Why do I keep ending up in places like this?
Entry One Hundred Thirty-Two
I look back at my earlier entries, and I laugh to think that I was free of the Klingons. Gaining a ship outside of the normal KDF was supposed to set me free. But instead, it made me extremely attractive to Imperial Intelligence. From their point of view, they had a nice, deniable asset to use to interfere wherever they chose.
I could have said no, of course. But the large number of Bortasqu’ vessels that put the ultimatum to me was a very persuasive argument in their favor. So I had to allow II access to the ship, put in their damned devices which can do anything from blow the ship up to more creative annoyances. I managed to keep them clear of my quarters and ready room, and this log is kept separate from ship computers, so at least I have that going for me.
For the most part, it hasn’t been too onerous. I’m still usually free to act as I will. But when II says they need me and my ship and my crew for a little assignment, I have to drop everything and come running. Or those aforementioned annoyances start going off, one at a time. I’ve tried to go through the ship to find everything they did to it, but even with the help of equally tech-minded engineers, we can’t find everything-we can’t even find most. I’m not convinced that the stuff we did find wasn’t meant to be found.
Lately, I’ve been at war. I’ve had more people shooting at me in the last month than I’ve had in…ever. I must be doing something right-I’m still alive, and still unassimilated. That’s a win in my book.
Been hearing rumblings about some activity around the space station Deep Space Nine near the world of Bajor. I can only conclude that I’ve been allowed to hear about this traffic, because II wants me to go there next.
There must be some way out of here….
When you’re hot, you’re hot…when you’re not, you’re not….
I’ve come to a somewhat horrible and yet unsurprising realization in Star Trek Online: there aren’t as many Foundry missions as you might hope for when it involves the Klingons.
This is not to say that there are no missions; there’s still a significant number of them out there that I’ll be going through. It’s just that I’ve found that the number of authors of these missions are substantially smaller. In part, I suspect, it’s because there’s a shortage of people doing reviews for missions published, which keeps them from hitting the status of having rewards attached to them. That fact probably keeps most individuals from even bothering to give them a whirl-why do them if you get nothing out of it? This isn’t such a big deal, perhaps, with the Federation side-the pool of Starfleet players far exceeds those of Romulans or Klingons. But it matters to the Klingon side.
It also hasn’t helped that, in the time I’ve been working on Dathiro, the Foundry has been down more than it’s been up. Between that and the issue with queues-they haven’t popped all that much for Dathiro-it looked like I might have to shutter Dathiro for an extended period. Fortunately, I had a solution that didn’t involve me breaking down and doing non-Klingon episodic content.
There are a few places that are effectively “adventure zones” in STO. The first and earliest one to have been introduced in the game was on the world of Defera, the site of the first Feature Episode arc released by Cryptic. To keep it simple: the Borg came calling and started to assimilate the planet. Klingons and Starfleet can go to the world and fight off the Borg in several areas: the City, the Temple, the Power Plant, and-for the daring-the Probe, the hub of the Borg activity. Each of these areas have missions that can be done, rated in difficulty from easy to hard. Easy is designed for solo players, medium for about two to three players, and probably a full team for the hard ones. There are also zone-wide missions that can be done as you go along in any zone.
Obviously, I spent my time in “easy” mode. There’s one of me, after all.
The advantages of doing these missions is twofold. First, it’s a way of earning Omega Marks, for the Task Force Omega reputation, which is always a solid one to advance. But another lesser known advantage is that this zone is the only place that I know of that can allow you to craft an improved modulator. The basic remodulators to fight the Borg can be easily replicated (and in the mission arcs, I believe there’s one that gives you five free ones), and that allows you to retune your weapons to affect the Borg after they’ve adapted; but the ones you can craft on Defera have a faster reset time, and faster reset time means more time shooting them down. So if you plan to spend time messing with the Borg on the ground-say, during Borg-related task forces-this isn’t a bad investment of time.
Another adventure zone-the second one, if memory serves-is on the world of Nukara. The Tholians have taken up shop here, and your goal is to find out what they’re up to and stop them. Again, it includes missions that are easy/medium/hard. And like the Borg invasion, it has those missions in separate areas, and it includes zone-wide objectives as well. However, it has a couple of other little differences. Firstly, and perhaps foremost, it requires the use of environmental suits, because Nukara is a Demon-class planet, which is so hostile to most life-forms that it’s not even funny. Tholians like it just fine, though. What that means, though, is that your top-line armor isn’t going to be useful here. The environmental suits take the place of the armor. Fortunately, such armor is easy to get a hold of, especially if you have vet rewards that include them-and the Nukara reputation tree has options there, too. The second difference is that there’s two basic instances to work with-the outdoor instance, and an area in an underground complex, also conveniently separated in easy/medium/hard levels. This is where you find out that there are Mirror Universe captives here, and a bit more besides.
Rewards here are-shocker-heavily involved with Tholians and Nukara, primarily the Nukara Marks to improve THAT reputation tree. That reputation tends to be heavy on environmental suits and anti-Tholian weaponry, which may not sound like much. But given how often Tholians crop up in the later episodes of the game, it may not be a bad thing to have some of those weapons just for those occasions.
There are other adventure zones in the game-one of which I’ll revisit next time, if the Foundry hasn’t risen from the dead by then. The trick is that some are level locked to 60, and some are in the Delta Quadrant, which may force me to run at least a couple of episodic missions so I can unlock the quadrant and get to them. That said, Dathiro is now sitting at level 58, which means there’s an excellent chance that we’re reaching the end of his journey-and I’m not too likely to do the new expansion with him, as I’ve got FOUR “main” characters to run that through now, plus a character for the Jem’Hadar subfaction predicted. We’ll see where things go. (Plus, let’s be honest-I’m an altoholic. I want to mess with new characters all the time. On my list of things to do is a new Starfleeter, doing primarily Foundry missions.)