Away Team Ground Mission Suggestions

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Away Team Ground Mission Suggestions

Postby MaxShields » Mon Sep 02, 2013 2:19 am

Recently recovered ancient datacores from Antares are suspected of containing a wealth of historical ground mission logs. Let's collaboratively decipher the cores and post the results here (i.e. let's collect cool ideas for away team missions here to help inspire the devs to develop awesome scenarios.)

1. TYPHOID MARY: An unknown illness is running rampant on a distant colony. Medical aid is needed to treat the sick, and scientific expertise is needed to uncover the root cause. Possible twist involving a plot for planetary domination by one of the local power brokers having created the illness to weaken his competition.

2. MY KINGDOM FOR A POWER CONVERTER: An isolated colony's power and life support systems are failing. It is a race against time to reach the site with the appropriate engineering expertise and materiel to restore function before life support collapses and the colonists die. Possible Twist: pirates find the equipment needed for repairs to be invaluable swag and attempt to capture the away team and its supplies for their own purposes.

3. ALL YOUR EGGS IN ONE BASKET: Higher command has ordered you to provide technical training to a fledgling culture trying to blossom into a fully-functional member of the galactic community. Eager to help, you assemble a team of experts who will help stand up a new (insert appropriate skill here--administration, education, medical, engineering, security, etc.) capability. Getting involved is what you do best. The Prime Directive is for weaklings anyway. Possible Twist: if there is insufficient skill redundancy left on the station, an emergency may arise that requires the specific skill sets that were sent on the away team.

4. THE DIPLOMAT: You are required to broker peace between two or more warring factions. This can be achieved in a manner of ways, either by eliminating each faction's will to fight, physically separating the factions, finding a diplomatic solution, or taking sides and assisting one faction to gain supremacy. Possible Twist: All factions unite against the away team and the station.

5. HOME BY SUPPER: a routine scouting /charting mission to locate resources for future exploitation was supposed to be an easy day. The mission finds an austere planet with a great mineral wealth, but barely survivable living conditions. Something goes wrong, and the team is stranded until a recovery mission can arrive. It wouldn't be so bad had the members not arrogantly believed that the would be back quickly and had prepared for the worst. As it is, they are short on supplies and didn't file a complete flight plan with Control before departing. Possible Twist: as the party searches around its location for materiel with which to improve its shelter, food, and water, they may find and old probe or abandoned alien settlement that could have supplies or be re-wired to transmit a mayday to hasten their recovery.

6. DELIVERYMAN: A nearby settlement has supplies that they need to ship to the station, but their cargo ship has broken down. You must send a team out to recover the supplies, as they are badly needed to repair the station's soft ice cream machine, an urgent task as station morale is rapidly falling while it is out of order. Possible Twist: there is a chance that the parts are actually a bomb which is being unwittingly brought aboard the station. If there are insufficient safety measures or inadequately-skilled personnel installing the system, the bomb will go off when the machine is used for the first time.

7. YOU HAD TO BE THERE: The away team is sent on a long range mission to achieve a specific objective. When they arrive, they find that the situation is very different from what they were briefed upon. They are too far away from the station to receive further instructions from their superiors, so they have to take the initiative and solve the situation for themselves. Possible Twist: A superior at the station takes exception with the deviation in orders and decides to take it out on a senior member of the away team.

8. THE CABLE GUY: The station's communications relay inexplicably fails. Despite your best technician's efforts, the system cannot be brought back online. The away team must find and recruit an expert in a nearby system to come aboard to repair it. If they are lucky, he may take a shine to the station and stay aboard as a permanent member. Possible Twist: The communications system was intentionally sabotaged to set the conditions to bring this expert aboard so that he can spy or sabotage for a rival faction.

9. IN THE NAME OF SCIENCE: The away team is on a routine scientific expedition, seeking to widen the collective body of knowledge on the local sector's flora and fauna. In the process, one of the scientific members of the expedition fall madly in love with one of the locals. Although the scientist is very happy to continue his / her research, he / she is unwilling to leave the planet. Possible Twist: the individual the science officer falls in love with is actually the betrothed of an important power broker / warlord. Navigating this situation could either lead to a great benefit to the station, or more likely his wrath and severe consequences.

10. CLOAK AND DAGGER: The away team must sneak into a location secured by hostile forces and recover data, equipment, or a vital character, and return with it to the station. Possible Twist: It's a trap! The enemy was tipped off to the away team's arrival and intent and now plan on capturing and interrogating them. The target may have been bait all along. The team must fight its way back out.

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Re: Away Team Ground Mission Suggestions

Postby PensiveElephant » Mon Sep 02, 2013 11:30 am

This deserves pinning!

You have some excellent suggestions there. I'm currently in the process of re-watching DS9 and I'm thinking it could be a great source of inspiration for missions in this thread :).

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Re: Away Team Ground Mission Suggestions

Postby MaxShields » Mon Sep 02, 2013 11:54 am

@Pensive: I agree that DS 9 could provide a great many 'cameo missions' that would be great fun to play. Stargate SG-1 could also provide lots of fodder. I suspect the devs have probably spent a great many hours of hardship researching these source materials, possibly even while consuming such horrors as beer and chips from time to time.

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Re: Away Team Ground Mission Suggestions

Postby Adam » Tue Sep 03, 2013 3:05 pm

MaxShields wrote:@Pensive: I agree that DS 9 could provide a great many 'cameo missions' that would be great fun to play. Stargate SG-1 could also provide lots of fodder. I suspect the devs have probably spent a great many hours of hardship researching these source materials, possibly even while consuming such horrors as beer and chips from time to time.


How did you guess :D ? I'm just glad we've already got like-minded community members like you lot to start these kinds of threads before we have a chance to get to them!

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Re: Away Team Ground Mission Suggestions

Postby MaxShields » Wed Sep 04, 2013 12:04 am

Until will become that nattering chatter in the back of your mind that makes you wonder whether you're fully in touch with sanity.

At that point, I expect that we shall be banished to some distant planet, and a new round of loyal followers will be called for. :mrgreen:

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Re: Away Team Ground Mission Suggestions

Postby MaxShields » Tue Sep 24, 2013 2:12 am

A few more

Relief Disaster A colony belonging to a friendly empire is in dire need of food and medical supplies. Higher command has directed your astrobase to mount an operation to deliver the required supplies. Another empire is blockading the planet. It is neutral to the player's empire. Intervention could be seen as an act of hostility. The blockaders may let the relief fleet through, but may demand payment in terms of supplies to allow it to pass. The toll may be high, leaving too little for the colonists. The player may have to choose whether to acquiesce to the demand, risking an increase of the toll in the future, they may negotiate passage through tactful diplomacy, or they could break the blockade through stealth or by shooting their way through, potentially dragging the player's empire into the conflict.

The Source a vital intelligence source needs to be extracted from behind enemy lines. The player has to determine how they will proceed. They can take a large armed force, but doing so will compromise the source, rendering it unable to gather more information in the future and risk a fight that could set off a larger conflict. A small well-trained team could be far more effective, but may be unable to fight its way out should things go South. A combination could also be possible: a small team, supported by a quick reaction force in reserve to respond in the event of combat.

Spies Like Us the Commander decides to deploy an intelligence gathering mission to a heavily populated planet to help prepare the ground for a future operation. The team eventually comes into contact with another that claims to be on the same mission. Do they team up to achieve better effects, or is this a counterintelligence operation that seeks to compromise and capture the characters?

The Walls Have Ears While on shore leave, one of the characters, who may be with a few station buddies or on his own) overhears a conversation in a crowded restaurant about a plot to blow up some vital local infrastructure/kidnap an official/or attack the station. Will he intervene? Will he run away? Can he find allies to help out?

Rebel Rats During a diplomatic mission to a distant planet, the away team is contacted by an individual claiming to be part of a resistance movement seeking to liberate itself from the oppressive ruling regime. The characters are unaware of the existence of this rebel faction, and are not even aware of the planetary tensions. The player will have to decide whether to believe this purported rebel, whether he should investigate the claims further, and whether to ultimately side with the rebels against the regime. This mission could lead to several follow-on scenarios within a greater evolving campaign as the player ignores the problem, joins the revolution, or reports it to the regime and assists in crushing it.

Behind Enemy Lines A small party is working on a largely uncharted planet when they either uncover an enemy base camp or observe a major landing of hostile forces seizing planetary control. The party must evade detection and work its way back to a rendezvous location where they can be safely extracted and returned to the Astrobase. Alternatively, they could hole up somewhere and report back on the enemy's activities, or if there is a native population that is favourable to the player they could join forces and create a resistance movement to harass and disrupt the hostile force until a relief force can repel the invaders.

Leave Calamity While on shore leave, one of the characters witnesses a critical event. This could be as simple as a vehicle accident or seeing someone fall into a river, or it could be complex such as being at the heart of an earthquake or terrorist attack. They have to decide whether and how to get involved.

Combat Search and Rescue A small party or a fighter pilot is isolated behind enemy lines. The characters must lead an effort to fight their way through enemy resistance to recover their possibly wounded buddies and bring them back to safety.

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Re: Away Team Ground Mission Suggestions

Postby Ethan » Sun Mar 16, 2014 1:33 am

Inspired by Battlestar Galactica-

A high-ranking official from the administration is under pressure from a religious cult to find an artifact in a temple on a nearby planet. As you send in a scouting party, you discover another civilization is looking for the same item. Do you make a deal, open fire and make a new enemy, or let them have it to make them friendly toward your base?

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Re: Away Team Ground Mission Suggestions

Postby pattenam » Fri May 30, 2014 10:33 pm

Malware removal:

A visiting space vessel has asked for help with a software problem.

The crew of the vessel recently installed an advanced AI system that has entrenched itself into the ship's computer core. The AI is not so much dangerous as it is annoying-annoying enough that the crew want to either extract the AI into a harmless processor core or delete it entirely. The mission would require some combination of diplomacy, stealth and computer science skills in order to remove the AI without it realizing what is going on. What's more, there could be a chance that the AI will convince the away team to leave the base and join it on outrageous space adventures.

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Re: Away Team Ground Mission Suggestions

Postby TomTrustworthy » Thu Sep 18, 2014 7:40 pm

I read a bunch of them but probly not all of them. I will try to add to this list.

Harvest Moon
The station's lab is lacking in various plants to observe and test in the lab. A team is sent out to a local moon that may contain flora perfect for the lab. Based on the teams strengths and weaknesses the team can find and return with some samples in a timely manner. Struggle to find any plants or the type the lab was already short on while making the mission run late. Stay longer than expected while the crew harvests plants, cross breeds them and make a new discovery. *Any outcome can have a chance of a team member being contaminated, if they enter the lab s/he will ruin/disrupt all current research.*

Can we keep him?
(Link to a prior mission, where a planet was visited by another group. A mistake was made and the organism on the top of the food chain is with out food and dying off.)
The crew is sent to another planet with reports that it is doing quiet well, full of life maybe even too full. The team is sent to find an organism suited for the planet that is going barren. Matching the creature to the new planet is key to helping this world have another chance. The team may find a creature and transfer some of them to the doomed planet. Or they can find it and decide the planet will sort itself out and keep the animal on board. IF they send it to the planet the animal will need to consume the correct matter and be consumed by the local animal that is in danger. Also it must live in the correct setting, air/water/land. Then if they decide to keep the animal it can cause all sorts of trouble on board.

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Re: Away Team Ground Mission Suggestions

Postby Daniel » Thu Sep 18, 2014 9:28 pm

TomTrustworthy wrote:Can we keep him?


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