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Recruit additional labor?! (loose doffs?)

aftulusaftulus Member Posts: 667 Arc User
If I do this assignment will i loose my purpose doffs. I'm not sure what it means bye civilians will be lost. I'm not sure if civilian means the category or just the white doffs like prisoners that you can carry with you.

And if it loses them why on earth would they allow it with such rare doffs. I could loose irreplaceable doffs.

I was looking for recruit xp because it's the only one I don't have maxed out. This would be a nightmare for any character to accidentally run into.

OVUwDR5.png

Comments

  • protoneousprotoneous Member Posts: 2,270 Arc User
    The mission is actually designed to get rid of unwanted civilian duty officers. There's at least one other doff mission out there that can swallow a good duty officer if you don't read the warning in red letters. Something about executing a spy. I did this and lost a unique purple doff... but only once. Now I always read first.
  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    edited October 2021
    There are other missions that destroy doffs, like Execute for Incompetence and the Changeling Spy one.

    When you let the game auto-pick the best doffs for mission critical success, that is exactly what it does. All of the time, even for missions like these that destroy doffs.

    You also need to watch out for any missions that take and destroy prisoners, they will auto-select any blue quality Dominion prisoners that you'd normally want to keep for the interrogation or prisoner exchange missions, not waste on a swap for latinum.
  • leemwatsonleemwatson Member Posts: 4,531 Arc User
    aftulus wrote: »
    If I do this assignment will i loose my purpose doffs. I'm not sure what it means bye civilians will be lost. I'm not sure if civilian means the category or just the white doffs like prisoners that you can carry with you.

    And if it loses them why on earth would they allow it with such rare doffs. I could loose irreplaceable doffs.

    I was looking for recruit xp because it's the only one I don't have maxed out. This would be a nightmare for any character to accidentally run into.

    OVUwDR5.png

    It's any Doff classed as Civilian. There is a category list under Roster which shows them. As mentioned, this is best for unwanted Colonoists etc.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    leemwatson wrote: »
    It's any Doff classed as Civilian. There is a category list under Roster which shows them. As mentioned, this is best for unwanted Colonoists etc.

    It's one way to get something out of bound white doffs that you can't sell on the exchange if your fleet can't use them for projects.

  • mithrosnomoremithrosnomore Member Posts: 323 Arc User
    Yeah, it's basically designed as a colonist dump.

    You can build their numbers rather quickly, so they added a few dumps like this.

    I think it's a bit of an issue that they even allow you to slot non-colonists (and maybe allow for prisoners and refugees as well) in these slots, but I guess if someone wants to dump an ambassador, chef, bartender, etc., then who am I to argue?

    I think maybe they should add a pop-up warning to these missions with a "do not show this message again" checkbox so no one should have any complaints.

  • corinthalascorinthalas Member Posts: 1,573 Arc User
    Yeah, it's basically designed as a colonist dump.

    You can build their numbers rather quickly, so they added a few dumps like this.

    I think it's a bit of an issue that they even allow you to slot non-colonists (and maybe allow for prisoners and refugees as well) in these slots, but I guess if someone wants to dump an ambassador, chef, bartender, etc., then who am I to argue?

    I think maybe they should add a pop-up warning to these missions with a "do not show this message again" checkbox so no one should have any complaints.

    0_o

    That mission awards next to nothing. Meanwhile, the Relocate Colonists duty officer assignment has a very short cooldown (but longer than the 3-hour assignment duration) and can be done from virtually anywhere in the game. In addition, every nebula chain has its own version you can unlock, though it's random if it'll show up, can fail, and most nebulae are out of the way. They award 100 dilithium per colonist (300 on crit). How anyone can have an excess of colonists is beyond me. They're second only to contraband for dilithium value, but don't require you to check in with a security officer to get rid of.
  • nccmarknccmark Member Posts: 1,007 Arc User
    Yes, you will lose any doffs involved in that project.
  • mithrosnomoremithrosnomore Member Posts: 323 Arc User
    Yeah, it's basically designed as a colonist dump.

    You can build their numbers rather quickly, so they added a few dumps like this.

    I think it's a bit of an issue that they even allow you to slot non-colonists (and maybe allow for prisoners and refugees as well) in these slots, but I guess if someone wants to dump an ambassador, chef, bartender, etc., then who am I to argue?

    I think maybe they should add a pop-up warning to these missions with a "do not show this message again" checkbox so no one should have any complaints.

    0_o

    That mission awards next to nothing. Meanwhile, the Relocate Colonists duty officer assignment has a very short cooldown (but longer than the 3-hour assignment duration) and can be done from virtually anywhere in the game. In addition, every nebula chain has its own version you can unlock, though it's random if it'll show up, can fail, and most nebulae are out of the way. They award 100 dilithium per colonist (300 on crit). How anyone can have an excess of colonists is beyond me. They're second only to contraband for dilithium value, but don't require you to check in with a security officer to get rid of.

    Yeah? And?

    I didn't design the mission, but it is what it is, and what it is is a colonist dump.

    And that is at best.

    If you send a high-quality bartender or diplomat or whatever other civvy away on the mission then it's a dump for them, too.

    At no point did I claim it was superior to Relocate Colonists or any other mission in terms of rewards.

    As far as how people can build up colonists? It's easy. They don't spend time flying over to that nebula in the corner of nowhere to see if maybe some certain mission is available right now, especially once they have earned at least one copy of the purple DOFF that the nebula mission chains award.
    In the meantime, they can run admiralty missions that award colonists and those do not require that they even enter space to find, let alone fly to some certain spot to see if maybe a particular mission is available right now.
  • ltminnsltminns Member Posts: 12,462 Arc User
    Look, the Prisoner Assignment from the Security Officer has you slot every one of them. They made that change years ago that every Assignment where Doffs are lost there was no autofill. You had to select them manually. These two Assignments were missed and never corrected. I put in a Bug in the Bugs Forum but nothing was done to correct it.

    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • westmetalswestmetals Member Posts: 7,554 Arc User
    edited October 2021
    Much easier (and cheaper) way to stack up Recruit XP....

    go to your friendly neighborhood Personnel Officer (SFA, your fleet SB or Colony, etcetera)....

    choose "Exchange Officers"

    The next menu has three options - one each for purple, blue, and green rarity. Each will take (permanently) ONE officer and give you 3 of the next level down.

    You can simply rinse and repeat (it has a 5 second cooldown) until all of your undesirable officers are reduced to white (or your storage is full), then donate to fleet.

    1 purple will yield 27 whites and 1200 Recruit XP (total of 12 assignments, one at 300 + 3x150, + 9x50).
    1 blue will yield 9 whites and 300 Recruit XP (total of 4 assignments, one at 150 + 3x50).
    1 green will yield 3 whites and 50 Recruit XP (total).

    All of those Recruit XP values are 1.5x during a junior officer event. (which we are currently in)... so 1800 for one purple. Rather than (it looks like in your graphic) 450 for multiple? Ick.


    TO BE ABSOLUTELY CLEAR: These missions DO destroy the assigned officers. But you get higher Recruit XP than the above AND get other (less valuable) officers in return. So better return on their value.

  • davefenestratordavefenestrator Member Posts: 9,566 Arc User
    ^ 3 x white even sell for more than 1 x green on the exchange, possibly from people feeding them into the meat grinders to lubricate their fleet holdings. It's not water in those pipes.
  • aftulusaftulus Member Posts: 667 Arc User
    ltminns wrote: »
    Look, the Prisoner Assignment from the Security Officer has you slot every one of them. They made that change years ago that every Assignment where Doffs are lost there was no autofill. You had to select them manually. These two Assignments were missed and never corrected. I put in a Bug in the Bugs Forum but nothing was done to correct it.

    That would be a huge help. I forgo the other mission did that. Hopefully they will fix it one day.
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