinn
Give Evidence at the Trial againts the Terran Captain.
Your idea seems very cool, though sounds maybe tricky to pull off... as with most of these ideas but nonetheless awesome. And besides, I have full confidence in the Foundry "Writers Guild"
The hard part is making the mission linear but fun, or engrossing. Until we can work with mission "branches" and "if conditions" we're just going to have to focus on the plot text more.
I only had a quick play with the tool last night before it was shut down, does anyone know if you can spawn multiple enemy squadrons at the same time? I'd love to have a time-travel arc revolving around the large fleet battles from DS9; hundreds of ships...
I'm going for a more story-based approach. I'll have to wait until I play with Foundry before I can go into details. But I think it will involve the Cardassians and an attempted reforming of the Obsidian Order...
you get told to investigate a system
you are attacked by a cloaked romulan ship which is slightly out of your class
when it's hp reaches 66% trigger the enemy cloaking and warping out
you are told that several doors on your ship have been forced but no biosignes are reading
you investigate your ship (preferably with 2 BOs if possible)
reports of crewmen being found dead or stunned with disrupter fire
ship goes to red alert (if the lighting is possible)
kill 5 mobs one after another
find and kill enemy command squad.
report to starfleet
ordered to find out how they masked their bio signiture (normal scan type mission as seen on ground worlds, but on ship)
told to fallow the cloaked ship, by using info from a romulan prisoner
engage it again, but with 2 NPC allies.
win and the mission ends
another idea fairly rough in my brain
'the tribble with borg'
you come accross a borg tactical cube dead in the water (well the void any way)
beam abord to find it filled with tribbles
you investigate
and find that they accidently assimilated a replicator which had a tribble in it, it activated and befor the borg could react there were thousands of tribbles,
you report to starfleet, big laugh and then distroy the disabled cube
(no tribbles were harmed in the course of this mission, they were beamed to a nearby planetoid to live out their lives in happyness, untill a klingon arives and tears them to pieces)
I have sat down and written out flow charts and plot ideas. I just need to sit down now and see the limitation of the workbench. I do not think the work bench will be as good as what we do in role play. I do think, it will be as close as we can get.
I have sat down and written out flow charts and plot ideas. I just need to sit down now and see the limitation of the workbench. I do not think the work bench will be as good as what we do in role play. I do think, it will be as close as we can get.
I started and done alot of my new mission the other night ,really hope the Foundrys back up soon!
Working title is 'The Movement'
It involves looking for a rogue starfleet captian , in turn the player sees a plot unfold involving the Klingons and the Gorn at each others throat and a possible major step in peace but not all is as it seems and there is a nice twist at the end!
This first mission includes a major fleet battle that you can sit back and watch 3 sides go at it or jump in straight away etc , a ground scenario with a twist , a ship interior meeting hopefully between the klinks , gorn and starfleet. Finally the nice sudden twist in deep space that will have a larger fleet battle than before.
Ive made custom maps and systems , but you wont see it pushed out asap to be one of the first , i like to take my time polish things off and after a few plays expand on it before it gets publish , its just my way
I hope it develops into a nice 3-way plot!
I am hopeing for a second follow up called 'The Kirk Movement' , not as it sounds but a very interesting idea for a sequal!
Comments
(This is a precursor mission to a story arc I am writing)
A ship investigating a Region of space infested with a heavy Tholian presence has lost contact with it's main fleet, and you are sent to investigate, with as much information as the Fleet at the time has been able to muster. Upon arrival, you come across several patrols of Tholian Vessels, which you must take out before they take out you, disabling the main ship in order to gather more information before warping to the next sector. Two sectors later you eventually come across the missing ship, or what looks like the missing ship. What you find is a mishap of many ships combined into one like a mismatched jigsaw. It soon becomes apparent that they are in fact the same ship but from different realities. When you scan the vessel, you find that the captain of your reality's ship is in the Engineering deck, and you must beam down to the ship to assist him in realigning the ships back to their proper realities, but this requires going through the ship deck by deck, and there is no knowing which reality populates each deck, particularly the main deck. This may become hostile. Upon completion, (and several surprises) you beam back to your ship to allow protect the ship from another Tholian attack wave as it realigns itself with it's proper reality. You do, however, get help from an unexpected source.
To be continued in UCG
how did you get star wars from my post? all i can say, is don't knock it until you try it. Depending on the exact capabilities of the foundry's toolset, the mission just might blow you away or disappoint you in an epic manner. Either way, it will be epic - hehehe.
i've done the same thing. I've fleshed out everything about them, that i can. I know that intially, some of the things that I want to do wont be available, like the cut scene editor and the ship creator, but i'll include those parts of my missions at a later date as new revisions. My first few missions will tell my character's origin stories..
Act 1,
Fleet Admiral Naalon requests you to meet her on starbase 217 in the Solaris system. The Solaris system is located in the Regulus sector block. Once you arrive in the system, you approach the starbase. You then beam down and talk to the Admiral. She tells you that you are going to attack a new Klingon starbase close to Federation space in the Eta Eridani sector block. Apparently the Klingons are using this new starbase as a staging ground for an attack on Deep Space K-7. The Admiral is assembling a Special Task Force to take the starbase. You are ordered to depart immidiately to the Debaron system, where the starbase is located.
Act 2,
You arrive in the Dabaron system to find a Klingon Fleet waiting for you. The Task Force consists of 3 Squadrons of Peregrine fighters, and 2 Miranda Class ships. The Admiral's fleet is forced to engage the enemy upon dropping out of warp, and suffers heavy losses. Her task force has barely survived the first minute, and can not render aid. You must take your task force and attempt to take the Starbase with your task force.
There are two Klingon Negh'vars up ahead, along with 3 Bird of Prey. Your captain can choose the following diolouge at this point, "Peregrine Wings Epsilon, Theta, and Gamma, begin attack runs on the Bird of Prey. Miranda wings, you are with me." The battle then begins. After the hostiles have been dispatched, you then can make it to the starbase and beam down.
Act 3,
You beam down to the starbase to eliminate Klingon resistance, and take control of the bridge. You encounter several waves of Klingon ground troops, but eventually make it to the Bridge. Once on the Bridge, it seems that there is a Romulan military officer there, along with several Romulan escorts. You then may talk to the Romulan and convice him that Joining with the Klingon Empire is not the right choice. The avalible diolouge is below. (Sorry if the diologe does not grant many options. Since it can't branch...)
Romulan: Hold it right there Starfleet!
You: A Romulan... what are you doing on board a Klingon Station?!
Romulan: We have proposed an alliance with the Klingon Empire. We both share a common enemy. The Federation.
You: Listen to me, the Klingon Empire will turn against you once it suits them! Joining them will for sure be the end of your race!
Romulan: What do you mean?!
You: The Klingons take what they want when they want it. Once you have something that they want, that you have? They will destroy you.
Romulan: I am still not sure if I trust you Starfleet... but you present a good arguement. I will be leaving this place... and I will order the remaining Klingon forces to retreat deeper into Klingon space.
You: Thank you. You will not regret this decision.
So, what did you guys think?!
If not, then the concept of Story Arcs kind of goes out the window.
The workaround for that is to put in the description "PLAY PART ONE OR YOU WILL HAVE NO IDEA WHAT IS GOING ON."
<rank>'s personal log; having spent the last 4 days on punishment duty policing the miners in the Efritty (i'll probs get a better name) asteroid belt i have noticed several discrepincies in the stock takes and several unaccounted tetyion traces, the only solution i can come to is that the klingons are actually supplying us with tritanium.
though the subspace comm link is currently down for rutine maintinance i have decided to fallow my suspisions, unfortunatly as i am already on probation it would be difficult to explain simpily attacking klingon vestles in the nutral zone, so i will have to be... diplomatic.
obj; scan frighter
beam abord and check the mining logs against cargo invantories
question the captin about the extra cargo
scan the ships systems
question the crew about the klingon tech on the ship
twist
the miners have tired of being raided by klingon pirats and so are using modified mining lasers and astroid mines to destroy the ships, using modified transporters to loot the ships and turning the metals into solid cargo
comms back online
choice;
report the miners for piracy, resulting in them being fired via comm link, you are attacked by 3 waves of angry miners and a looted klingon carrier/ cruser (not sure yet)
agree to cover up the miners activity, as long as they remove and distroy all klingon tech and report the attacks to starfleet themselves, activate phaser turrets around the parimiter
go after the klingons your self, warp to nearby planetoid where you find the klingon base kill 2 waves of BoP's beam to the base, kill pirat commander and lay spatial charges
not sure if that kind of choice in mission play is allowed but would be cool i think.
follow on mission;
the reason for your recent punishment is reviled, vaguly. it involved; the son of an admeral, romulan ale, an experimental runabout, a transwarp conduit, a foolish bet and an unlucky pregnant cat.
the admerals son contacts you about a 47,000 (;)) year old relic that was being worshiped by a race similar to the catilans who recently developed warp technology. this relic is a plasma conduit from a recently lost experimental runabout
so having accidently broken the temporal prime directive you warp to the planet
from here on it is simple frist contact epp play and a promis to the admeral never to touch romulan ale again.
end communication and get me 3 bottles of the empire's most illegal, now assemble the senior officers.
Series arc "Imperium" Episode 1- "Those that fight ,CAN"-
Players are sent on a mission by Franklin drake of section 31 to hunt down the U.s.s. Daystar (my original ship name my main is George Kane aka GK(that is currently how my name reads),he claims the Daystar is a infiltrator from the Terran Empire, And that the "real" George Kane and his crew have recently returned from The Mirror universe after being trapped over there for a year, after be3ing lured by a false distress signal to arrnage a trap/switch" of crew/ships. After the first skirmish battling the Daystar (celestial class retrofit cruiser),
The Daystar hails the players and informs them section 31 lies- it's the other way around-that the Crew who "returned" were from the Terran Empire because section 31 has been slowly arranging these "trap/switches" by sending select ships that have a mirror ready match to a spatial rift checkpoint, and slowly over a year bringing ship after ship to replace (giving the Terrans info and helping arranging convincing replacement)to fill in a Fleet comprised of Terran Imperial commanders who are working with section 31, because they are very good at fighting Klingons- we have been their allies for so long, that we are not as used to constantly fighting them as the Imperials are. (currently my crew and ship is U.S.S. Nephalim, Mirror GK and crew, terran empire ENT black uniforms.Just a name and bio/uniform switch)
By the end of episode 1 there is proof given by Kane- A holographic (will be seen in mission) series of meetings with Drake, Commanders in the Terran Empire, and other starfleet command flag officers who agree this is a necessary evil, as they must admit the Terrans have proven capable of overthrowing a Klingon occupation.
Players can choose whether to take the proof and report to either 1. Admiral Quinn 2. Admiral Chakotay (starfleet intelligence C.O. according to the path to 2409) or confront Drake. 2 choices are meant to lead to one mission follow up, 1 choice will lead to another. (but as someone said earlier by disclaiming in the descripts this mission is follow up to choice 1,2,3 of "this mission" etc.
Mission 2(not revealing based off which choice)-"Those that Can't, DIE"-
Will the player be hunted down by the Imperium and section 31, painted by false evidence as enemies of the UFP, or will they help take down or turn in The Uss Daystar and her crew and help keep the conspiracy alive? one choice makes the difference...
Mission 3 "Those Who Live may die another day"-
What will happen if the existence of Imperium is revealed openly to starfleet? What was the origin of the "Imperial class" Assault cruiser? Did section 31 exchange technology blueprints as part of a deal?
Anyhow, you get the idea.
All other details are Classified...Understood?
Awesome, Please and Thanks.
LOL aye aye Supreme one! -Imperial salute, thinks should look like Rimmer's Red Dwarf salute-
here are som ideas
<<1236 words Removed, Section 31 >>
Take care and keep up the good work
hmmm The Supreme Terransinferior to the Emperor but superior to all other officer ranks... interesting idea you've given me -Rimmer salute
So far mine have gone along the lines of...
Mission 1: Genesis of the Terrans: (Space/Ground)
Mission giver: Naomi Wildman
The USS Tuscan has gone missing in the Klingon Neutral Zone. Go and find the missing ship
(You'll find the ship full of klingons but with no sign of the crew.. after about half way through dispatching the klingons the ISS Tuscan will warp in and help you finish off the rest.. It'll then hail you in the traditional Terran way..."We have the USS Tuscans crew lololololcatz. then warpz out.)
Mission 2: Rivalry of the Terrans (Space)
Mission giver: James Kurkland
Following the ISS Tuscan into the Badlands you fall prey to a Terran trap... under the power of a Terran telecapture system try to survive a battle between the Terran Empire and True Way.
Mission 3: Supremacy of the Terrans (Spce/Ground)
Mission giver: James Kurkland
The ISS Tuscan has been damaged in a battle with the True way. The ISS Tuscan is responsible for the deaths of many Federation and Cardassian officers, Meet the Federation Task force in the Badlands. Capture the Terrans responsible!
Mission 4: Shadow of the Terrans (Ground)
Mission giver: Naomi Wildman
Interrorgate the Terran Crew at K-7, then deliver them to a Prison located on Luna (Earths Moon).
Mission 5: The Enemy of my Enemy is not my Friend (Space/Ground)
Mission giver: Quinn
Give Evidence at the Trial againts the Terran Captain.
Mission 6: Unforseen Consiquences (Non Combat Space/Ground)
From Recent events (previous mission) Report to the Admiral Stockman in the Pelia sector at once!
Well actually using the characters from the TV show is not allowed. And making an actual 3D model of them using the character creator? Certainly not allowed. Just wanted to letcha know. Plus, Chakotay would be dead by now right?
chakotay is head of starfleet intelligence as i sated read the path to 2409-in sto he is the admiral of intelligence.
Logan said an example you can make a character, call him Q but not use john delancies likeness. I should be able to make an admiral named chakotay, and have merely the head tatoo and make him older w grey hair maybe a ponytail enough to offset the likeness. in theory.
I won't link anything, but if you use my @name on youtube you cans ee other Mechinima i have made for sto over the year.
The Law Giveth and Taketh [Federation - building to be compatible with a Romulan faction if introduced...]
M1) You respond to a distress signal sent from a disabled Garidian patrol vessel - the G.S.S. Lucana - near the K'shan system. The Lucana's captain suspects sabotage. He explains how Patrician extremists within Garidian society have waged a generation-long insurgency against the reconciled Patrician-Plebian government, instituted following a bloodless coup on the return of the Fifth Scroll. An engineering team is beamed to the Lucana, but before repairs are completed a Patrician-rebel Garidian cruiser [with escort] warps into system and attacks. The enemy is repulsed and the player is given the opportunity to gather more information on Garid before departing.
M2) You overhear a conversation on DS9 between two merchants who have had strange encounters with Garidian research teams in the Bolarus sector. [A lot of this arc will revolve around a treasure hunt motif, where you won't be straight-up told which sector to go to] Arriving in the system a fleet of Garidian ships of unknown faction are scanning the surface. You are told to leave, and advised by your tactical officer to do so. Back on DS9 the merchants reveal futher clues to a different system in the Bolarus sector, which when entered presents the G.S.S. Lucana again. The Lucana's captain seems desperate for your help in acquiring a number of artifacts from the galaxy's Vulcanoid cultures [i.e. Vulcans, Romulans, Mintakans, Garidians etc...]. You accept and the mission ends with the Lucana's captain promising to send you a subspace message with the clues to the artifact's locations he has at present.
M3) (This entire mission involves traveling the galaxy following clues provided. Many systems will be visited and artifacts recovered or traded [via dialogue for now]. The mission ends with the last artifact acquired.
M4) The Captain of the Lucana reveals the importance of the artifacts. While the fifth scroll was recovered intact, Garidian linguists are sharply divided on the correct interpretation of a number of lines, and indeed the orthodox interpretation of the other four scrolls has been cast into doubt. The artifacts recovered date from the time the Garidians first settled Garid and separated from the proto-Vulcanoid race, thousands of years ago. They provided context to various phrases in the scrolls and are essential to stabilise the Garidian Republic, already shaken by the Patrician insurgency and the collapse of their primary benefactor, the Romulan Empire. Starfleet has authorised the player to escort the Lucana and artifacts to Garid.
(If it's possible to have an allied Romulan ship arrive in-system at the same time, this will happen. The rationale being that the Federation-friendly faction of the Romulans wishes to send a symbolic gesture solidarity to the Garidians)
In system, a number of Garidian ships are engaging each other. Patrician rebels have taken control of a number of vessels to capture the artifacts from the Lucana; they generally outnumber loyalist ships, and the player is informed that the bulk of the loyalist fleet is hours away patroling their core-ward border. The player eventually defeats all the ships and dialogue tidies up the arc, as the Garidian academia prepares the long journey of perfecting their understanding of the Law Giver's scrolls.
Blue Bloody Murder [Klingon]
(This hasn't been blocked out in any detail yet. Is a murder-mystery with political ramifications for the Klingon Chancellor. The plot revolves around a Klingon subject world populated by Andorians and mixed Klingon/Andorian. The back-story is that this [currently unnamed] Andorian colony refused to join the Federation with the rest of the Andorian Empire back in the 2200s, and instead negotiated protectorate status within the Klingon Empire. The colony is useful to the Chancellor as a propaganda tool against the Federation. When someone begins murdering a number of high-profile half Klingon, half Andorian local militiamen and politicians, the Chancellor sends the player in to prevent the percieved racial issue from leading to unrest or worse colonial independence, the fighting of which would be a dangerous drain on resources during wartime.
Section 31 will be involved.)
What do you guys think?
'47' - Synopsis
For over 300 years, the number 47 has been recorded by various Captains of Starfleet. Some scholars believed it to be the number of the Universe and even cults had been formed about it. Now, in the 2409 the number starts show up again but a whole lot more.
Episode 1: Supermassive
Your ship drops out of warp in an unchartered region of space. The gravitational pull of a Quantum Singularity have forced you to drop out of warp, while this seems quite routine a distress call is picked up from Admiral Hanson on board the USS Lincoln caught in the gravity well. In a race against time it is your task to beam aboard the fore side of the vessel before the whole ship is consumed
While there you find the Black Hole is actually pulling the ship slowly through time into the year 2147, you must find a way to either save the ship or destroy it so the timeline isn't altered by the presence of 25th Century technology. All the while trying to save the crew of 60 and find out why this Black Hole suddenly formed.
Episode 2: A Friend Indeed?
Admiral Hanson, now serving on the Ambassadorial Flagship 'Yokohama', has asked you to join him in a First Contact dinner with the Servians as he hates attending them and would like to return the 300 year old favour of saving the Lincoln. Whilst there your science officer reports a minor concentration of Chroniton particles before beaming aboard. Once transport is complete you discover yourself to no longer be on the Yokohama or even the 25th Century! You have been beamed into your own past on Earth in Starfleet Academy by a mysterious "informant" (Daniels, not the one from Enterprise. Daniels is just an alias name that all time agents use) - there, he tasks you to break out of the Brig and uncover the past of Admiral Hanson. When you discover he is the designer of the Singularity Generator and confront him on his ship a gunfight occurs and he escapes, all power on ship fails and the same number is being processed over and over again through the com channels and LCARS screens.... 47 - NON COMBAT!
Episode 3: Ghosts of the past
In the dead of night a cold air blows through the ship. An intruder alert is called whilst travelling in empty space at warp speeds! You must fight your way through the decks of the ship against Ghosts of the 22nd and 23rd Century to Main Engineering where a certain informant is risking his life in punching a hole through the fabric of time to deliver a message and reveal who he is and help you discover an even darker plot. Daniels reveals that the Advanced Sciences Division of Starfleet has been manufacturing singularity devices to help them steal technology form the future to fight and win the new Klingon War however Admiral Hanson has other plans!
Episode 4: Prime-Time Directive
Upon discovering the location of the USS Yokohama, the ship travels to its location and witness' the Admirals vessel pass through a rift in time. Before the Singularity closes you must navigate through a wormhole without getting to close to the Yokohama. The ship arrives once again in the year 2147 where the Admiral offers you an impossible choice. The planet youve arrived at houses a pre-warp civilisation that, by the year 2409, becomes a race of tyrannical conquerors. Do you let Hanson commence his "Experiment" or save the race from extinction and potentially create a new enemy for the Federation? - NON COMBAT!
Episode 5: Tempus Fugit: Time Flies
Never before has the phrase "Race Against Time" meant so much. Daniels has transported you to the USS Lincoln on the day of its destruction (episode 1) to stop Hanson from acquiring the Singularity device from the planet below. To destroy the device you must activate the black hole destroying everything and kill Hanson to help destabilise The 47. To do this, you must beam to the surface of the Planet below and acquire the device before Hanson can leading to the final conflict between you both... but can even the Ghosts of the Past help you
This is my MAIN idea. The first story I started working on when I heard about the UGC. Whats your thoughts so far peeps?
Hmmm... might have to make a few changes but all these for me are still do-able
The hard part is making the mission linear but fun, or engrossing. Until we can work with mission "branches" and "if conditions" we're just going to have to focus on the plot text more.
I only had a quick play with the tool last night before it was shut down, does anyone know if you can spawn multiple enemy squadrons at the same time? I'd love to have a time-travel arc revolving around the large fleet battles from DS9; hundreds of ships...
you get told to investigate a system
you are attacked by a cloaked romulan ship which is slightly out of your class
when it's hp reaches 66% trigger the enemy cloaking and warping out
you are told that several doors on your ship have been forced but no biosignes are reading
you investigate your ship (preferably with 2 BOs if possible)
reports of crewmen being found dead or stunned with disrupter fire
ship goes to red alert (if the lighting is possible)
kill 5 mobs one after another
find and kill enemy command squad.
report to starfleet
ordered to find out how they masked their bio signiture (normal scan type mission as seen on ground worlds, but on ship)
told to fallow the cloaked ship, by using info from a romulan prisoner
engage it again, but with 2 NPC allies.
win and the mission ends
'the tribble with borg'
you come accross a borg tactical cube dead in the water (well the void any way)
beam abord to find it filled with tribbles
you investigate
and find that they accidently assimilated a replicator which had a tribble in it, it activated and befor the borg could react there were thousands of tribbles,
you report to starfleet, big laugh and then distroy the disabled cube
(no tribbles were harmed in the course of this mission, they were beamed to a nearby planetoid to live out their lives in happyness, untill a klingon arives and tears them to pieces)
I have sat down and written out flow charts and plot ideas. I just need to sit down now and see the limitation of the workbench. I do not think the work bench will be as good as what we do in role play. I do think, it will be as close as we can get.
My first story arc involves the Orion Syndicate.
http://forums.startrekonline.com/showthread.php?t=191537
It's called "The Snake Reincarnate" and has to do with the rebirth of the Obsidian Order.
Got any spoilers?
Working title is 'The Movement'
It involves looking for a rogue starfleet captian , in turn the player sees a plot unfold involving the Klingons and the Gorn at each others throat and a possible major step in peace but not all is as it seems and there is a nice twist at the end!
This first mission includes a major fleet battle that you can sit back and watch 3 sides go at it or jump in straight away etc , a ground scenario with a twist , a ship interior meeting hopefully between the klinks , gorn and starfleet. Finally the nice sudden twist in deep space that will have a larger fleet battle than before.
Ive made custom maps and systems , but you wont see it pushed out asap to be one of the first , i like to take my time polish things off and after a few plays expand on it before it gets publish , its just my way
I hope it develops into a nice 3-way plot!
I am hopeing for a second follow up called 'The Kirk Movement' , not as it sounds but a very interesting idea for a sequal!