Star Trek Online Duty Officer Finder

By @dabelgrave.

Select the criteria you want your duty officers to have. The list of available duty officers meeting those criteria will update automatically. Because the list of duty officers originally came from stowiki, there may be some duplicates, mistakes, or missing information. I try to update the list as I have time, but it's very long. Due to the extreme number of available duty officers, I only include Very Rare, Ultra Rare, and Epic rarities.

These results are queried directly from this Google spreadsheet (which you could use instead, but it's slower): http://bit.ly/STODoffs .

Don't see one of your duty officers listed? Use this Google form to tell me about it: http://goo.gl/forms/3oOQfUc0YI .

Join 'The Phoenix Division' today. Contact @daBelgrave in Star Trek Online.

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Duty Officer System

By LaughingTrendy | Wed 09 Nov 2016 09:00:00 AM PST

star trek online duty officers

As a commanding officer, there are many individuals who serve on board your ship. While you are already familiar with your Bridge Crew, there are others who make sure each vessel works. These unsung junior officers, the Counselors, Chefs, and Conn Officers, serve vital functions on-board any ship, but don’t directly engage in combat.

The Duty Officer System gives an opportunity for these vital assets to shine. You can now recruit duty officers, select which will be posted on an active duty roster, and issue your duty officers assignments ranging from the mundane to the monumental.

The Duty Officer System unlocks for characters of all factions at level 11, where you will receive your first set of duty officers. Additional duty officers can be obtained in many ways, such as spending time at your faction’s Academy. Most duty officers can be traded among players, allowing for you to find the perfect officer to improve your crew.

star trek online duty officers

Every duty officer has a handful of characteristics which set them apart from the rest, and help determine which assignments they are best suited to. Officers have a species, quality, specialization, and set of traits; all of these can factor into how well any given duty officer can perform a given task. Asking an Astrometrics Scientist to properly serve Aldebaran Whiskey at a diplomatic function wouldn’t go well, but they’d be right at home scanning an unknown gravimetric phenomenon.

Duty officers have two main functions:

star trek online duty officers

First, duty officers can be assigned to an active duty roster. Captains have active duty positions focused on both the Ground and Space aspects of their career. Many duty officers can offer additional benefits when assigned to an appropriate active roster position, with a myriad of different effects.

Second, duty officers can be tasked to perform assignments. These assignments can be found on your ship, in Sector Space, and in specific ground and space locations. Duty officer assignments are pulled from lists of potential tasks, based on your current location. Every assignment has a specific set of requirements, such as requiring specific commodities and duty officer specializations. The number of duty officers which can be assigned to any given task varies, and many assignments become easier to complete with a team of duty officers with specific traits and qualities, which can lead to bonus rewards in the form of a Critical Success.

star trek online duty officers

Successful completion of duty officer assignments awards the Captain with commendation points in one or more categories. There are eleven commendation categories, such as Trade, Diplomacy, and Medical. Progressing through the commendation ranks unlocks access to unique duty officers that can’t be earned through other means. Additionally, duty officer assignments can give a wide variety of other rewards, such as gold-pressed latinum, dilithium, commodities, and even bridge officers.

The Duty Officer System can be accessed from the Missions Menu, where you can see any currently running or completed assignments, your roster of available duty officers, assignments which are currently available for your officers, and your active duty roster.

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Captain's Log: New-user tips on Star Trek Online's duty officer system

Let me first wish all of our readers in Canada a very happy Thanksgiving Day! This week I will continue my informal series for new Star Trek Online players with a brief primer on the game's duty officer system. More commonly referred to as DOffs, Star Trek Online's duty officers provide a player with an additional means to obtain XP, dilithium, and other rewards without his having to shoot a single thing. Many people have likened the DOff system to that of a trading card game, and to an extent they are right. The duty officers have also become a commodity that can be used in other ways outside of the assignment system itself. So join me past the jump as I delve into the very basics of the STO duty officer system.

The main interface The main duty officer interface can be accessed by clicking on the small icon at the bottom of the minimap that resembles the profiles of three humanoid heads. The interface (shown above) is a general overview of the player's duty crew status. To the left of the UI, the Assignments Summary box informs the player how many mission slots are available, how many are in progress, and how many have been completed and have rewards available for claiming. The Duty Officer Summary box lets the player know how many officers are on his total roster, and of those, how many are away on assignment, how many are serving on "active duty" (which I will go into a bit later), and how many were injured during a previous assignment and are currently being treated in sickbay.

The right side of the UI contains a breakdown of the player's current CXP (commendation experience) gained in one of 11 different fields: Diplomacy, Science, Engineering, Military, Exploration, Espionage, Medical, Colonial, Trade, (Staff) Development, and Recruitment. The KDF DOff system contains most of the same fields but trades out Diplomacy for Marauding. There are four tiers that can be achieved in each of the 11 fields. Reaching each tier rewards the player with new abilities, titles, and additional duty officers. For instance, achieving successive tiers in Diplomacy will grant a player with abilities to transwarp to different locations in the STO universe, the last of which is the ability to transwarp to Deep Space Nine once she reaches the rank of Ambassador. The tiers shown above for the "Colonial" field on the KDF side reflect that the rewards are typically a title along with a duty officer of increasing rarity. Check out STO Gamepedia for a full breakdown of what each field will reward .

Duty Officer overview A player gains access the DOff system when his character reaches level 12. At that time, he is granted a small contingent of common duty officers, and his roster is limited to 100. Increases to the roster cap can be purchased via the game's ZEN Store in groups of 25 or 100 to a final cap of 400. Like most commodities in MMOs, duty officers have varying rarity; common DOffs are white, uncommon are green, rare are blue, and very rare are purple, but what makes them all rather unique is their individual traits . It's the combination of rarity and traits that can make or break a DOff's success. Before I get too far ahead of myself, let me cover few more basics.

Assignments A duty officer's first (please forgive me) duty is to undertake and be successful at any mission to which he is assigned. A player has 20 mission slots at any given time (a couple more are unlocked if there are officers relegated to sickbay). Assignments can be found by opening the DOff UI in almost any public area or in sector space. It's important to know that available assignments differ depending on where the character is standing or where her ship is in space . Special assignments that grant unique or more desirable rewards can also be found on the player's bridge interior, in certain specialized space vessels like the Tuffli Freighter or the Suliban Cell Freighter, and in select fleet holdings like a starbase or the dilithium mine. Each mission will outline the task and the potential rewards. Potential rewards, you ask? Yes, potential. Each mission will also have a list that reflects the "chances of success" shown with percentage points and a small, corresponding pie chart. As duty officers are selected to undertake the mission, depending on their qualifications and traits, the chances of success will change. There's still more to come a bit later on this.

Active Duty vs. On Assignment Every individual DOff comes with an "ability." The duty officer shown above is a Shield Distribution Officer. He holds a space combat ability, and if he were to be placed on the active space roster, he would grant the player an additional chance to regenerate shields while taking damage after the player used his Brace for Impact skill. There are five active ground slots and five active space slots; once an officer is assigned to an active slot, she remains on the roster but becomes bound to the character and cannot be used in any other assignments. It is for this reason that I tend to use common duty officers for active assignments as my rarer officers can be put to better use in other missions until I can beef up my roster overall. Notice in the picture above that there are symbols in place of the duty officer's avatar in several of the spots. The Starfleet deltas (the KDF symbol appears for KDF players) reflect which officers on the roster have been placed on active duty on my ship or my ground team; the small picture of a shuttle shows that particular officer is out an away mission (is on a DOff "assignment").

Traits Each duty officer comes with between one and five different "traits." Traits are personality types or species-inherent abilities that can either be helpful or detrimental to the success of an individual assignment. For instance, in the screencap above, the mission "Frame the House of Duras" has a requirement of several officers beginning with an Advisor, a Diplomat, or a Security Officer. For the mission to be a minimal success, the officer should meet those basic requirements, but to have a chance at being a critical success (which could trigger the reward bonus shown), the officer should also carry the "unscrupulous" trait. This is where rarity comes into play. Rarity As I said before, every duty officer is common, uncommon, rare or very rare. Common duty officers are not invaluable. They can be used to donate to fleet holdings, so don't just send them to the airlock -- get fleet credits for them if you can. But common officers are the only officers who can be killed during a mission, and they will be permanently removed from the roster should they not survive the ordeal. Uncommon, rare, and very rare officers can be injured but will not be removed from the roster. If they are injured, they will be sent automatically to the sickbay and another mission will be triggered. They will stay in sickbay for the prescribed term and the player will be rewarded with Medical CXP. The idea is actually pretty simple: try to find the best quality officer with the most matching traits to the assignment. A green officer with two matching traits typically increases the chances of success better than a blue officer with no matching traits. As shown in the "Frame the House of Duras" screencap above, the rare (blue) officer, in spite his lack of matching traits, will likely perform better than the common officer with just one matching trait. This is especially true for such a dangerous mission: The chances the common officer will be killed are exponentially higher. As officers are assigned to a mission, the "chances of success" numbers will change, so I recommend players swap officers around and pay attention to those numbers and find out what combination works best. As a player becomes more familiar with how certain officers will affect the probable outcomes, the better she will be at directing her crew and achieving better rewards. I'll cover more of the DOff system in the future, and barring any revelations about the new content we're expecting from Cryptic , that might be next week. Again, if you have any questions about the DOff system or tips on what you'd like to see me cover next for new players, email me or leave a comment below! Until next week, live long and prosper!

Incoming communique from Starfleet Headquarters: Captain's Log is now transmitting direct from Terilynn Shull every Monday, providing news, rumors, and dev interviews about Star Trek Online . Beam communications to [email protected] .

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Here’s to the Finest Crew in Starfleet!!!

I love Star Trek Online’s Duty Officer system. Recently however, to my fright, I discovered that some of my fleet buddies didn’t know how to get their hands on a great crew, and it occurred to me that they might not be the only ones. And so I present my little guide to getting your hands on “The Finest Crew in Starfleet”. For the sake of brevity, I’m going to assume you know the basics of DOFFing.

General Recruitment

The basic recruitment missions used to be randomly found in the zones around Stardock or Qo’nos. That changed at some point, and now you can pick them up at any time from NPCs at your faction’s Academy. The Personnel Officer has most of them, but there are also race specific ones for Vulcan, Andorian, and Tellarite, from NPCs of those races. If you’re on Team Klingon it all works much the same, with Orion, Gorn, and Nausican-specific recruitment being on offer. For most of these missions you simply get given some DOFFs, but the general recruitment one will grant you a pack of DOFFs to open, trade, or store instead. The General Recruitment mission is the only one that costs 1000 Dilithium. The others are simply free officers, though they do have a long duration and cooldown. I generally leave them to my alts, freeing Arkturos Reh to deal with the more lucrative tasks.

Exploration Clusters Exploration Cluster missions are the core, from which many wonderful things will follow. Each cluster has a series of 7 DOFF missions which follow on from eachother. You can recognise these because they will be marked as being part of a chain by ending with 3/7, or whichever stage of the series they belong to. The next step in the series will not always be available. However, as I discovered with glee, you can double your chances of finding them by clicking on the “Department Heads” tab, and seeing what your Operations officer is offering. Nevertheless, it’s going to take a fair amount of time, and many visits, to get to the end of the chain. The final (seventh) one will award a unique blue DOFF that you will only ever get one of. Welcome them to your crew, where I am sure they shall serve with distinction, but they are not our end goal. Having completed the mission chain for the cluster, you will now have unlocked the cluster’s Support mission. For this mission you want to get your critical chance as high as possible, for it is only on a critical that you will get that cluster’s unique purple DOFF. Don’t worry though, for a regular success will still gain you a refugee, which we’ll be needing later. The Support mission can be repeated, when available, as much as you like, and you can have multiple copies of the purple DOFF. Some are more useful than others, but they’re all worth having. Eventually, you may end up with so many copies of a cluster’s purple DOFF that you can’t make good use of them all. They’re bound to you, so you can’t sell them, but you can trade them in to the Personnel Officer at the Academy for three random unbound blue DOFFS. What you get may or may not be useful to you, but at least they’ll be different! If, like me, you’re working on Fleet Projects, you need a good supply of low-end officers to feed to them. When you end up with any blues you don’t want, you can trade those in for 3 greens, which can each be turned into 3 commons. Thus one purple can be turned into 9 greens, or 27 commons. Asylum Missions

You should be getting a refugee every time you attempt a Cluster’s Support mission. You may also get the occasional refugee from other recruitment missions at Starfleet Academy. These will be your currency for the Asylum Missions.

There are Asylum missions in quite a few locations, but they all work in the same way. They will either appear in your “Current Map” section, or under the jurisdiction of your ever-helpful Operations officer. The Asylum mission is for a specific race, Vulcan for example. The Vulcans will grant one of your refugees asylum in return for you taking one of their officers under your wing. You can offer up any of your collection of refugees, but depending on the race of the host, there will be certain favoured traits. Like any DOFF mission, you want to pick the candidate who matches as many of those as possible to raise your success chances.

The mission will remove the refugee from your roster, and you’ll receive a new officer of the relevent race, with the quality depending on your success result. Some races have rather difficult to fill trait requirements, but it’s still worth having a go even if you don’t have any refugees that fit them. If you’re doing Cluster Support missions regularly, you’ll have enough refugees to throw at every asylum mission you encounter.

There’s a lot of them, though they’re somewhat rare and have a cooldown. Here’s where you can find them:

Andorians : Sirius Sector, Andoria Vulcans : Sirius Sector, Vulcan Humans : Sirius Sector, Sol Betazoids, Tellarite, and Rigellian: Sirius Sector Caitian and Saurian : Alpha Centauri Sector Bolians: Iota Pavonis Sector Trill and Benzarite : Beta Ursae Sector Bajorans, Cardassians, Karemmans and Paradan : Throughout “Cardassian Space” (Alpha Trianguli, Beta Ursae, and Zeta Andromedae)

Consular Authority

These are four similar small mission chains within Cardassian space (including the associated exploration clusters). One for each of the Bajorans, Cardassians, Paradans, and Karemmans. Once you complete the chain, you will sometimes encounter a repeatable “Officer Exchange” mission. These are a little similar to Asylum missions, in that you will lose the officer that you use for the mission, but they use regular officers rather than refugees. I tend to only use common DOFFs for this, though you might want to plug a green into it for a better chance at a higher quality result, if you happen to have spare greens with the right traits.

A few other DOFF sources

The above are my main sources of good officers, but there are a few other missions which will provide new members for your crew. The list below is not an exhaustive one, and new methods tend to come in with every update.

Cardassian Agents

There is a long mission chain over in Cardassian Space called “Ghosts of the Jem’Hadar”, that rewards a one-off purple Cardassian at the end. Once you’ve completed that chain, you’ll unlock a repeatable mission called “Provide Sanctuary to Anti-Dominion Cardassian Agent”. On a critical success, that’ll award a Cardassian of random quality.

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Star Trek Online Duty Officers General Guide

Star Trek Online Duty Officers General Guide by Heretic

There was recently a request for an updated description of how the duty officer and assignment systems will work, and as this dovetails in with some documentation I have been putting together for exactly that reason, this may suffice as a preview while I procrastinate figuring out some new Science assignment templates I would like to get to later today.

As always, all of the below may (and probably will) change over the course of internal development, observation on Tribble, and live. Much of this is reformatted and gleaned from previous responses in an attempt to put everything back in one place.

It should be emphasized that Department Heads and First Officers are still planned for deployment after the main part of the duty officer and assignment systems go live. There is a vast amount of technical user interface and design work that will have to be undergone to integrate the bridge officer and duty officer systems.

I will try to keep up with modifying these posts as more information becomes available to keep this as “real” as possible.

Overview The Duty Officer and Assignment system is an optional mini-game themed around the logistics of managing the full crew complement of your ship.

We have several goals for the system:

  • Provide significant non-combat gameplay that fills the desire for less overtly aggressive styles of gameplay.
  • Create an engaging logistical mini-game.
  • Provide a supplementary or even alternative character advancement mechanic – this will be useful for both factions, but in particular should somewhat ease advancement issues in the KDF.
  • Establish a new set of parallel achievement goals and rewards in the form of the Commendation part of the system to give more goals for players who have hit cap.
  • Provide alternative and supplementary mechanics and support to an array of frustrations apparent in existing systems such as the process for gathering anomalies, gaining high quality bridge officers, the Diplomacy grind, the lack of a parallel Diplomacy system on the KDF side, lack of usage for commodities, need for more Energy Credit sinks, and so on.

QUICKSTART When you finally get your hands on your first set of duty officers, don’t sweat all the layers of complexity and options.

First, scan through your duty officers, in particular paying attention to which ones are Green or Blue quality in their crew portraits. Some of those will have “passive skills” – these are the ones that you can drop in your active roster. You probably won’t actually have enough duty officers at the beginning to fill your active roster, so flip over to the active roster screen and just load in whomever you can, assuming you use the skills they modify. When the time comes that you do have to choose which ones to put in and which ones to leave out, just consider their passive skills and figure if any of them are skills you either use a lot or don’t use at all. It’s as simple as that. Remember, too, that you can frequently stack more than one duty officer of the same type in your active roster.

Second, every time you move to a new sector (note, sector, not just sector block) or every four hours, you will get an updated list of assignments. If you return to a sector – don’t worry – as long as it hasn’t been a few hours since your last visit, the assignments that were there before should still be there. Different assignments will be available depending on the sector, but you will learn that in time – no need to worry about it now. See an assignment that looks interesting and you have all the required commodities and duty officers for? Open it up, slot in who you can, and start it up. For common assignments, your chances of success are pretty good even if you don’t min-max it, so at this point, there’s no need to worry too much about it.

Some assignments with some special behaviors:

  • Military – Many of these can put your officers in Sick Bay or kill off some of your White quality duty officers even if successful. War is rough. They do, however, reward handsomely, so if you have duty officers to spare, this can be a good choice. Oh, and you can get prisoners-of-war of the opposite faction as duty officers too, which can then be interrogated or used in prisoner exchanges.
  • Espionage – These are rare, and almost all of them are very risky. Meaning, if you try them, you will want to put in high quality officers, and even then your chances won’t be as good as you may be used to. They’re worth it if you can pull it off, though.
  • Colonial – Most of these only appear in star clusters, and as you complete different assignments in a particular star cluster, more assignments will open up – but only in that star cluster.
  • Engineering – Some of these have “Experimental” in the title – these can give items, sometimes VERY good items. Put high quality officers on these if you can afford to.
  • Recruitment – Want more duty officers, or even bridge officers? Keep an eye on these. They’re set up fairly logically too, meaning if you want more Andorian duty officers, expect to have to go to the sector of space the Andorian homeworld is in.

Duty Officers Players will be able to collect a roster of junior “duty officers” (Doffs) that may either be slotted into the Active Roster of your crew complement, or alternatively sent out on assignments in return for rewards including skill points, bridge officer points, items, duty officer and bridge officer candidates, commendation points, energy, Merit/Honor among other types of rewards.

Duty officers will include both active-duty Starfleet and KDF personnel as well as some few civilians. Most duty officers will be able to both be slotted into your active roster or to be sent on assignment, meaning you will have to judge carefully the pros and cons of each allocation. There are planned to be set bonuses of similar (or diverse) selections of duty officers, though the full extent of this remains to be determined.

Duty officers that can be assigned to your crew’s active roster will have a special passive ability based on the officer’s specialization. For example, a tractor beam engineer specialist might provide a chance to proc an additional effect whenever you use a tractor beam. There are be separate Space and Ground active rosters. The number of active roster slots you have will vary depending upon your captain’s rank.

It is possible to stack different duty officers of the same type, though there are some stack limits. For example, it is possible to fill your entire active roster with Science branch duty officers, though you might only be able to put a maximum of three Warp Theorists in your active roster at any one time.

In addition to specialization, duty officers are also distinguished by species (which sometimes have associated traits), quality (usually expressed as rank), rarity (loosely tied to quality) and gender.

Branches are: Tactical, Engineering, Science Departments are: Tactical, Security, Engineering, Operations, Science, Medical

Rarity is: Common, Uncommon, Rare, Very Rare Quality is: White, Green, Blue, Purple

In the Federation, Humans are Common while Andorians, Tellarites and Vulcans are Uncommon. All other Federation species are Rare or Very Rare (the latter only currently used for Federation Klingons, I believe).

In the Klingon Empire, Klingons are Common while Orions, Nausicaans and Gorn are Uncommon. Letheans are Rare.

Rarity affects the likelihood of that particular duty officer becoming available through one of the various random mechanics for gaining duty officers – note, however, that not all mechanics are random, and even the “random” mechanics have rules. For example, you might be presented with an “Andorian Cultural Exchange” assignment that has a reward of one or more Andorian duty officers. Rarity is currently 1 Very Rare to 10 Rares to 100 Uncommons or 400 Commons, but this will almost certainly be tweaked once we see how it plays out on Tribble.

Quality affects the chance of success and critical success when that duty officer is put on an assignment, and also the duty officer’s passive ability effects when put on your active roster.

Rarity and quality are correlated, but not rigidly linked – rarity is Common, Uncommon, Rare, Very Rare. Quality is White, Green, Blue, Purple. For the Federation, a Human of White quality is Common, while an Andorian of White quality is Uncommon. For the Klingons, a Klingon of White quality is Common, while an Orion of White quality is Uncommon. For assignments, quality and rarity is, however, linked, with Common always correlating to White quality, Uncommon with Green, and so on.

Example Progression Human White: Common Human Green: Uncommon Human Blue: Rare Human Purple: Very Rare

Vulcan White: Uncommon Vulcan Green: Rare Vulcan Blue: Very Rare Vulcan Purple: Very Rare

Saurian White: Rare Saurian Green: Very Rare Saurian Blue: Very Rare Saurian Purple: Very Rare

Example Ranking White: Crewman, Bekk (KDF) Green: Petty Officer, Technician, Ensign, Specialist, Corporal (KDF) Blue: Chief Petty Officer, Chief Warrant Officer, Lieutenant Junior Grade, Senior Specialist, Sergeant (KDF) Purple: Master Chief Petty Officer, Lieutenant, Senior Chief Specialist

Specializations are broken out by department and currently range from three to nine specializations – this is subject to change and may be added to or deleted from during development.

Example Specializations Tactical: Conn Officer, Energy Weapons Officer, Shield Distribution Officer Security: Security Officer, Assault Squad Officer, Armory Officer Engineering: Diagnostic Engineer, Fabrication Engineer, Warp Core Engineer Operations: Flight Deck Officer, Quartermaster, Explosives Expert, Tractor Beam Officer Science: Astrometrics Scientist, Warp Theorist, Botanist, Research Lab Scientist Medical: Doctor, Nurse, EMH, Biochemist, Counselor Civilian: Bartender, Chef, Trader, Diplomat, Prisoner, Colonist

Species Traits include things like: Teamwork, Founders of the Federation, Stubborn, Honorable, Congenial, Telepathic, Spiritual, Seductive, Aggressive, Resilient, Peaceful, Logical, Emotional, Efficient, Eidetic Memory, Unscrupulous.

Despite common names, these traits work differently on duty officers than similarly named traits on players or bridge officers .

Duty officers can be acquired via:

  • Initial set based on character rank
  • Assignment rewards (most commonly Recruitment category, but not exclusively)
  • Commendation achievement rewards
  • Trading and the Exchange
  • C-Store purchase of packs

We are also planning on making sure they are available directly or indirectly through PvP.

Duty officers do not currently exist outside your duty officer interface; long-term we would like to have them appear on the inside of your ship.

Duty officers cannot be customized, nor can they directly gain experience. Assignments duty officers are put on can, however, award bridge officer points and commendation category experience points.

The vast majority of duty officers will be tradeable and available on the Exchange. This latter functionality may or may not be immediately available at release of the initial system – depends on timing for some things.

For every one of the standard species it is possible to get a duty officer for every specialization and quality. There also exist special unique duty officers with bonus or different traits and/or active roster abilities.

The standard C-Store pack has been revised several times and will probably be revised several more times before it even goes to Tribble. Currently, it consists of four guaranteed Commons, two Uncommons or better and one Rare or better. Note that rarity does not necessarily imply quality, although there is a loose correlation; some rare species are rare regardless of that particular duty officer’s quality.

Effective value is not simply a matter of having the highest quality duty officers, but also the appropriate selection. For example, it does me little good to have four Purple quality Doctors if I have no interest in running Medical assignments and really want to run Colonial assignments, for which I need Quartermasters. Moreover, number matter as well – if I want to run multiple simultaneous Colonial assignments in an effort to maximize my advancement on the Colonial track, it isn’t enough that I have one Blue or Purple Quartermaster, I might actually statistically be better off with three White quality Quartermasters.

Characters, whether existing or new characters who haven’t bothered to open the system, will be given a stock set of duty officers based on your character’s rank. The stock set is intended to allow you to start playing with the system and to start filling out your active roster, but will be basic.

Assignments Assignments represent both on-board and off-board appointments of personnel (usually) and commodities (sometimes) or other resources. All assignments take differing amounts of time before they are completed; the time can range from as little as a few minutes to as long as a week – rewards scale, but shorter completion times are weighted more heavily, since they require more player management time.

Assignments complete in the background; set your duty officers to work on them, go shoot things, consider another assignment, or go offline and read a book and the assignment will continue to plug away. When the assignment is complete, you will check the roster and view the results.

Assignments may have requirements (e.g., these two slots on the assignment may only be filled by engineers) and may also have modifiers (e.g., this slot gives you a better chance of success if it is filled by an Andorian or a duty officer with the Trader trait).

A player may only have a limited number of assignments going simultaneously. This number has changed several times during development of the feature, but is currently 10. It is very possible this may change again before the system goes live.

Previous mission or assignment completion will also be a prerequisite to having certain assignments available. For example, you might have to complete the “Establish Colony in the T’Ong Nebula” assignment before you are offered the “Provide Security against T’Ong Nebula Raiders” assignment.

Which assignments are available will change every few hours, and may also be gated by your captain’s rank, what sector you are in, and other achievements.

Inputs may also include commodities such as medical supplies or provisions.

Rewards almost always will include skill points and bridge officer points and energy credits. Depending on the assignment, other rewards may also be available including DXP, merits/honor, badges/marks, energy units, commodities, items, additional assignments and new duty officers.

Each assignment has a rarity ranging from Common, Uncommon, Rare, Very Rare. There are also a few custom rarities as well.

Difficulty versus Reward The rarer the assignment, the less frequently it will be available, but the more rewarding it will be.

Assignments are built to be leveless, meaning that wherever appropriate numerics (skill points, energy units, bridge officer points, merit/honor, etc.) will scale to what is appropriate for your level.

Commendation points are not scaled, as they are independent of the standard ranking system. You could have hit Tier 4 in Military or Trade and still be a Lieutenant Commander, in theory.

(In practice, since you get skill points for the vast majority of assignments, even if you did nothing but assignments and never went into a mission, you’d probably level up a few ranks by the time you hit Tier 4 in a commendation category.)

Some assignments do have a minimum level requirement, but these are generally not “better”, they’re just locked to higher level for thematic or practical reasons – for example, you don’t get Undine and Borg assignments until you can access the appropriate sectors. We may make certain accolades that require some of these level-required assignments; for example, we have been considering accolades for things like successfully raiding every planet in the Sol system as a Klingon, or completing archaelogical expeditions in every sector.

An assignment’s degree of reward is based on several factors:

  • Rarer assignments have better rewards
  • Longer assignments have higher absolute rewards, but lower per capita/per second rewards (i.e., they are less efficient)
  • Assignments that have a higher chance of injury or death will have higher rewards
  • Assignments that have higher inputs (commodities, anomalies, energy units, etc.) will have higher rewards
  • Assignments that have no chance of disaster or failure will have lower rewards
  • Assignments that have a lower chance of success will have higher rewards; most assignments start at around 75% chance of success, but some are closer to 50%, meaning you need to put better duty officers into them for a more reliable chance of success
  • Assignments with more specific requirements will have higher rewards; for example, a requirement of “Projectile Weapons Specialist” will generally reward more than one that will take any Tactical officer
  • Assignments with tougher trait modifiers will tend to have higher rewards

Most situations where an assignment is qualitatively or quantitatively better are due to either rarity or due to qualifying for them due to having achieved a higher tier in certain commendation categories. For example, early on you can get a fairly rare assignment to get a bridge officer, and your degree of success will determine what quality level that bridge officer is. Later on, meaning once you’ve ranked up one of several commendation categories, you can encounter rare assignments that you simply need a basic success to get a blue or purple bridge officer.

Outcomes Each assignment as one or more “outcomes”. The standard outcomes are: 1. Critical Success 2. Success 3. Failure 4. Disaster

Not every assignment has all of these; some simply have Success, some have all but Disaster, and so on.

Duty officer traits – which may be species specific, specialization specific, or other – on an assignment by assignment basis may weight one or more of these outcomes more heavily either positively or negatively. A duty officer’s Quality will also always positively affect the assignment’s Success or Critical Success outcomes.

The current plan is that before accepting an assignment you will be told which traits will be good or bad for that assignment (and yep, a trait that is good for one assignment may be bad for another), although you probably won’t be told the difference, say, between a trait positively affecting Critical Success and one positively affecting plain Success. Currently, a large majority of assignments affect Critical Success/Success equally and Failure/Disaster equally, though there are exceptions that are left for you to discover – for example, there is one where the Seduction trait increases your chance of both Critical Success and Disaster, but not Success or Failure.

Generally (and there are many exceptions), a critical success outcome currently will give you about ten times whatever numerical rewards there are, and in the case where the reward also includes a duty officer or item, a bump in quality level as well. There are lots of exceptions to this, and many special cases, however.

Similarly, a disaster outcome usually results in the deaths of any white quality duty officers put on the assignment and a chance for each higher quality duty officer to spend some R&R; time in Sick Bay. Sick Bay and death results for white quality duty officers do sometimes occur outside of disaster outcomes, note – you can see crewmen die even on the successful completion of a ground action.

Any inputs to the assignment, such as commodities or energy units, are lost regardless of the outcome type.

In general, the chance of success is highest, followed by failure, critical success, then disaster as the most rare. Dangerous, risky or simply very uncertain assignments – and it should be pretty obvious which these are, so things like espionage infiltrations, ground military actions, or even commodities trading – tend to have roughly equal chances of success and failure, meaning you are highly motivated to put your best duty officers on those tasks. On the other hand some assignments like transport runs may not even have any chance of failure at all.

Rewards are scaled based on time (although longer assignments are per capita not as rewarding, since they require less micromanagement on the part of the player), assignment rarity, success versus critical success determination, amount of inputs (so if you have to put commodities or another type of item to do it, it will generally be more rewarding), danger to the assigned crew, chance of success, and existence of non-numerical rewards.

We are experimenting on integrating special assignments directly into missions. It should be emphasized, however, that this is an experiment.

OMG this sounds complicated… Putting random guys onto assignments will honestly work just fine for most Common assignments, so just start with that and as you use the system more, hopefully the subtleties should start to make more sense.

The truth is, while you won’t maximize your return on the system and you may have trouble with some of the rarer assignments, if you just throw a random Science duty officer on that anomaly-gathering assignment that requires any scientist, you’ll still do just fine.

For purposes of sending duty officers on assignments or on your active roster, just ignore rarity. Rarity is only really relevant for collectors or if you want to figure, for example, how hard it might be to randomly pick up, say, a Blue Saurian as opposed to a Blue Vulcan.

For assignment, rarity/quality does matter, insofar if you see a Purple assignment you know it may be a long time before you see it again, and you also know it will be very well worth doing if you can complete it successfully.

When considering what duty officer to put on an assignment, first consider the mandatory requirements, then see if you have some of the preferred requirements – for example, Ferengi have the Trader trait, so while it isn’t mandatory for a Trade assignment, it will be much more likely to succeed on it. Then put the highest quality (color) duty officer that you can afford to put on it if you want to increase your chances of success.

Commendations All assignments have a special category referred to as their Commendation Category .

  • Diplomacy (Federation)
  • Marauding (Klingon)
  • Engineering
  • Exploration
  • Development

Each commendation category has an associated type of XP with it, similar to how Diplomacy currently works with regards to DXP. (The Diplomacy commendation category, in fact, literally grants you DXP.)

Similar to the way Diplomacy advances, each commendation category has four tiers of advancement with rewards attached to them:

  • Unique duty officers, including rare and very rare ones
  • Bridge officers of the opposite faction for Diplomacy and Marauding, including rare Bridge Officers
  • Access to special assignments, including ones that give easier access to rarer Bridge Officers

Other rewards are under discussion as well.

Duty officers gained by ranking up a commendation category will be bound. Duty officers gained as the result of an assignment or in other ways, however, will not be bound.

Commendation XP may be able to be acquired outside of assignments. Missions and other systems will eventually start to grant these as rewards in their own right.

Department Heads and First Officers

Subsequent to the duty roster system going live we will be rolling out the next component of the system: Department Heads and your First Officer.

Bridge officers will be able to “eat” duty officers of their own branch to learn those duty officer’s passive abilities. (Fictionally, think of it as the duty officers are joining that bridge officer’s staff.)

With the appropriate expenditures of Merit/Honor and for bridge officers with adequate training, a player can appoint a bridge officer to head up one of six departments – Tactical, Security, Science, Medical, Engineering, Operations. Once heading up a department, those “eaten” duty officer skills will become active.

(For the record, the term “eaten” is used in this description to make sure it is clear that the duty officer goes away.)

Slotting between stations (the current “Assignment” tab), away team and department head slots are independent; if you slot a bridge officer into the Tactical Department Head slot, their passive powers will be in effect. That exact same bridge officer could also be slotted into a bridge station or away team, but whether that bridge officer is or isn’t his or her department passives will be in effect.

From department heads, a bridge officer can be promoted to a First Officer once you acquire special “trainer” duty officers. The skill imparted to a First Officer, however, will be an active, clickable skill that you can slot on your power bar and use in space.

When you appoint a first officer, another BO can replace them as department head. Your first officer’s passive duty officer skills will however still be active as a first officer – so this means you can effectively double up on the passives in one department.

First Officers may be demoted, but there will be an associated cost, probably in Merit/Honor. The former first officer’s skills will be retained, although inert unless reinstated. This is also true of department heads who are removed from their position – the passives they ate from their duty officers will still be there, they just will be inert and inactive until they are reinstated. The first officer skills have not been designed yet, but they are currently envisioned as being new skills, probably similar to your captain skills.

Department head and first officer skills for bridge officers will be in addition to their existing skills – getting them to play nicely with the bridge officers’ existing skills is one of the reasons why that part of the system will be rolled out after the duty officer part of the system.

Department head skills are taken from duty officers in their own branch, so the passive skills they gain will in fact be associated with their branch of service. First officer active powers will probably also fall into this pattern as well, but there is still a lot of design that has to be done in this area so I can’t promise anything.

Integral to the introduction of department heads and your First Officer we will be revisiting the entire crew user interface in an effort to streamline and integrate it, all with an eye to allowing us to build even more deeply upon that to provide even more functionality and depth to your crew.

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Duty Officer Recruitment (console)

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Romulan Republic

The Duty Officer Recruitment (console) is found across the hall from Admiral Kererek 's office in New Romulus Command , (Planetary Data Center) against a wall near Centurion Velaar and the Fleet Contact .

  • 2 Assignments Given
  • 4 External Links

Details [ | ]

The Duty Officer Recruitment (console) can arrange periodic personnel transfers of junior officers to supplement your ship's crew complement. It can also accept the permanent reassignment of sets of duty officers in exchange for a single higher quality duty officer, or exchange a single duty officer for a set of lower quality duty officers.

Assignments Given [ | ]

Refined dilithium icon

  • “Tactical Officer Cadre”
  • “Engineering Officer Cadre”
  • “Science Officer Cadre”
  • “Civil Corps Recruitment” Awards two Common Duty Officers of the relevant department. Cost: None Time to Completion: 2 days Cooldown (from start of assignment): 96 hrs
  • “Requisition R&D Assistance”
  • “Common Duty Officer Reassignment”
  • “Uncommon Duty Officer Reassignment”
  • “Rare Duty Officer Reassignment”
  • “Uncommon Duty Officer Transfer”
  • “Rare Duty Officer Transfer”
  • “Very Rare Duty Officer Transfer” Swap 1 x Duty Officer of higher rarity for 3 x random Duty Officers of the next lower rarity. E.g.: exchange 1 x Uncommon (green) Duty Officer for 3 x Common (white) Duty Officers. Cost: One Uncommon / Rare / Very Rare Duty Officer Time to Completion: 5 seconds Cooldown (from start of assignment): None

See Also [ | ]

Faction Federation

External Links [ | ]

  • A Recruitment Guide - a sticky guide on the Star Trek Online forum site.
  • 2 Playable starship
  • 3 Delta Recruitment

IMAGES

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VIDEO

  1. Star Trek Online Ep.21 Federation

  2. How to Play STO: How To Fill Fleet DOFFs #startrek #startrekonline #tutorial

  3. STO Knowledge is Power Playthrough

  4. Lets show #3.4 ... Star Trek Online [Duty Officer System] (deutsch / german)

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  6. Star Trek Online_ duty offers commendation

COMMENTS

  1. Duty officer

    For lists of duty officers, see the central listing page. For Duty Officer Assignments, see the Assignments page. Duty officers (doffs) represent the junior officers, enlisted personnel, and civilian crew members of the player's starship. The mechanics of the duty officer system are rather similar to those of many collectible card games, in that officers can be acquired from random booster ...

  2. Star Trek Online Duty Officer Finder

    Star Trek Online Duty Officer Finder by @daBelgrave. Select the criteria you want your duty officers to have. The list of available duty officers meeting those criteria will update automatically. Because the list of duty officers originally came from stowiki, there may be some duplicates, mistakes, or missing information. I try to update the ...

  3. STO 101

    In this video I go over the duty officer system in Star Trek Online. We will look at the RND crafting system, Doff missions and ground and space rosters as w...

  4. Modern Doffing: A 2021 Guide to Duty Officers : r/sto

    To replace it, the Duty Officer system was introduced. It allows players to assign duty officers ("doffs") to missions that are more fitting of a junior officer--auditing diplomatic correspondence, correlating star charts, etc. ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC ...

  5. Duty Officer System

    The Duty Officer System gives an opportunity for these vital assets to shine. You can now recruit duty officers, select which will be posted on an active duty roster, and issue your duty officers assignments ranging from the mundane to the monumental. The Duty Officer System unlocks for characters of all factions at level 11, where you will ...

  6. Duty Officers: A Recruitment Guide

    The wide variety of ways to obtain duty officers can be broken down into these categories. Starter and promotion packs- Sets of DOffs granted at specific levels. Recruitment assignments- General recruitment. The vast majority of DOffs originate here. Unique assignments- Unique and very rare assignments that award high-quality DOffs.

  7. Ultimate Guide To Doff Assignments : r/sto

    Your duty officer (on your ship/shuttle) will have a special assignment under operations for putting on a play. You can get a vrare quatermaster (Shakespear ) from it, it is repeatable every week or so. ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share ...

  8. Star Trek Online: How to get Duty Officers Guide

    Guide for season 7: Duty officers are not easy to get. and with the fleets always requiring hundreds of them just to advance a single area like the shipyard ...

  9. How to get Common DOFFs for Fleet Projects

    In this video I am showing how to easily get Common Duty Officers to fill your fleet projects. Want to join McStu's Fleet? Join the Discord! https://discord....

  10. Captain's Log: New-user tips on Star Trek Online's duty officer system

    More commonly referred to as DOffs, Star Trek Online's duty officers provide a player with an additional means to obtain XP, dilithium, and other rewards without his having to shoot a single thing ...

  11. Star Trek Online : A Guide to Recruiting Duty Officers

    For most of these missions you simply get given some DOFFs, but the general recruitment one will grant you a pack of DOFFs to open, trade, or store instead. The General Recruitment mission is the only one that costs 1000 Dilithium. The others are simply free officers, though they do have a long duration and cooldown.

  12. Best Duty Officers for Beam Overload Builds? : r/sto

    This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains. ... Given the number of available duty officers ...

  13. Star Trek Online Duty Officers General Guide

    Star Trek Online Duty Officers General Guide by Heretic. Hey guys, There was recently a request for an updated description of how the duty officer and assignment systems will work, and as this dovetails in with some documentation I have been putting together for exactly that reason, this may suffice as a preview while I procrastinate figuring out some new Science assignment templates I would ...

  14. STO Tips: Duty Officers and where to find them

    Star Trek Online features the Duty Officers mini-game, and there are more than a few ways to get Duty Officers.Get all my announcements via Twitter:http://tw...

  15. Duty Officers: Passengers :: Star Trek Online General Discussions

    Star Trek Online. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Get a critical success and you will get a Very Rare duty officer, a refuge, and a bunch of other rewards. Every cluster has a different officer as a reward and they can be claimed multiple times but they can't be traded or sold. They can however be ...

  16. Do Duty Officers upgrade/improve after missions? :: Star Trek Online

    Star Trek Online. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Duty Officers don't change, nor do Admiralty ship cards. If you're responding to me, the DOff Officer Exchange assignments do replace the assigned DOff with another one of random quality. They are found in the Alpha Quadrant in the region around DS9.

  17. Duty officers stuck in Overflow Bag : r/sto

    Some Duty Officers are bound to your characer which means they cannot be sold on the Exchange and can only be deleted. ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask ...

  18. Duty Officer Recruitment (console)

    The Duty Officer Recruitment (console) is found across the hall from Admiral Kererek's office in New Romulus Command, (Planetary Data Center) against a wall near Centurion Velaar and the Fleet Contact. The Duty Officer Recruitment (console) can arrange periodic personnel transfers of junior officers to supplement your ship's crew complement. It can also accept the permanent reassignment of ...