Some Duty Officer buffs are rather useful. I like the one that adds shield drain to tractor beams. The one that influences the cooldown on torpedoes is nice, too. The other day, I had it work five times in a row. It was like using the high yield ability.
there's also one that cuts down transwarp cooldowns. a purple one with an ambassador in a T5 Excelsior would get the most of this one.
Well it does add a deep diaminsion to the game with your ship, and I see we can finally sit in chairs lol You can tell I have not been in the game a long time. lol Oh I have not figure dout what is going on with sickbay yet. So what's up with it, does it only come into play if your Duty Officers get hurt?
Yes. When doffs get injured, an assignment called Sickbay is created for them and they're automatically redirected from their assignment into that. The sickbay assignment doesn't count towards your 20, but it does give a bit of medical experience when it finishes.
There's a few other redirect assignments like this. They can be confined to quarters for misconduct, and in a couple instances a simple supply run to one of your colonies can get redirected into an 8 hour fight against raiders.
Originally Posted by Sir-Cedric
Oh and has anyone gotten a distress call yet? I wasn't paying attention, and when I finally did answer it, the Borg already came and left. So I guess they got what they needed on that call.
There used to be some good threads on the red alerts. Basic rundown:
Borg attack a sector, anyone in that sector gets a Red Alert notice. It's only open for a few minutes. If you join it, you're put in an instance with up to 4 others, and you get 15 minutes to destroy four Borg groups. If you complete that, you get a new 10 minute timer to destroy a Borg command ship.
Sometimes, particularly in the Sirius sector block, you'll get a red alert that leads into a finished map. Most likely what happened to you. The join window should close before its possible to finish one.
Originally Posted by Jeslyn
Oh, okay. i see where you are going. Colonists are not DOffs. They come from the Passenger List. They do not count toward your total DOffs. Likewise, I did not count them toward the Para-Loss explanation.
Klingons I cannot speak to as I have never played one.
Colonists are doffs. Colonist and Prisoner are just civilian specializations with a separate roster space.
Most (not all) non-civilian doffs have a roster power. If you put them in your active roster, you get that buff. They aren't abilities you use, but they modify ones you already have.
For example, a projectile weapons officer gives every torpedo hit a chance to cut time off its launcher's cooldown, a security officer gives your Security Escort power a chance to beam down extra redshirts, and there's a special exocomp that adds a secondary buff to any battery you use.
Ah, very cool! Thanks for the detailed response. I was wondering whether or not the DOffs offered any tangible benefits. I think I might give the DOFF system a shot now.
Originally Posted by nynik
Things like 20% chance to proc additional and/or supplemental effects to your powers, like a transwarp cooldown reductions, additional gravity wells, increases to power from any emergency power ability. There are quite a lot.
I believe the ground ones like summon additional phaser turret, only work for the player captain still, so not much use for science captains (but then they have other buffs to pick). This might not be the case at present though, but I think it is.
Very cool. Is there a chance that my doffs will die while on active duty?