I'm working on a "pilot" adventure whose goal is to introduce the players to their ship and their new characters. It's currently era-neutral as I work out the kinks in the setting.
What I'm picturing is the crew is assigned to a far-off frontier region. One the Federation has actually lost contact with, since a subspace relay beacon has stopped working.
On their way the crew is asked to take a look at the relay beacon and repair it. The crew arrives to find the beacon slightly damaged and they make repairs. However, it turns out to be a trap set by someone (new aliens? familiar adversaries) and fixing the beacon so that it transmits again will activate a cloaked minefield - with a mine damaging their ship pretty badly - such that they get boarded and must protect their ship. (If the characters look for cloaked ships then they might find the mines early, but I'm picturing a scan like that also activating the minefield, causing similar damage to their ship).
Since the purpose of the adventure is to familiarize the players with their characters and ship, I see some crawling through Jefferies tubes, getting emergency power up, rescuing crew members, coordinating repairs, and fighting boarders.
So what I'm looking for is a Trek-like hook to make it more than a "repel borders" space opera adventure.
There are two routes I'm thinking...
1) The boarders are not as hostile as they appear to be - they might be frightened by the Federation after a bad experience with the Romulans - or perhaps they are defending their territory.
2) Something else makes the adventure more interesting... A second set of aliens, a natural event, something unexpected set off by the mine, etc.