Liquidator M'ao offers you a chance to become the hero of Alpha Quadrant, and earning latnium as reward! You will stop the Dominion threat, as well as combating the True Way and Elachi forces along the way.
10 maps: 3 story, 3+1 space combat (depends on player's choice), 3 ground combat
About 1 hour
Recommand skilled players with a well equipped team
* Story fits with Star Trek / STO canon
* A carefully designed mission
Kind of a CF. Chaotic, packed with fighting for the sake of fighting. Knowledge and use of DS9 lore impressive, but story is weak. Final revelation is not much more than a smackdown on the player. Not much fun.
EDIT: My apologies. This is a crappy review that tells you nothing that you need to know. Finished this on the edge of sleep and it was a bad night with the kid anyway. I will post a more comprehensive review with hopefully some helpful information.
Alrighty then. Fatherhood has decided to spare me a few moments to do this right. Haven't had time to play more than one other mission since playing "The Ferengi Job".
SOME SPOILERS AHEAD.
I'll start with what didn't work for me first and then wind up with the good stuff.
The premise itself had my eyebrow cocked from the beginning - A Ferengi liquidator handing a Starfleet captain a pretty darned dangerous mission. I would've expected an Admiral who'd been caught in an uncomfortable position or possibly owing the FCA a favor in order for something like this to happen, but hey...the story had to roll forth.
The location-to-location journey felt a little disjointed even though the connections between the tasks were explained. Still felt like there was a lack of cohesion and I'm still not entirely certain why. The battles in space, while challenging, were not impossible - however things took a little longer than they should have.
The big reveal at the end seemed designed to smack down the player and HARD. Also noticed that an event triggered way too soon. Nothing should happen while your player is trying to read said reveal.
Closing out the cons: even the title "The Ferengi Job" seemed to suggest that more should happen involving the Ferengi. So unless I am mistaken, our Liquidator friend was the only one of his race we encounter.
The Pros:
I'm always a sucker for DS9 lore and the use of the Dosi, the Karemma, and even the chance to visit the Gamma Quadrant were welcome elements. The Dosi looked just great, very faithful to the representations on the show.
Dialog was well written and fit the Trekverse. All characters were believable and felt in-place.
I guess I would suggest that make tweak the mission so that the fighting makes more sense story-wise and maybe cut down the intensity a little for single players. You'd probably get more reviews that way.
Also check your even trigger at the end. Hope this helps. Thanks for the opportunity to play.
A Ferengi liquidator handing a Starfleet captain a pretty darned dangerous mission. I would've expected an Admiral who'd been caught in an uncomfortable position or possibly owing the FCA a favor in order for something like this to happen, but hey...the story had to roll forth.
The mission was intended to be played by either Starfleet or mercenary captains. The player can choose if they are motivated by politic (save the alpha quadrant) or bounty (earning latinum).
The battles in space, while challenging, were not impossible - however things took a little longer than they should have.
The space combats are as short as they can be and some fights are skip-able. For example, the player can avoid engaging the Breen by pampering them or just warp out the ambush at the end.
The big reveal at the end seemed designed to smack down the player and HARD. Also noticed that an event triggered way too soon. Nothing should happen while your player is trying to read said reveal.
Yes because it's meaningless if the player can overcome a trap easily. A proper way to handle the situation is to escape first (e.g. evasive maneuver), reposition the ship, then destroyed the ambushing ships one at a time. Tuvok once taught the cadets that a good captain knows when to retreat!
Originally, the mission was much harder (like fighting two boss groups at once), but I tone-downed the difficulty because players don't like to get defeated. :rolleyes:
Comments
Currently #4 in line.
EDIT: My apologies. This is a crappy review that tells you nothing that you need to know. Finished this on the edge of sleep and it was a bad night with the kid anyway. I will post a more comprehensive review with hopefully some helpful information.
Again, apologies.
SOME SPOILERS AHEAD.
I'll start with what didn't work for me first and then wind up with the good stuff.
The premise itself had my eyebrow cocked from the beginning - A Ferengi liquidator handing a Starfleet captain a pretty darned dangerous mission. I would've expected an Admiral who'd been caught in an uncomfortable position or possibly owing the FCA a favor in order for something like this to happen, but hey...the story had to roll forth.
The location-to-location journey felt a little disjointed even though the connections between the tasks were explained. Still felt like there was a lack of cohesion and I'm still not entirely certain why. The battles in space, while challenging, were not impossible - however things took a little longer than they should have.
The big reveal at the end seemed designed to smack down the player and HARD. Also noticed that an event triggered way too soon. Nothing should happen while your player is trying to read said reveal.
Closing out the cons: even the title "The Ferengi Job" seemed to suggest that more should happen involving the Ferengi. So unless I am mistaken, our Liquidator friend was the only one of his race we encounter.
The Pros:
I'm always a sucker for DS9 lore and the use of the Dosi, the Karemma, and even the chance to visit the Gamma Quadrant were welcome elements. The Dosi looked just great, very faithful to the representations on the show.
Dialog was well written and fit the Trekverse. All characters were believable and felt in-place.
I guess I would suggest that make tweak the mission so that the fighting makes more sense story-wise and maybe cut down the intensity a little for single players. You'd probably get more reviews that way.
Also check your even trigger at the end. Hope this helps. Thanks for the opportunity to play.
The mission was intended to be played by either Starfleet or mercenary captains. The player can choose if they are motivated by politic (save the alpha quadrant) or bounty (earning latinum).
The space combats are as short as they can be and some fights are skip-able. For example, the player can avoid engaging the Breen by pampering them or just warp out the ambush at the end.
Yes because it's meaningless if the player can overcome a trap easily. A proper way to handle the situation is to escape first (e.g. evasive maneuver), reposition the ship, then destroyed the ambushing ships one at a time. Tuvok once taught the cadets that a good captain knows when to retreat!
Originally, the mission was much harder (like fighting two boss groups at once), but I tone-downed the difficulty because players don't like to get defeated. :rolleyes:
Anyways, thank you for your review again!