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Playable Augments

flintl0ck33flintl0ck33 Member Posts: 37 Arc User
Not sure if it's been suggested before, but I was thinking about Augments as a new STO race for the game. The augments would have their own start similar to that of a discovery character. I tried to come up with a reasonable inclusion into the game.

Starting traits.
Engineered soldier
Physical strength
Resilient

Opening start cutscene
"Somewhere in the 22nd Century"
Animated battle between the enterprise and a bird of prey. Voiceover from Enterprise as Soong pleads with Malik but he destroys the ship.
Cutscene shows a battered container fly away from the exploding ship.

"The 24th Century....."
Cutscene shows the same container looking much older and space worn. A tractor beam attaches to it and you see it being pulled into a section 31 ship.

First act would be set on a secret research station containing new generations of augments being created from the remnants of cold station 12. Station map would be used to train captains on the ground combat phaser firing etc..

Act 2 would be the station getting attacked during the Klingon war opening. Survivors would be heading to escape pods whilst the hero launches and escapes in a Federation Freighter. This would train the character in starship combat.

Additional Augment Boffs could be added during additional opening  missions. The opening campaign would end with a discussion with Admiral Quinn where the regulations on Augment officers are relaxed and you would start the usual Episode chains as normal.

Would love to hear other variants from people..
:)
Post edited by baddmoonrizin on

Comments

  • phoenixc#0738 phoenixc Member Posts: 5,459 Arc User
    Not sure if it's been suggested before, but I was thinking about Augments as a new STO race for the game. The augments would have their own start similar to that of a discovery character. I tried to come up with a reasonable inclusion into the game.

    Starting traits.
    Engineered soldier
    Physical strength
    Resilient

    Opening start cutscene
    "Somewhere in the 22nd Century"
    Animated battle between the enterprise and a bird of prey. Voiceover from Enterprise as Soong pleads with Malik but he destroys the ship.
    Cutscene shows a battered container fly away from the exploding ship.

    "The 24th Century....."
    Cutscene shows the same container looking much older and space worn. A tractor beam attaches to it and you see it being pulled into a section 31 ship.

    First act would be set on a secret research station containing new generations of augments being created from the remnants of cold station 12. Station map would be used to train captains on the ground combat phaser firing etc..

    Act 2 would be the station getting attacked during the Klingon war opening. Survivors would be heading to escape pods whilst the hero launches and escapes in a Federation Freighter. This would train the character in starship combat.

    Additional Augment Boffs could be added during additional opening  missions. The opening campaign would end with a discussion with Admiral Quinn where the regulations on Augment officers are relaxed and you would start the usual Episode chains as normal.

    Would love to hear other variants from people..
    :)

    A lot of people already play augments via roleplay and the background bio on the character floater, usually playing Bashir-style augments but some play the full Khan type that way too.
  • paradox#7391 paradox Member Posts: 1,774 Arc User
    Not sure if it's been suggested before, but I was thinking about Augments as a new STO race for the game. The augments would have their own start similar to that of a discovery character. I tried to come up with a reasonable inclusion into the game.

    Starting traits.
    Engineered soldier
    Physical strength
    Resilient

    Opening start cutscene
    "Somewhere in the 22nd Century"
    Animated battle between the enterprise and a bird of prey. Voiceover from Enterprise as Soong pleads with Malik but he destroys the ship.
    Cutscene shows a battered container fly away from the exploding ship.

    "The 24th Century....."
    Cutscene shows the same container looking much older and space worn. A tractor beam attaches to it and you see it being pulled into a section 31 ship.

    First act would be set on a secret research station containing new generations of augments being created from the remnants of cold station 12. Station map would be used to train captains on the ground combat phaser firing etc..

    Act 2 would be the station getting attacked during the Klingon war opening. Survivors would be heading to escape pods whilst the hero launches and escapes in a Federation Freighter. This would train the character in starship combat.

    Additional Augment Boffs could be added during additional opening  missions. The opening campaign would end with a discussion with Admiral Quinn where the regulations on Augment officers are relaxed and you would start the usual Episode chains as normal.

    Would love to hear other variants from people..
    :)

    Can already make one with Alien Gen. Ground Traits are Soldier, Physical strength, Resilient, Sturdy, Sure footed and Aggressive, Space traits are accurate and Efficient Captain
  • leemwatsonleemwatson Member Posts: 5,331 Arc User
    Not sure if it's been suggested before, but I was thinking about Augments as a new STO race for the game. The augments would have their own start similar to that of a discovery character. I tried to come up with a reasonable inclusion into the game.

    Starting traits.
    Engineered soldier
    Physical strength
    Resilient

    Opening start cutscene
    "Somewhere in the 22nd Century"
    Animated battle between the enterprise and a bird of prey. Voiceover from Enterprise as Soong pleads with Malik but he destroys the ship.
    Cutscene shows a battered container fly away from the exploding ship.

    "The 24th Century....."
    Cutscene shows the same container looking much older and space worn. A tractor beam attaches to it and you see it being pulled into a section 31 ship.

    First act would be set on a secret research station containing new generations of augments being created from the remnants of cold station 12. Station map would be used to train captains on the ground combat phaser firing etc..

    Act 2 would be the station getting attacked during the Klingon war opening. Survivors would be heading to escape pods whilst the hero launches and escapes in a Federation Freighter. This would train the character in starship combat.

    Additional Augment Boffs could be added during additional opening  missions. The opening campaign would end with a discussion with Admiral Quinn where the regulations on Augment officers are relaxed and you would start the usual Episode chains as normal.

    Would love to hear other variants from people..
    :)

    Whilst the sentement is nice, it won't and can't be used. Any 'creativity' on your behalf in a storyline you propose will be disguarded. There's just too many legal issues. Characters like Bashir, Data, the Doctor etc, are supposed to be exceptions to the rule for the purpose of the 'story'.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • davefenestratordavefenestrator Member Posts: 10,501 Arc User
    Can already make one with Alien Gen. Ground Traits are Soldier, Physical strength, Resilient, Sturdy, Sure footed and Aggressive, Space traits are accurate and Efficient Captain

    Yep, or you can use any race since augments can be any race + manipulated genetics.

    You don't need the game to give you an inro to play "other" races / factions. I have a Terran defector in Starfleet who fled the mirror universe in a stolen Paradox with his mirror crew, including a reprogrammed holo-Leeta "loyalty officer." No cutscene needed.

  • jonsillsjonsills Member Posts: 10,354 Arc User
    edited October 2021
    Augments won't be allowed in Starfleet if it's known they're augmented, as that runs afoul of laws passed when Humans were the dominant group. (Bashir was grandfathered in, as he hadn't known about his augments when he enlisted, and his behavior had been exemplary during his entire commission.) As with the discussion of the probable Ferengi in DSC season 4 previews, people keep forgetting that Humans (and only Humans) had outlawed genetic modification except when medically necessary.

    Klingon augments are easy enough - the TOS Klingon parts are in there, just add the right Traits and come up with a story as to why the viral "repair" didn't change your DNA back.
    Lorna-Wing-sig.png
  • paradox#7391 paradox Member Posts: 1,774 Arc User
    jonsills wrote: »
    Augments won't be allowed in Starfleet if it's known they're augmented, as that runs afoul of laws passed when Humans were the dominant group. (Bashir was grandfathered in, as he hadn't known about his augments when he enlisted, and his behavior had been exemplary during his entire commission.) As with the discussion of the probable Ferengi in DSC season 4 previews, people keep forgetting that Humans (and only Humans) had outlawed genetic modification except when medically necessary.

    Klingon augments are easy enough - the TOS Klingon parts are in there, just add the right Traits and come up with a story as to why the viral "repair" didn't change your DNA back.

    I think Vulcans would have outlawed it too, considering how aggressive human augments can be, Vulcans tend to panic when one of their own mentions something as minor as a gut feeling, https://www.youtube.com/watch?v=bZ6wBgSu5Ak
  • shiratora#1606 shiratora Member Posts: 6 Arc User
    Augments, same as Borgs should be a special traited that could appiled to the any race.
    I love the Idea of Augments, there are a many out there in the Star trek universe, the Augment Colony, Julian, Survivors of Soong's Stolen eggs.
    But in general Augments should be a zen Trait or a LTS that can be appiled to any race but it also can't be removed once equiped.
  • saurializardsaurializard Member Posts: 4,385 Arc User
    I mean, with how many energy beams our body can swallow for breakfast without any lasting injury that a stimpack won't solve and how we can trash thousands of ships by our own, you could argue we are already augments.

    Just this morning, I took about a dozen of axe swings in the face, got turned into a cat twice, got my life drained by Devidians thrice, got phase-shifted and got like a hundred of spider bites. And I was still able to carry a Hur'q weapon nearly as tall as me and punch a ghost in the face.
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • paradox#7391 paradox Member Posts: 1,774 Arc User
    A lot of people already play augments via roleplay and the background bio on the character floater, usually playing Bashir-style augments but some play the full Khan type that way too.

    I barely consider Bashir as an Augment, aside from his heighten intelligence, he's pretty much human, Bashir is like the Lex Luthor to Khan's Superman.
  • kayajaykayajay Member Posts: 1,990 Arc User
    A bit like how you can now buy a token to get an extra slot on your character, maybe you could get "Augmented" in your existing toon.

    I still say that Bashir's gender reassignment clinic should exist...
  • davefenestratordavefenestrator Member Posts: 10,501 Arc User
    kayajay wrote: »
    I still say that Bashir's gender reassignment clinic should exist...

    The ancient spaghetti code says "no", not any of the staff. It apparently would break too much, and re-writing the code would be a major effort.

This discussion has been closed.