Star Trek Online: Armistice

For an expansion that only has six (now seven) missions as its main story content, you’d think that Star Trek Online would have to make every episode in Victory is Life absolutely count. With so few, they’d have to all be slam-dunk winners, right?

Well, I’m two episodes in, and so far I am incredibly underwhelmed. In fact, Armistice is one of the lamest missions that I’ve played in the game to date. Part of the problem is that this expansion is so deeply Deep Space Nine-focused that it comes off as a lot of fanservice that, as a person who hasn’t seen most of the series, will not get nor appreciate. Usually Star Trek Online is pretty good in bringing us non-viewers up to speed, but this quest was some sort of weird coda to one of the show’s episodes. And it was pretty dull.

Armistice had me heading into the Gamma Quadrant (which I couldn’t explore, as the mission auto-warped me right to the planet in question) where I was supposed to rescue the old Bajoran priest who was intentionally marooned here but now I guess they want to un-maroon her. Oh, and they had given her and her companions immortality via nanites. You’d think that all of the universe would be using these nanites by now, but I guess not? As I said, it’s very confusing if you’re dropped into the middle of it.

Anyway, getting her out is compounded by the pesky Hur’q, the new villains of this expansion. Like what I’ve seen so far, they’re kind of generic bug-aliens. Underwhelming. Lots of swarming and hyperactive jumpers.

Kira and Bashir come on this mission for some reason, and Kira — looking like a cartoon action figure — activates her bizarre pink lightning sonic power. Honestly, I have no idea what’s going on in this picture here.

Part of the dullness of this mission is that it’s very lopsided in favor of ground exploration and combat on a planet that’s just not interesting in the least. Oh well. I entertained myself by firing a miniature Death Star laser all around the place.

The worst part of the mission was the boss fight against this overseer insect up there. He hit so hard with multiple cone attacks, and any time we respawned, we were right at his feet and had no time to regroup and prepare. Basically, it was one of those instances of “throw your bodies at the boss often enough and hope that you get lucky sooner or later.” Took me about a dozen tries.

Back in space, there’s a hectic fight against a huge Hur’q fleet. Lots and lots of ships vs. me, my fighters, and the reprogrammed drone satellites. Everything was so small that I couldn’t really see it. As a carrier, I kind of have to take it on faith that my ships are actually fighting and not just doing donuts and figure eights.

I guess I save the day. Kira stops being a priest and goes back to being a captain, which is good for her because she looked like a gerbil in that getup. Then the wormhole opens and Sisko talks to the two Bajorans in a brief and unilluminating cameo. I get that they didn’t bring Avery Brooks back and so could only use voice clips for the show, but what was all that about?

I don’t get how this mission moved any sort of plot along, and even if it did, it wasn’t worth going through for the story or rewards. Two down, five to go!

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One thought on “Star Trek Online: Armistice

  1. Green Dragoon (@greendragoon) July 17, 2018 / 11:09 am

    The first two missions are really just get everything in place mission. Things start to pick up in the third mission. It may not seem like it now, but Victory is Life has some of the best storytelling we’ve ever seen in the game.

    Also, you seriously need to go watch Deep Space Nine, no excuses.

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