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Converting Fed episodes to KDF

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited December 2010 in Klingon Discussion
One of thing main reasons I have been looking forward to the Foundry was being able to convert the many great Fed episodes we have in game to KDF playable episodes. Its definitely going to take some time, but I just published the first, "Stranded in Space", which is the KDF version of the Fed episode by the same name where you rescue the SS Azura. Hope you enjoy :D
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    One of thing main reasons I have been looking forward to the Foundry was being able to convert the many great Fed episodes we have in game to KDF playable episodes. Its definitely going to take some time, but I just published the first, "Stranded in Space", which is the KDF version of the Fed episode by the same name where you rescue the SS Azura. Hope you enjoy :D

    Thats a really good idea. Gonna be a bear to come up with workable klingon versions of some of them like city on the edge and Deckers nightmare. Too bad they don't let you use the regular mission assigners, too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    boglejam wrote: »
    Thats a really good idea. Gonna be a bear to come up with workable klingon versions of some of them like city on the edge and Deckers nightmare. Too bad they don't let you use the regular mission assigners, too.

    Yeah, unfortunately some simply arent possible at this time. But many are :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I made the original :)... I'll play your version, and let you know what I think ..


    Goz
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Good idea! Since I can't get on just now, I have to ask: do you mean straight up Klingon versions, or the Klingon side of the story?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yeah, unfortunately some simply arent possible at this time. But many are :D

    Won't you have to redo them for holodeck?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Felderburg wrote: »
    Good idea! Since I can't get on just now, I have to ask: do you mean straight up Klingon versions, or the Klingon side of the story?

    Both please! The Klingon version of a story as well as the Klingon side of the story would be fantastic. For example, we now have Convoy Attack as a mission, how about Convoy Defense?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Felderburg wrote: »
    Good idea! Since I can't get on just now, I have to ask: do you mean straight up Klingon versions, or the Klingon side of the story?

    Well, for "Stranded in Space" I had to make a KDF version. The reason is BC that particular mission doesnt involve Klingons(but rather Orions), so there is no Klingon "side of the story". However, for the missions that do involve Klingons I'll try to make a KDF side of the story, although it wont be quite that simple. For example, I'm currently working on "Diplomatic Delivery", which is the Fed episode where you escort a "Vulcan Ambassador" to P'jem. Once you arrive, you have to fight through waves of Klingons to get to the monastery. So in a true KDF "side of the story" would be you playing as one of the waves, against a single Fed team. Since that wont really work, I've changed it so that your goal is to capture said "ambassador", and you have to fight your way through waves of Feds(on P'jem) to do so.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Well, for "Stranded in Space" I had to make a KDF version. The reason is BC that particular mission doesnt involve Klingons(but rather Orions), so there is no Klingon "side of the story".

    Orions are part of the KDF, well, allied to it, technically, but sufficiently so that they are officers on KDF ships. And the KDF is even using some of their ships. Therefore, if the story involves Orions, you can indeed make a KDF side of the story :)
    So in a true KDF "side of the story" would be you playing as one of the waves, against a single Fed team. Since that wont really work, I've changed it so that your goal is to capture said "ambassador", and you have to fight your way through waves of Feds(on P'jem) to do so.

    I'd say a true KDF side of the story would involve being part of the initial capture of the monastary, maybe with some looking for clues of Undine infiltration, followed by holding a part of it against a federation counterattack (perhaps guarding the previously mentioned clues), and ending with the battle in space where you fight the Undine. So a bit of a prequel at the start, followed by doing a different but related thing while the player is clearing the way for the ambassador, and ending at the same point, alongside what a fed would be doing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'd given some thought to this but I didn't want to tip my hand about it until the Foundry was live because my plan was to have some of these where the player doesn't know they're seeing the other side of the mission until it happens.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Left my comments on your misson Nagus...

    Main one though is make sure you put the mission system (door) in the Journal text as well. The first pop up tells you where to go but if you click though it, you don't ever get that again. I had to drop the mission and retake it, to find out where to go.

    Otherwise, good basic mission. Keep up the good work.

    Goz
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Left my comments on your misson Nagus...

    Main one though is make sure you put the mission system (door) in the Journal text as well. The first pop up tells you where to go but if you click though it, you don't ever get that again. I had to drop the mission and retake it, to find out where to go.

    Otherwise, good basic mission. Keep up the good work.

    Goz

    This sounds eerily similar to the way players were lost trying to find missions in beta and when the game first launched in Feb.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Main one though is make sure you put the mission system (door) in the Journal text as well. The first pop up tells you where to go but if you click though it, you don't ever get that again. I had to drop the mission and retake it, to find out where to go.

    Ideally, the journal text should list both system AND sector, since the map allows you to easily find sectors, but not systems, unless you happen to be in the same sector block as the system.

    The system itself should ideally be in the first mission step.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    So in a true KDF "side of the story" would be you playing as one of the waves, against a single Fed team. Since that wont really work, I've changed it so that your goal is to capture said "ambassador", and you have to fight your way through waves of Feds(on P'jem) to do so. .

    I'd say a true KDF side of the story would involve being part of the initial capture of the monastary, maybe with some looking for clues of Undine infiltration, followed by holding a part of it against a federation counterattack (perhaps guarding the previously mentioned clues), and ending with the battle in space where you fight the Undine. So a bit of a prequel at the start, followed by doing a different but related thing while the player is clearing the way for the ambassador, and ending at the same point, alongside what a fed would be doing.

    I would agree. Having you "capture" the ambassador and fight waves of feds, feels wrong, for the mission. Axterix's version feels a bit more natural. Its tricky to pull off, but it can be done. The relevant tropes are Hero Of Another Story and Rashomon Style. Pulling off a "Hero Of Another Story" can be delicate, since the player presumably already saw the story and through their actions, caused the other side to "lose." This is where the Rashomon Style, comes in. The hero causes an action, in which the perceived result is X, but in story two Y is what actually happened.

    In the case of the P'Jem story, this actually works out pretty well, because--when you get right down to it--the Heroes of the first story are dead wrong and actually make things worse. The Klingons of the story are the heroes, and the Federations, if not the villains, are the dupes of a probable Undine, Xanatos Gambit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    jennjahn wrote: »
    In the case of the P'Jem story, this actually works out pretty well, because--when you get right down to it--the Heroes of the first story are dead wrong and actually make things worse. The Klingons of the story are the heroes, and the Federations, if not the villains, are the dupes of a probable Undine, Xanatos Gambit.

    Yeah, this story is nice because ultimately, both sides join together to defeat the baddy, so both win. Makes it easy to reconcile the two sides.

    Trying to work an outside main character into an existing story with its own heroes is typically a lot harder. Especially if that character is on the "losing" side.

    Take the Orion mission, for example. Obviously, you cannot be the Orions, they lose. But I could see the player taking some part in the initial capture of the ship, alongside an Orion ally. Some valuable cargo is then taken from the ship. And then the player leaves, but the Orion ship elects to stay behind to claim the prize ship. In essence, the Klingon side all takes place before the Fed side. Then end result would then be that players who have run both appreciate both more, as the two support each other, but they are not in conflict with each other. Both can happen in the same time line.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Well, for "Stranded in Space" I had to make a KDF version. The reason is BC that particular mission doesnt involve Klingons(but rather Orions), so there is no Klingon "side of the story". However, for the missions that do involve Klingons I'll try to make a KDF side of the story, although it wont be quite that simple. For example, I'm currently working on "Diplomatic Delivery", which is the Fed episode where you escort a "Vulcan Ambassador" to P'jem. Once you arrive, you have to fight through waves of Klingons to get to the monastery. So in a true KDF "side of the story" would be you playing as one of the waves, against a single Fed team. Since that wont really work, I've changed it so that your goal is to capture said "ambassador", and you have to fight your way through waves of Feds(on P'jem) to do so.

    Awesome stuff! Looking forward to trying these as soon as RL permits!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    This sounds eerily similar to the way players were lost trying to find missions in beta and when the game first launched in Feb.

    Somewhat simular problem. Only difference is the information on where to go was always in the Journal even in Beta. They just didn't know where to look for it.

    People don't read... you can count on that :) ... You just have to make sure that the information they need is there, once they go back to the Journal and read what they missed the first time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Somewhat simular problem. Only difference is the information on where to go was always in the Journal even in Beta. They just didn't know where to look for it.

    The biggest problem in Beta wasn't the system, but the lack of sector info. And that often wasn't in there. A prime example would be references to the Neutral Zone to get to Deep Space K-7. That the Neutral Zone was actually Eta Erindani was not explained. Nor was K-7 on the Galaxy map like it now.

    That lack of Sector info is still annoying, by the way, and is still missing even from newer missions, like the Devidian ones. A mission's journal entry should always give both system and sector.
    People don't read... you can count on that ... You just have to make sure that the information they need is there, once they go back to the Journal and read what they missed the first time.

    That much is true, for sure. The amount of times I see people asking where the Breen patrol is...gee, could it be right where the mission says it is, doing what the mission says it does? Why, yes it is! Silly peoples.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Left my comments on your misson Nagus...

    Main one though is make sure you put the mission system (door) in the Journal text as well. The first pop up tells you where to go but if you click though it, you don't ever get that again. I had to drop the mission and retake it, to find out where to go.

    Otherwise, good basic mission. Keep up the good work.

    Goz

    Aw, you were just clicking through first box? Oh well, thanks for giving it a try! I've updated the mission description like you said too :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Aw, you were just clicking through first box? Oh well, thanks for giving it a try!

    Even if people read it, they might get called away to dinner or to join a friend/fleetmate somewhere else...

    That's why it is important to put it in the part that winds up in the journal, since players can always access that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    Even if people read it, they might get called away to dinner or to join a friend/fleetmate somewhere else...

    That's why it is important to put it in the part that winds up in the journal, since players can always access that.

    I never said I disagreed, did I?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    Yeah, this story is nice because ultimately, both sides join together to defeat the baddy, so both win. Makes it easy to reconcile the two sides.

    Cept the only downside is, thanks to the magic of the end of episode Reset Button. Our heroes leave the episode, pretty much Not Having Learned a [CENSORED] Thing.

    Far be it from me to play redactive scifi nerd here, (and I've blocked for spoilers) but between this P'Jem mission, Divide et Impera--in which we sabotage a Romulan attempt to detect Undine (and help and one infiltrate Romulan High Command); Taris--In which we find that the Romulans are they themselves totally responsible for the Hobus Disaster; and ultimately the Defari mission Cold Storage--in which we find living members of the Preservers: a race powerful enough to seed all humanoid life in the galaxy I find our ingame efforts to ultimately, for nothing. We keep having these in-game moments that should change everything about the game world, or heck at least earn us a chewing out from our superior officers, but they these events don't change anything. We're forever stuck in 2009.

    Perhaps this is a feature and not a bug. Perhaps given my newness to how MMO worlds work, I'm being foolish, but I doubt I'm alone in my frustration with this "reset button" problem.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    jennjahn wrote: »
    Perhaps this is a feature and not a bug. Perhaps given my newness to how MMO worlds work, I'm being foolish, but I doubt I'm alone in my frustration with this "reset button" problem.

    Well, it is sort of canon. After all, TNG's character development was pretty much limited to one character growing a beard ;)

    That said, Divide et Impera is the only one of those I had a problem with. Was obvious what was going on, as such, I'd like to believe that my captain, being reasonably intelligent, would maybe, just maybe, question and/or take a proper precaution.

    Another mission that ties into that is the one where Drake he makes you choose between him and the captain of the ship. My captain would err on the side of caution, an option we weren't given.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I never said I disagreed, did I?

    Never said you did, did I? :)

    Just stating the obvious, so that others who read it understand why it is important to do so.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    Never said you did, did I? :)

    Just stating the obvious, so that others who read it understand why it is important to do so.

    I was under the impression that when you quote a post, you were responding to that specific comment. Apparently not :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    Well, it is sort of canon. After all, TNG's character development was pretty much limited to one character growing a beard ;)


    Too true. People may dogpile on Jonathan Frakes acting abilities, but his voice work as the trope namer for devious plotting--David Xanatos, shows that, there's a smart fella there.
    Axterix wrote:
    Another mission that ties into that is the one where Drake he makes you choose between him and the captain of the ship. My captain would err on the side of caution, an option we weren't given.

    Ah the justly classic "stun them both, let sickbay work it out" move. I highly agree.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I was under the impression that when you quote a post, you were responding to that specific comment. Apparently not :o

    Well, I was sort of, since I was keying off your comment about mentioning it in some early mission text, although your comment was more in jest about people not reading every word the poor mission creators spend all that time writing :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Heh, would it be appropriate for KDF to disintegrate all the radiation poisoned crew members instead of medical transporting them?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Somewhat simular problem. Only difference is the information on where to go was always in the Journal even in Beta. They just didn't know where to look for it.

    People don't read... you can count on that :) ... You just have to make sure that the information they need is there, once they go back to the Journal and read what they missed the first time.

    Problem is, that the Foundry won't let you create a dedicated objective for "Go to xyz". The objective will be named after the sub-mission that starts on the map there. Since it's quite annoying to have a "Go to XYZ System" in huge yellow letters stuck on top of the mission tracker for the first map of your mission I also decided to put the directions only into the dialog (highlighted of course) and the short mission description.

    Would be nice though, if one could place Reach Marker objectives in sector space and social zones.

    Regards,
    Rachel
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Losobal wrote:
    Heh, would it be appropriate for KDF to disintegrate all the radiation poisoned crew members instead of medical transporting them?

    Only if they weren't friendly to the Klingon Empire. If they are friendlies, then you'd probably try to save them if possible unless the cost/difficulty of doing so is to high.

    And if it isn't practical to save them, it'd probably be more klingon to give them something to get them on their feet, if only short term, so they can die in battle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Problem is, that the Foundry won't let you create a dedicated objective for "Go to xyz". The objective will be named after the sub-mission that starts on the map there. Since it's quite annoying to have a "Go to XYZ System" in huge yellow letters stuck on top of the mission tracker for the first map of your mission I also decided to put the directions only into the dialog (highlighted of course) and the short mission description.

    Would be nice though, if one could place Reach Marker objectives in sector space and social zones.

    Regards,
    Rachel

    I definitely agree; this feature would be very hepful :)
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