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Duty Officers - Do I Have To?

mrushbrookemrushbrooke Member Posts: 0 Arc User
edited April 2014 in The Academy
I like things simple and now I am getting overwhelmed with the Duty Officers now I have access to them.
Am I penalized during the game if I leave them alone and don't bother with them at all?

Thanks.
Post edited by mrushbrooke on
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Comments

  • damix4damix4 Member Posts: 609 Arc User
    edited April 2014
    Most of doffs can boost certain powers or abilities of your space/ground builds if you slot them. Also, there are some doff missions that reward contraband (5 contraband=2000 dilithium).
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014
    I like things simple and now I am getting overwhelmed with the Duty Officers now I have access to them.
    Am I penalized during the game if I leave them alone and don't bother with them at all?

    Thanks.

    No, you're not penalized per se.

    You will want to assign duty officers to your space and ground slots to get bonuses from them. But you don't really have to do the DOFFing system to do this. You can buy duty officers you want in those slots off the exchange. Some are disgustingly expensive, but can still be bought. You'll miss out on a very select few DOFFs that you have to DOFF for, but mostly you can, with enough money, just buy the DOFFs you want to slot and never think about DOFFing again.

    And you can also go with DOFFs in your build that aren't stupid expensive.

    So to recap:

    - You don't need to DOFF.
    - You'll still want some DOFFs so you can get bonuses in your actual gameplay
    - You can just buy them.
    - Some are extremely expensive (over 30 million EC)
    - Some aren't
    [SIGPIC][/SIGPIC]
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited April 2014
    Penalizing? No.

    Missing out on... things, yes.

    For the moment I am assuming you use duty officers to bolster your space and ground efforts. These five (or six) positions for each space and ground offer too much in the way of support value to ignore.

    On to Doffing.

    Why do it? I think the simplest answer is the value in experience, rewards and easy dilithium. There are assignments that will also generate or use doffs. Critical successes can produce some very valuable doffs which even if you don't use, you can sell for millions.

    In my case doff assignments (aka doffing) generates thousands of dilithium. I've raised several hundred million in ec from the sale of valuable doffs.

    What's nice is that is take a few minutes each day to achieve.

    We have guides on doffing for best effect on our website dtfleet.com.

    Hope that answers your question.
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited April 2014
    No, you're not penalized per se.

    You will want to assign duty officers to your space and ground slots to get bonuses from them. But you don't really have to do the DOFFing system to do this. You can buy duty officers you want in those slots off the exchange. Some are disgustingly expensive, but can still be bought. You'll miss out on a very select few DOFFs that you have to DOFF for, but mostly you can, with enough money, just buy the DOFFs you want to slot and never think about DOFFing again.

    And you can also go with DOFFs in your build that aren't stupid expensive.

    So to recap:

    - You don't need to DOFF.
    - You'll still want some DOFFs so you can get bonuses in your actual gameplay
    - You can just buy them.
    - Some are extremely expensive (over 30 million EC)
    - Some aren't

    great minds respon alike ;)
  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited April 2014
    As far as the game goes PvE they are just would be nice additions, serious PvP they are essential.

    You can also send them on assignments to do stuff.


    If you really don't want to use them, white ones are useful for filling fleet projects, and that means you swap a blue doff you buy for 150-200k EC for 3 green ones, and those 3 green ones for 9 white ones, and bung them on the exchange for 30-40k each.

    I made at least 70k profit on one blue doff today finding the above out...
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014
    Why do it? I think the simplest answer is the value in experience, rewards and easy dilithium. There are assignments that will also generate or use doffs. Critical successes can produce some very valuable doffs which even if you don't use, you can sell for millions.

    Definitely the reason to DOFF. I like DOFFing and so kind of skipped over the pros for doing it. But yeah, the Dil and other rewards for the effort are certainly good incentive.

    great minds respon alike ;)

    :)
    [SIGPIC][/SIGPIC]
  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited April 2014
    You dont need em. But you will want to use em. If not now, later when you realize that its not too complicated after all.

    And i dont think the guy will be in a fleet if he considers doffing a complicated stuff lol. And for the same reason i dont think he realizes that doffing is not necessary but the rewards it gives you are really interesting, most likely because it is a part of the game. Doing doff assignments, you can get bridge officers, extra dilithium, extra expertise, resources, and a huge etc. It is not necessary.. but i think it is a part of the game. Not to mention, it helps you A LOT when you already played for a few months and you realize you need every inch of dilithium, resources, and everything you can get.

    Its like asking.. it is necessary to explore the game or can i just sit stuck in new romulus for my entire life? lol. Of course you can.. but, it is not recommended. Same for doffing.
  • skymagus00skymagus00 Member Posts: 140 Arc User
    edited April 2014
    It depends on how you want to play. You do not have to use them, but duty officers (doffs) have a number of bonuses. For starters, doing duty officer missions can net you lots of expertise (especially once you have good doffs), as well as a supplement of dilithium (the best being 2k if you run 'Turn over confiscated contraband' at Starfleet/KDF security) and other useful items. The expertise is handy because it helps you level up faster, and once you hit level 50, you will need it for the reputation systems. As there is no longer an event to generate large amounts of expertise, 'doffing' is the best way to acquire this in the amounts needed without taking forever.

    When you reach the maximum experience level in any of the doff catagories (e.g. military, science, exploration, engineering, espionage, development etc.), for every 10k more you get in that catagory from running doff missions, you can exchange it for fleetmarks (which is possibly the easiest way to generate lots of fleetmarks).

    Lastly, doffs placed on active duty can give you all sorts of passives/modifiers/chance to do X when you use a certain skill etc - some of which are really good. Some of the elite ground and especially elite space builds are dependent on certain doffs, and any build benefits from a decent doff even if it's only a small boost.

    In conclusion, you do not have to use doffs, but they certainly help. If you just want to play casually, do whatever you want; if you want to be the best-of-the-best, min-max, uber-DPS or PVP-elite, they are pretty much essential.

    My advice: experiment with the doff system. It is not so confusing once you get the hang of it. Ask around for advice if you are really stuck (you are already on the right road there by posting - or you could join a fleet and have someone there give you the run-through).

    Good luck! :)

    Edit: Wow, a lot of people posted while I was writing that...
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited April 2014
    Doffing provides a very important stream of income as well as boosts and modifications to your abilities. You can't do worse than you already are by not using them, but you're definitely missing out on an integral part of the game.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    edited April 2014
    You won't get penalised for not DOffing, but the Diplomacy (Fed)/Marauding (KDF) catagories, starting from Level Two (15000 CXP earned) up give you the bonuses of being able to Transwarp to Starbase 39 (Fed)/Alpha Centauri (KDF), Starbase K-7 (Fed)/Regulus (KDF) and finally DS9 (Fed)/Beta Ursae (KDF). These added Transwarp destinations aren't required, but can be useful at times. (Great way to get from Gamma Orionis or the Dyson Sphere direct to an outpost.)
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    Doffs are equipment that give enhancements and augmentation to abilities. To not utilize them is like giving up console slots. They aren't required but you notice a difference when using them
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    As stated above, doing Doff missions is not a requirement. If you are currently getting overwhelmed by the different aspects of STO, then doing / understanding Doff missions can be postponed.

    Doff missions is a decent way to earn extra XP to level up your character and XP to be used to upgrade your Boff abilities. The main storyline missions already provides plenty of both. Below are some basics:


    At first you cannot do many Doff missions anyway because I think you only initially get 20 Doffs. You gain some additional Doffs as you level up and you can also do some missions to recruit more Doffs when you beam down to Starfleet Academy (SFA). There is a recruitment officer who give you 4 missions to recruit Doff for different professions (medical, civilian, etc) which have a cool down period of about 3 day after being completed. There are also Vulcan, Tellarite and Andorian representatives that allow you to recruits Doff of those special races. These have a 2 day cool down before you can do them again. Each recruitment missions takes 2 days to complete.

    There are other ways to recruit as well, but it things more complicated. For now if you want, you can simply do the recruitment missions themselves to just gather more Doffs. You have 100 slots for Doffs. You can buy more slots get to more Doffs. They cost 725 Zen for another 100 slots. However, you need to find out if you like to do Doff missions first.

    Doing Doff missions is pretty easy, but if you are currently overwhelmed, then postponing them or completely avoiding them makes sense. In essence it is simply picking the right people for the job. If you don't have the right person you will not be able to do the mission. If you have the right person or people, then you can do the Doff mission.

    Some Doff missions are relatively easy, but some are hard. Starting off you will likely have a decent number of failures. That's okay it is normal. The one think to look at is the Casualty Risk. You want either Low or None. Each mission has percentages for Critical Success (better rewards, but hard to achieve), Success, Failure and Disaster. You want to minimize disaster as much as possible because a Disaster outcome can mean casualties. Naturally, you want to minimize Failure was well. Casualty Risk could also result in an injury whether the mission was a success or a failure.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited April 2014
    Doffing is pretty much all I do on most of my alts, which generate enough income to ensure that I'll never need to pay real money for anything I want in game, ever. All for about an hour of my time.

    Doffs can be incredibly powerful. Arguably the most powerful build in the game, Aux to Batt, is reliant on doffs. I'd say about half of what makes a given build over-powered are doffs alone.

    In addition, just by doing the regular doff recruitment assignments across 7 alts (two double-dipping Romulans) I got a few million EC just by selling doffs.

    Most of my toons leveled and did all 4 reputations to tier 5 purely from doffing experience.

    TLDR; Doffing isn't essential but it has the greatest rewards for the least effort out of any grind in game.
  • mrushbrookemrushbrooke Member Posts: 0 Arc User
    edited April 2014
    Thanks for all the replies I have read through and your are all right it makes sense to play DOFF's.

    I have 2 question though about how they work.

    1, If there is an "Ultra Rare" assignment but I have no DOFF's available for it, do they have to be a certain level like rare to do the assignment?

    2, The buff you get from the DOFF's do they get better with rarity, say +20 damage on a green DOFF increases to +30 damage for a rare DOFF? or does the buff increase in rank as they train up.

    Thanks all for your help.
  • dareaudareau Member Posts: 2,390 Arc User
    edited April 2014
    Thanks for all the replies I have read through and your are all right it makes sense to play DOFF's.

    I have 2 question though about how they work.

    1, If there is an "Ultra Rare" assignment but I have no DOFF's available for it, do they have to be a certain level like rare to do the assignment?

    2, The buff you get from the DOFF's do they get better with rarity, say +20 damage on a green DOFF increases to +30 damage for a rare DOFF? or does the buff increase in rank as they train up.

    Thanks all for your help.

    1. No, rarity is never a key on whether a mission will or won't run. IE - no mission ever says "needs a blue or purple DOff to run". However, many many missions need certain classes of DOffs that you might not have access to (yet). For example, many diplomacy missions need diplomats, security guards, etc., while "build experimental something-or-anothers" usually use things like fabrication engineers or maintenance engineers.

    2. Yes, the buff you would receive from slotting a BOff does go up as their rarity goes up, but most often it's a better chance of something happening (for example, a white gravimetric scientist only gives a 12% chance of creating a second gravity well, while the purple one has like an 18%, 16%, 14%, & 12% chance of spawning a well, and rolls 4 times, so you could get a 3 or even 5 well pile from one casting of GW...) Also, higher-rarity DOffs means the numeric payouts for the mission will be a touch better (for every Green you send, you get 5% more "stuff", Blues give +10%, Purples +20%).

    3. You cannot, directly, "train up" DOffs. However, at the academy, there is a service that lets you trade in 5 of a lesser rank for 1 of a higher rank (5 whiltes = 1 green, 5 blues = 1 purple). Be warned though that this service costs dilithium, IIRC it's close to 5,000 Dil to convert 5 blues into 1 purple. And, to top it off, the DOff so given is random, so you could wind up with an awesome DOff, you could wind up with something fairly "lame"... However, all is not lost on the acquisition of "cheap/free" Purple DOffs: events, the colonial cluster chains, asylums, officer exchanges, prisoner exchanges, a couple of other places will either flat out grant purple DOffs or enable you a chance to trade a white for a purple...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • jellico1jellico1 Member Posts: 2,719
    edited April 2014
    you can use up too 6 duty officers in space for your ship and another 6 on the ground for your charcter

    They can add a great amount of ......power...... to ground and space

    go too exchange bring up purple Doffs and read about each differnt type
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • edited April 2014
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  • mrushbrookemrushbrooke Member Posts: 0 Arc User
    edited April 2014
    Thanks again.

    What's the best way to get higher rarity DOFF's?
  • edited April 2014
    This content has been removed.
  • dareaudareau Member Posts: 2,390 Arc User
    edited April 2014
    Thanks again.

    What's the best way to get higher rarity DOFF's?
    skollulfr wrote: »
    officer exchange assignments and the exploration sector assignment chains for free.
    fleet personnel officer costs fleet creds, but guarentees a high quality officer.

    outside that, the exchange, zen officer packs or lock boxes.

    To expand:

    1. In "Cardassian" space - Beta Ursae, Zeta Andromeda, Alpha Trianguli & the attached nebula areas, there are a handful of "officer exchange" missions that can occur after you run a short 4 mission chain for the appropriate "gamma quadrant" race. Upon completion, every so often you can get an "blank race Officer exchange" in which you sacrifice a DOff (usually white) and have a chance to get a Green/blue/purple back of that GQ race...

    2. There are various asylums (for refugees) that are location specific (asylum in Sol system would return a human DOff, asylum in Vulcan system gives a Vulcan DOff, etc.) that can return purples, too.

    3. Prisoner exchanges. Great for KDFs who get dozens of prisoners daily via marauding...

    Be warned, however, that all three of these methods of "upgrading" DOffs are based on luck. You'll see the odds based on what you sacrifice before you start, though usually it's not better than 33% chance of getting a purple...

    4. Each nebula sector has a 7 part "colonial chain" in which you "build up" a colony via DOffing. Upon completion of the 7th part, the reward is a specific blue DOff. Then, periodically, you can find a "support cluster X colonization efforts" which can reward a purple DOff on critical success - however, it's the same DOff every time from each given sector (the DOff from critting Support B'tran cluster colonization efforts" is a technician that's critical for the standard Aux2Batt build. Therefore, 3 crits in B'Tran = the DOffs you need for that build).

    5. The aforementioned "upgrinder" in the academies. Sadly it uses dilithium, so upgrinding a lot of DOffs can drain a dilithium bank, quickly. However, you are guaranteed the appropriate level of DOff...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    The rarity of the missions determines how often that mission will appear. You will not need rare duty officers to do a rare mission.

    As a free player you can slot up to 10 Doffs to get buffs; 5 for space and 5 for ground. I am not sure about the prior comment above regarding a total 12 Doffs... perhaps that is possible when you subscribe to STO for $15 per month or buying the Lifetime Subscription (LTS) for $300????

    Regarding the comment about collecting up to 3k dilithium ore per day doing Doff missions.... It is possible, but it will take sometime before you can do that and it is much easier to achieve that playing the Klingon faction (KDF) than Federation. This is because the KDF have a lot of Doff missions that gives you Contraband as a reward. That can then be used for another Doff mission (repeatable every 4 hours I think) where you turn in 5 Contraband for 2,000 dilithium ore. You also need to build up the number and the quality of your Doffs so that you can have 20 different Doff missions running at any single time. In order to be able to run 20 different Doff missions at once you will need more than 100 Doffs. That means to need to buy at least another 100 Doff slots for 725 Zen. You can also buy 25 Doff slots at a time for around 225 Zen I think, but that means you will spend a total of 900 Zen to get 100 Doff slots going that route.

    As I mentioned in my previous post, there are recruitment missions you can do at Starfleet Academy or Klingon Academy which is a free way to get common Doffs. On rare occasions you may receive an uncommon (green) Doff, but that does not happen very often. You can also buy Doffs on the exchange. There are also other missions to get Doffs like random Asylum missions, but that requires you purchase a refugee the from the exchange. The more traits the refugee that matches the mission requirements, the higher you chances of getting a random very rare (purple) or rare (blue) Doff. At a minimum though you will receive a green Doff, but there is always a small chance of failure where you will get nothing at all.

    In general, successfully completing a mission will give you only a small amount of dilithium; 5 in most cases. A few missions do give 50 dilithium and fewer still gives up to 500 dilithium. Critical success does give a substantially larger amount of dilithium. Instead of say getting 5 dilithium you will get 125. Not sure what the reward is for a critical success in missions where the standard reward is 50 / 500 dilithium... I cannot remember but it might be 250 / 1000 dilithium.

    You will need a decent amount of blue Doffs though to get enough critical successes in order to get a decent amount of dilithium from missions. I spent a lot of money (Energy Credits) to slowly buy green and blue Doffs to help improve my chances of critical success. As I buy / receive more Blue doffs, I replace my white and eventually green doffs.

    I have not bought any blue Doffs for my KDF toon; they are very expensive on the Exchange since there are not many of them. There are far fewer people actively playing as a Klingon compared to the Fed. Even KDF green Doffs can be pretty expensive.



    ==============


    Note: This comment took longer to write than I anticipated since I switched between this post and doing office work.
  • mrushbrookemrushbrooke Member Posts: 0 Arc User
    edited April 2014
    Thanks again everyone.

    My final question :)

    I have failed a few assignment's and I get a trait like "Stubborn" is this bad? can it get removed on a successful assignment?

    Thanks.
  • ceekayzeroceekayzero Member Posts: 411 Arc User
    edited April 2014
    Thanks again everyone.

    My final question :)

    I have failed a few assignment's and I get a trait like "Stubborn" is this bad? can it get removed on a successful assignment?

    Thanks.

    DOFF Traits cannot be added or removed. Some traits are good for some missions (unscrupulous is good on a trading mission, for example), while it is a failure condition for others (unscrupulous is a failure condition for "Retrieve Artifacts from X" missions).
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    Regarding "upgrinding" Doffs... this is something I have never done because you must use dilithium for this. A least for the moment I consider it a waste of resources.

    There are also rare or very rare "defection" missions, I forgot the exact name. These missions requires a critical success to get a Doff from the opposing faction (Fed / KDF). The KDF also as a very are "Incite Defection" mission that I have seen twice, you only need to complete the mission to get a random officer of whatever quality. I don't know the result of a critical success; perhaps more than one defector?

    Most of the Federation defectors I received have been Ferengies. In fact, I received a particular blue trader Ferengi twice (same name). My KDF defectors have mostly been Klingon. I believe I have more Fed defectors compared to KDF defectors.


    For my Fed toon... currently out of the 293 Doff I have (400 Doff slots) less than 15 of them are white Doffs. Any white Doffs I receive from recruiting missions are instantly put on the Exchange for sale. I do recruitment missions now to basically earn cash and recruitment XP. On the rare chance I get a green Doff I might keep it if it fills a hole, or put it on the Exchange if I have too many of that type of Doff. For example, all my Diplomats are blue or purple, I have no need for a green diplomat. If I ever recruit a green diplomat it will immediately be listed on the Exchange.

    On the other hand most of the 184 KDF Doffs I have (200 Doff slots) are common (white) quality. Many of the highly sought after Doffs like Security Officer, Explosives Expert, and Tractor Beam Officer are expensive on the Exchange, even the green ones. This is the downside of playing KDF... there are not as many players compared to the Fed side. That means fewer KDF faction specific "things" listed on the Exchange.

    Not sure if it has been mentioned before, but each Doff mission rewards XP for that particular type of mission. Example Doff mission categories ares Diplomatic, Espionage, Colonial, Recruitment, Science, Engineering, and Military. There are 4 tiers for each category. You start at Tier 0. At Tier 1 (10,000 XP) and Tier 2 (25,000 XP) you get a green Doff. At Tier 3 (50,000 XP) you get a blue Doff and at Tier 4 (100,000 XP) you get a purple Doff. You get an option to choose your Doff (speak to Lieutenant Ferra at the Academy) at the completion of each tier for each category.

    I am not exactly sure how many different categories there are, but let's just say there are 14 of them. That means you can eventually get a total of 56 Doffs this way; 28 greens, 14 blues and 14 purples. It is a slow process though. I have been Doffing my Fed toon since mid February and I have only reached Tier 3 in 3 categories, the others are Tier 2.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    In STO there are no inherently bad or good traits across the board. A trait that may be good for one mission would be bad for another.

    The stubborn trait is likely "bad" for a science conference mission, but could be "good" for an engineering mission where you are trying to create a prototype shield generator. Unruly could be "bad" for a diplomatic mission, but for "Out On The Town" missions where the purpose is to have fun Unruly is considered a "good" trait because it increases your chances of success.

    You cannot change the traits or improve the quality (color) of your Doffs. If you find that you have a Doff with traits that shows up as "bad" for many, most, all the missions you want to do then simply sell that Doff on the Exchange. I did that with one or two Doffs.
  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited April 2014
    jaguarskx wrote: »
    As a free player you can slot up to 10 Doffs to get buffs; 5 for space and 5 for ground. I am not sure about the prior comment above regarding a total 12 Doffs... perhaps that is possible when you subscribe to STO for $15 per month or buying the Lifetime Subscription (LTS) for $300????

    It doesnt matter if you are a free player, golden or watever. You always get 5/5 active duty officers slots. If you are in a fleet, you can raise that number by 1/1. When you reach spire tier 2, you can raise your ground active slots by 1. When your spire is tier 3, you can upgrade your space slots by 1.

    But thats all, as far as i know.

    About marauding misisons, be careful anyways, and try to use only uncommon doffs , since there are risk to failure or disaster where you can lose some doffs if you have bad luck.

    Happened to me that i used 2 purple officers in some marauding missions, and even if i only got 5% disaster chance.. i had bad luck and i lose 1 purple officer and other one in other assignment lol.

    So, since you will get plenty of marauding missions, its better to use only uncommon doffs (you can use as well common ones, but uncommon are cheap anyways).
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    It doesnt matter if you are a free player, golden or watever. You always get 5/5 active duty officers slots. If you are in a fleet, you can raise that number by 1/1. When you reach spire tier 2, you can raise your ground active slots by 1. When your spire is tier 3, you can upgrade your space slots by 1.

    But thats all, as far as i know.

    Ahhh... So you need to be in a fleet to potentially get 2 more Doff slots.


    About marauding misisons, be careful anyways, and try to use only uncommon doffs , since there are risk to failure or disaster where you can lose some doffs if you have bad luck.

    Happened to me that i used 2 purple officers in some marauding missions, and even if i only got 5% disaster chance.. i had bad luck and i lose 1 purple officer and other one in other assignment lol.

    So, since you will get plenty of marauding missions, its better to use only uncommon doffs (you can use as well common ones, but uncommon are cheap anyways).


    Yeah, maraudering missions can be tricky...


    As a general rule of thumb I never do a mission if the Disaster % is more than 3% for my Fed toon and that is only if I really want to do the mission. But I generally I prefer 2% or less.

    For my KDF toon as long as the Casualty Risk is Medium or less I will do a mission with a Disaster % of 5% if I must. Klingons are generally not as squeamish about risk as the Federation is. However, for Doff missions with High Casualty Risk I limit the Disaster % to at most 3%. Just because it is a good day to die, that does not mean you have to die.

    While I have had a handful of blue / purple Fed and Klingon Doffs injured in mission none have suffered any fatalities yet. I have not lost a Fed Doff in quiet sometime may since February when I was experimenting with the Doff system. Due to the higher risks I take with my KDF toon, I probably lost a white Doff about 10 days ago.
  • vaklovaklo Member Posts: 74 Arc User
    edited April 2014
    jaguarskx wrote: »
    Ahhh... So you need to be in a fleet to potentially get 2 more Doff slots.


    As a general rule of thumb I never do a mission if the Disaster % is more than 3% for my Fed toon and that is only if I really want to do the mission. But I generally I prefer 2% or less.

    For my KDF toon as long as the Casualty Risk is Medium or less I will do a mission with a Disaster % of 5% if I must. Klingons are generally not as squeamish about risk as the Federation is. However, for Doff missions with High Casualty Risk I limit the Disaster % to at most 3%. Just because it is a good day to die, that does not mean you have to die.

    While I have had a handful of blue / purple Fed and Klingon Doffs injured in mission none have suffered any fatalities yet. I have not lost a Fed Doff in quiet sometime may since February when I was experimenting with the Doff system. Due to the higher risks I take with my KDF toon, I probably lost a white Doff about 10 days ago.

    The wiki currently states that uncommon or better duty officers cannot die:
    "Currently, only white quality duty officers have a chance of dying while on assignment(note the difficulty of the assignment). Green, blue, and purple quality duty officers cannot die while on assignment, but can sustain injury which will make them unavailable for a period of time (Usually 8 hours)."

    I've only been playing for a month or so, but as far as I can tell this is true.
  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited April 2014
    vaklo wrote: »
    The wiki currently states that uncommon or better duty officers cannot die:
    "Currently, only white quality duty officers have a chance of dying while on assignment(note the difficulty of the assignment). Green, blue, and purple quality duty officers cannot die while on assignment, but can sustain injury which will make them unavailable for a period of time (Usually 8 hours)."

    I've only been playing for a month or so, but as far as I can tell this is true.

    Well, the wiki is really outdated or that is just not true. As i said, since i started playing (almost 1 year ago) i lost several purple doffs and blue ones, specially when i started playing and i didnt know what i was doing lol.

    But as i stated, the last week i lost 2 purple officers. So, no, the wiki is not right. On marauding missions where the risk is "HIGH", or "EXTREME (cant remember if there is a higher risk than "HIGH"), you can lose purple officers. If the risk is "MEDIUM", you will never lose any officers as far as i know, only injuries.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2014
    Huh.... Interesting...

    I did a Google search and came up with the following article about the Doff System dated 10/14/2013 which also states that only white Doffs can die.

    http://massively.joystiq.com/2013/10/14/captains-log-star-trek-online-new-user-tips-on-duty-officers/

    I suppose that is both good and bad.


    Good in the sense that you need not worry about your good quality Doffs dying should a mission be a disaster.

    Bad in the sense that it makes the Doff missions far too forgiving. You can be as reckless as you want to be and the only consequence is having your good quality Doffs end up in sickbay.
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