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Duty Officers 101

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I haven't been able to log in and try the doff system, but it sounds like it's coming along very well.

    Is there a dating assignment? You know what I mean. Harry Kim spent most of seven years trying to get one of the whatever sisters to notice him and go out with him. It's an essential part of shipboard life.

    With a high chance of failure, obviously.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I haven't been able to log in and try the doff system, but it sounds like it's coming along very well.

    Is there a dating assignment? You know what I mean. Harry Kim spent most of seven years trying to get one of the whatever sisters to notice him and go out with him. It's an essential part of shipboard life.

    With a high chance of failure, obviously.

    It would be a recruitment mission, naturally. The reward for a critical success being a new baby DOff. :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    TonyEx wrote:
    It would be a recruitment mission, naturally. The reward for a critical success being a new baby DOff. :D

    Don't you mean "Disaster"?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Koppenflak wrote:
    Don't you mean "Disaster"?

    I think you're referring to a different one: the Engineering mission "Affix Prophylactic".
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    TonyEx wrote:
    I think you're referring to a different one: the Engineering mission "Affix Prophylactic".

    It might be that very rare Tactical one.. Obtain Heat-Seeking Moisture-Torpedo Prototype
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Is it possible to make the chain of command more apparent? Something like;

    http://i813.photobucket.com/albums/zz58/Tragamite/Crew%20System/DutyRoster.jpg
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I have to say, after trying these out for awhile on Tribble, that this is very fun! I get a chance to do something every day, even those days when I have very little time to game. Thanks for giving us an added dimension to play. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    JaeOnasi wrote:
    I have to say, after trying these out for awhile on Tribble, that this is very fun! I get a chance to do something every day, even those days when I have very little time to game. Thanks for giving us an added dimension to play. :)

    Very much agreed. In my opinion this is the best thing STO has seen since its original launch, and I can only hope it gets greatly expanded upon as the game grows and becomes one of its pillars.

    I hope they expand it into more in-depth crafting, exploration, research and so on. They could look at a cerTain OtheR game's similar system for inspiration even.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Brigadoom wrote:
    Very much agreed. In my opinion this is the best thing STO has seen since its original launch, and I can only hope it gets greatly expanded upon as the game grows and becomes one of its pillars.

    I hope they expand it into more in-depth crafting, exploration, research and so on. They could look at a cerTain OtheR game's similar system for inspiration even.

    I see what you did there. :D

    It's not surprising that the DOff system is the best thing since launch. It wasn't designed as a F2P hack to our wallets. It was actually intended to be a fun addition to gameplay. Here's to hopefully seeing lots more of that in the future.


    Z
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I don't see a duty officer tab? I'm lt.c6 is this even fully available in the game or just a test server? Sorry I havmt played in a long time.. Please help thanks.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Movieguy12 wrote: »
    I don't see a duty officer tab? I'm lt.c6 is this even fully available in the game or just a test server? Sorry I havmt played in a long time.. Please help thanks.

    The Duty Officer System is available to play on the F2P Server (Tribble), use this link to transfer a character or start a new one.

    http://www.startrekonline.com/test-shard/character-transfer
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Alecto wrote: »
    The Duty Officer System is available to play on the F2P Server (Tribble), use this link to transfer a character or start a new one.

    http://www.startrekonline.com/test-shard/character-transfer


    THANK YOU SOOOO MUCH YOU ROCK!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Another question, you can't ever see your duty officers can you? Like you can with your bridge officers?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Movieguy12 wrote: »
    Another question, you can't ever see your duty officers can you? Like you can with your bridge officers?

    It'll be time consuming but very much worth reading the first 5 posts in this thread.

    Simple answer is yes you can see your duty officers, but you can't see them like you see your bridge officers, unless you use your imagination and pretend the folks wandering around your ship interior are your duty officers, which they basically are.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Alecto wrote: »
    It'll be time consuming but very much worth reading the first 5 posts in this thread.

    Simple answer is yes you can see your duty officers, but you can't see them like you see your bridge officers, unless you use your imagination and pretend the folks wandering around your ship interior are your duty officers, which they basically are.

    Lol ok....so basically there are officers that are non playable roaming my ship that I can see that are physically appearing to be my duty officers buuuut they are not "technically" the duty officers? Lol

    I'll go read the 5 posts lol one last thing.

    Now do duty officers level up at all? Rank? Or do I just "requestion" new higher up officers? Jw is all I didn't know if it was a similar system as the bridge officers where they rank up or not.

    Thanks i appreciate the help!!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    There's currently no way to rank up a duty officer, maybe in the future but not right now. Getting a hold of a higher ranked duty officer is more down to luck of the draw than anything else and is done by completing recruitment assignments or by purchasing doff packs from the C-Store, but doing it the latter way will guarantee the player at least 2 uncommon or higher doffs and at least 1 rare of higher doff as well as 4 common.

    Once you've reach the appropriate level to receive your first free doffs, head to Earth Space Dock and Starfleet Academy to check your sector assignments tab for recruitment assignments. You may or may not find the assignments, you may have to return after the assignments tab has refreshed. Also note you can find recruitment assignments elsewhere around the quadrant, you just have to look.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Alecto wrote: »
    There's currently no way to rank up a duty officer, maybe in the future but not right now. Getting a hold of a higher ranked duty officer is more down to luck of the draw than anything else and is done by completing recruitment assignments or by purchasing doff packs from the C-Store, but doing it the latter way will guarantee the player at least 2 uncommon or higher doffs and at least 1 rare of higher doff as well as 4 common.

    Once you've reach the appropriate level to receive your first free doffs, head to Earth Space Dock and Starfleet Academy to check your sector assignments tab for recruitment assignments. You may or may not find the assignments, you may have to return after the assignments tab has refreshed. Also note you can find recruitment assignments elsewhere around the quadrant, you just have to look.

    Right on, well I have maybe 10ish doffs I've been doing assignments all day. But I have "ensigns" and "crewmen" I think that's all..
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I posted this as a bug on the Tribble but wanted to see if there was any other feed back from the gaming community on it.

    I did the "Experimental Protective Armor Upgrade" DOFF mission the resulted in an explosion. As far as I know only one man ended up in sickbay but without going through my roster I do not know if anyone else was injured or killed. Can DOFFs die? If so can we be notified of the total outcome of DOFF mission Failures?

    On a Diplomatic DOFF mission I failed and it gives a description of "The meeting failed to acomplish any desired results" or something to that effect. I like that I can read that and I would like to see more of those "REPORTS" given at the end of EVERY mission not just the failed ones.

    The current result status of Crit Success, success or failure is good and should be kept but placed at the end of the Officer Debrief Report. If a DOFF was killed note that in the report, seems like it should be important enough to be reported in a debief type setting.

    Additionally can we get a DOFF mission of "Funeral Services" for fallen comrades? We are at a state of war and it would be IMO a nice touch to see this as kind of a grim reality check as to the state of the galaxy. I believe every version of Star Trek had an episode that took into account the death and funeral services of one of the crew.

    And to add a lighter side as the Captain you should have the privilage of Marrying crewmen together and Promotion missions.

    "Preside over Marrige Ceremony" mission could be a turn in 2 crewmen mission and get a "thank you" item in return. Kind of an opposite of the recruit "X" specialty missions.

    Promotion missions could be rare missions where you turn in a low rarity DOFF and get a higher quality DOFF in return. Or a Crew Tranfer mission where you can turn in one or a few DOFF at a chance at getting specific or higher quality DOFFs.

    Anyway, I added a few more things there but mostly I want to see a debrief mission report on the outcome of DOFF missions that gives an injury status of DOFFs that were involved.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Tragamite wrote: »
    I posted this as a bug on the Tribble but wanted to see if there was any other feed back from the gaming community on it.

    I did the "Experimental Protective Armor Upgrade" DOFF mission the resulted in an explosion. As far as I know only one man ended up in sickbay but without going through my roster I do not know if anyone else was injured or killed. Can DOFFs die? If so can we be notified of the total outcome of DOFF mission Failures?

    ...

    I believe only white quality DOffs can die, the others go to Sickbay.

    As far as mission failures, all missions can be reviewed under the Assignment log. (I don't think the casualties are specifically listed, but you can look at the list, Sickbay, and your roster to see if the crew is still there.) It would be nice to have it all out in the open.

    -Auspice
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    You know, you could collapse some of the DOFF specializations in with each other, especially in the engineering department, simply because they're rather redundant.

    Like the Diagnostic officers? Why do you need someone who only does diagnostics, instead of having a technician look at something? Makes no sense.

    And damage control falls under the purview of Maintenance officers, thus making that set annoying redundant.

    And why do we have antimatter specialists and warp core specialists? You would figure one or the other (as both are directly interrelated, and it makes no sense to emphasize one or the other, because it would generate hazardous departmental friction around the most important parts of the ship), but not both at the same time.

    There is some redundancy in the science department as well, but other than development/research lab scientists, nothing sticks out.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Like the Diagnostic officers? Why do you need someone who only does diagnostics, instead of having a technician look at something? Makes no sense.

    Diagnostic = diagnose.
    Technician = repair.
    And damage control falls under the purview of Maintenance officers, thus making that set annoying redundant.

    Damage control = how to make sure something doesn't detonate while you're under attack.
    Maintenance = how to make sure something doesn't detonate while you're NOT under attack.
    And why do we have antimatter specialists and warp core specialists? You would figure one or the other (as both are directly interrelated, and it makes no sense to emphasize one or the other, because it would generate hazardous departmental friction around the most important parts of the ship), but not both at the same time.

    Antimatter = the substance
    Warp core = something powered by the substance
    There is some redundancy in the science department as well, but other than development/research lab scientists, nothing sticks out.

    Research = understanding how something works
    Development = how to apply that understanding to new and different uses
    (Fabrication = how to construct what the development lab designed!)

    Just my 0.02 FedCredits
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Diagnostic = diagnose.
    Technician = repair.



    Damage control = how to make sure something doesn't detonate while you're under attack.
    Maintenance = how to make sure something doesn't detonate while you're NOT under attack.



    Antimatter = the substance
    Warp core = something powered by the substance



    Research = understanding how something works
    Development = how to apply that understanding to new and different uses
    (Fabrication = how to construct what the development lab designed!)

    Just my 0.02 FedCredits

    As someone who works in engineering IRL, it doesn't work like that. Diagnosing what the problem is is a key part of being a technician, and you will almost never find someone who only specializes in diagnosing problems instead of diagnosing them to fix them. Especially on a teeny tiny ship where you have limited berthing space, and any jobs you can combine would be combined.

    And Damage Control and Maintenance are two sides of the same coin, and covered by the same principles. There are a few differences, but the vast majority of the work is the same.

    And once again, dealing with antimatter is the HEART of working on a warp core, so why would you need to make your job more complicated by adding another step to the chain? It costs time in a crisis situation, and the whole point of a M/AM specialist's job is completely covered by the warp core specialist's own responsibilities, rendering them redundant, and needlessly specialized.

    Once again, why is the crew so needlessly and redundantly specialized when it would cost efficiency and cause further issues when dealing with crisis situations?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    As someone who works in engineering IRL, it doesn't work like that. Diagnosing what the problem is is a key part of being a technician, and you will almost never find someone who only specializes in diagnosing problems instead of diagnosing them to fix them. Especially on a teeny tiny ship where you have limited berthing space, and any jobs you can combine would be combined.

    And Damage Control and Maintenance are two sides of the same coin, and covered by the same principles. There are a few differences, but the vast majority of the work is the same.

    And once again, dealing with antimatter is the HEART of working on a warp core, so why would you need to make your job more complicated by adding another step to the chain? It costs time in a crisis situation, and the whole point of a M/AM specialist's job is completely covered by the warp core specialist's own responsibilities, rendering them redundant, and needlessly specialized.

    Once again, why is the crew so needlessly and redundantly specialized when it would cost efficiency and cause further issues when dealing with crisis situations?

    As someone who has served in an Engineering function aboard an actual ship of the line, Damage Control is extremely different than maintenance. Damage Control is emergency control of damage in battle situations, which is a task handled not necessarily by engineers. Damage Control personnel are the firefighters, the people putting up emergency shoring, patching up holes in the ship (or sealing sections off if necessary), and rerouting power, water, steam, oil, whatever to contain the damage and keep it from spreading.

    Maintenance has nothing to do with damage control. Maintenance is well, the regular maintaining of ship's equipment to make sure it's always functioning when you need it to. This is usually done by people in engineering related fields, but in the least by people that are expected to operate the equipment.

    As for separate Matter/Antimatter Specialists and Warp Core Specialists; in our contemporary Naval Nuclear Field we have Mechanics, Electricians, and Technicians (also chemists, but they are technically mechanics too). They all work together to operate the power source for our ships. They all know a bit about what the others do, but mostly in how it relates to what they do. They all do very different things in working with that power source. They are not interchangeable. It does not add steps, it increases the amount of knowledge that individuals can focus on for specific areas instead of having to spread their knowledge to cover absolutely everything. With teamwork it shortens response times and increases effectiveness.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    As someone who works in engineering IRL, it doesn't work like that. Diagnosing what the problem is is a key part of being a technician, and you will almost never find someone who only specializes in diagnosing problems instead of diagnosing them to fix them. Especially on a teeny tiny ship where you have limited berthing space, and any jobs you can combine would be combined.

    Well, you know, the Federation's at war (again), it may well be a Directive to carry both Maintenance and Damage Control crew - even on a smaller ship. Think about it: your average car mechanic can keep a car running, but probably couldn't keep it running if it were under major stress (like a race). Not the best of analogies, but it'll do.
    And Damage Control and Maintenance are two sides of the same coin, and covered by the same principles.

    Agreed, but that doesn't make it the same job.
    And once again, dealing with antimatter is the HEART of working on a warp core, so why would you need to make your job more complicated by adding another step to the chain? It costs time in a crisis situation, and the whole point of a M/AM specialist's job is completely covered by the warp core specialist's own responsibilities, rendering them redundant, and needlessly specialized.

    I see that as the difference between an organic chemist who deals with the properties of petrol (you can use it for more than just fuel) and the mechanic who deals with the engine using that petrol. Remember, Romulan ships used a contained quantum singularity as a power source, much like some cars run on hydrogen or even used cooking oil. The Dauntless used a nifty plasma ball. Borg cubes run on the repressed angst of assimilated drones.

    My point is that antimatter and warp cores aren't mutually inclusive, there's just significant overlap. I'm sure somewhere out there is an antimatter expert involved in weapons manufacture, and somewhere else is a warp core expert designing a new warp core that runs on the fermented blood of infants. See? You can have one without the other.
    Once again, why is the crew so needlessly and redundantly specialized when it would cost efficiency and cause further issues when dealing with crisis situations?

    I don't think there's anything particularly redundant about having a crew member whose entire career focus relates to the fuelling of those vehicles which make interstellar society possible. Think of the antimatter specialist as the 25th-century version of a coal shoveller and all your problems will vanish in a puff of drive plasma.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    On tribble they have adjusted the diplomatic points to be out of 100'000, but my character converted to something like 100'073 points.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    On the subject of Duty Officer assignments, I saw something that forced me to submit a bug report - "Tribble gene splicing". I thought the idea of a Federation scientist performing genetic experiments on anything - even a tribble - was so perverse that it had to be a mistake.

    Oh well, we'll see what comes of it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    On the subject of Duty Officer assignments, I saw something that forced me to submit a bug - "Tribble gene splicing". I thought the idea of a Federation scientist performing genetic experiments on anything - even a tribble - was so perverse that it had to be a mistake.

    Oh well, we'll see what comes of it.

    According to 'Federation Law', Genetic Engineering for anything other than repairing severe birth defects, is strictly prohibited.
    (http://en.memory-alpha.org/wiki/Doctor_Bashir%2C_I_Presume_(episode))
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    According to 'Federation Law', Genetic Engineering for anything other than repairing severe birth defects, is strictly prohibited.
    (http://en.memory-alpha.org/wiki/Doctor_Bashir%2C_I_Presume_(episode))
    but this only applies to sentient beings, and doesn't apply to 'agricultural' crops and animals... Take as example, quadrotriticale...

    http://en.memory-alpha.org/wiki/Quadrotriticale
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Thank you for taking the time to put out all that information. After reading your posts, I find myself drooling just a little bit waiting to get my hands on this new system.

    Well go on tribble then !
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ground duty officer question:

    1) if I make a tactical duty officer that has a grenade bonus, but I am a engineer, does my tac BO's who throw grenades get the bonus?
    2) Why can't I fill up my ground roster with Engineering abilities for the same kit? It is impossible. Or more than one of the same ability like some of the space abilities that can be stacked?
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