1. Unique Emergency DLC Packs
Any D&D player is familiar with the term module. These are prepackaged adventures set to a particular level for the players to complete. They usually feature everything from locales, unique creatures and NPCs to add to your collection of such characters complete with stats some of the time. Star Trek DLC should basically be modules that are a self contained story that takes place within the universe. It will introduce a new race, a new dilemma, and other goodies. The DLC would start off as an emergency message that will send the player and their crew rocketing off to the rescue. If the story itself isnt pushing the player toward some universe ending event one would assume should be the primary focus, then the DLC could be included at any point in the players story, not just a bit extra to do after the player has saved the crap out of the universe.
Closing
At this point there might be something bugging some of you. So yes, I will reveal a major component to my proposal. Some of these ideas arent exactly unique to a Star Trek game, which speaks to a larger and important issue. Why is it standard practice for a video game developer to refuse to use a feature or game mechanic that works because another developer had the idea first? Thats like only one car model having anti-lock brakes, an automatic transmission, or friggin seat belts. This fear of being associated with a competitor because your hand to hand combat system is similar or the same, usually results in a slew of crappy games. Are you tired of watching Spikes Video Game Awards show just to see the same five games up for awards in just about every category? Especially when you consider the number of games that hit shelves in any given year. To make matters worse, 3 or 4 of those five games are sequels. This industry is one of the few that refuses to go with what works, therefore making their lives significantly more difficult, and wasting likely millions on games that never had a chance. Look, I have very little love for running around as Batman, which is the only reason I care little for completing Arkham Asylum. However, honestly it is easily one of the best games ever made, and if they made a Streets of Rage game that featured that style of combat, I would sing that developers praises for the rest of my life, Id take a bullet for that guy. Let the story be the unique factor in a video game, the setting, the characters, not the button layout. Because lets face it, if the game is awesome, but youre bitching about being familiar with the combat system, then you should be shot into space.