Mission 8: Divided We Stand
Mission Info
Status | Completed Mission | |
Description | Having left the station, on the USS Galen, for some time to unwind the crew picks up an automated distress call from the planet Criea IV. Setting course for the planet the crew preps for the natural disaster that has left the resident of Criea IV in ruins. Beaming down to the planet the crew is met by sophisticated computer defense system that pins man against machines in a fight to the death. Now suck in an endless fight to the death, it is never ending game of last man standing. Can the crew outwit a computer system and escape the fight, or will they be left at the mercy of Criea IV's defense system? This will be the simm's final mission aboard the station Deep Space 7. All players and crew will be transferring to the USS Roanoke after this mission, with DS7 remaining as an NPC station for storyline purposes |
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Start Date | 12/04/2016 @ 5:42pm | |
End Date | 02/27/2017 @ 11:42pm |
Mission Posts
Title | Timeline | Location |
---|---|---|
Determination by Captain Cornelius Harrington |
2 Days Later | Criea IV |
The Diagnosis by Captain Cornelius Harrington |
Sickbay | |
Red & Blue by |
After: Breaking it up | Planetside |
Moving On by |
During and After "Breaking It Up" | Criea IV - Abandoned Village |
Breaking it up by Captain Cornelius Harrington & Lieutenant Commander Nolan Markell |
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Duck and Cover by |
Current | Criea IV |
A Bargaining Chip by Captain Cornelius Harrington |
Same time as "Breaking it up" | Cap's Ready Room |
Two guards are better than one by |
Planetside/Forest | |
A Brief Encounter by |
Backpost | Promenade |
Meetings, meetings always more meetings! by |
Intelligence Center | |
Running Scared by |
MD 1 | Criea IV (Surface) |
The Roanoke by Captain Cornelius Harrington |
Kaleb III, Star Fleet Office Complex | |
A Distress Call by Captain Cornelius Harrington |
MD 1 | USS Galen, Criea IV |
Debriefing by Captain Cornelius Harrington & Lieutenant Commander Nolan Markell |
2 Week Later | Captain's Ready Room, DS7 |
Mission Summary
The long and short, the cliff notes version, is that we all will be on the Galen taking a break if you will from the station, the virus, etc. The Galen will pick up a distress call from a nearby planet, Criea IV, related to some nature disaster of some sort (willing to accept ideas). The distress call will be automated, no live person. The Galen will respond sending down a team led by the Executive Officer to lend assistance. Everyone will have a role on the planet in this mission with the Captain and NPCs staying on the Galen to oversee things from the ship.
Once the away team arrives on the planet they will be greeted by an almost destroyed city, with no signs of life or life having been here for some time. Think if you to the images of New York city in the movie I am Legend. It should be a large city that looks partly in ruins, buildings falling apart, grass growing into/over the roads, signs of a battle, and maybe some left-over machines from the war. You all have imaginations, so I will leave you to think of that.
The Away Team will track down the signal to a building VERY NEAR your beam down point, and once the Team is inside the building they will accidently activate an internal security program and create a status field around the city. Once the field is up, communication, transport, etc will not be operational. There will be no way out of the city or off the planet. A hologram will active in the middle of the room (Alex was going to play this hologram who will be based off Caesar Flickerman from the Hunger Game, the program's name is Zook Ampair. So the short explanation is that the hologram will active a war game, at the same time he will scan the Galen. The Galen scan will disable engines, transporters, and external comms arrays (so the galen won’t be able to help the away team, right away)
From here, the war game starts as the crew on the ship will be forced to watch the planet side team fight for their lives. The hologram’s main computer, as it scanned the galen, will take information from the galen’s computer and replicate enemies on the planet for everyone to fight; much like the TNG The Arsenal of Freedom (link: en.wikipedia.org/wiki/The_Arsenal_of_Freedom). Each wave of baddies getting progressively harder and harder to fight as the program will adapt to the away team. It should be noted that members of the away team are permitted to die, if a member is killed the program will beam them out immediately to the galen where they will awake uninjured and fine; leaving those on the planet to worry even more.
At this point the planet mission is mainly a last man standing, and I don't want to script it out completely as I want it to have a more character development theme. You, the players on the planet, can write and develop ideas, while those on the ship will be working on a way to get the Away Team out, re-establish communications, and forced to watch. Sidenote: the computer from the planet has taken over internal views creens on the Galen, all screens of any sort on the ship will be displaying the fight live from the planet.. much like a modern TV show..
In the end once either 1) the entire away team has “died” or 2) they defeat a significant number of baddies, or 3) insert reason developed in the mission .. the program will deactivate, release the ship and the hologram Ampair will appear once again....the program will explain.. and well I don't want to play it out all just yet.. but the overall theme at this point will be a preview of that is to come within the simm's overall theme. I think you get the point.