Crew Pattern Beta
- 3x weapons (red) in Torpedoes
- For most missions, best practice is to place three weapons (red) crew members into torpedoes immediately at the start of the mission, in order to speed up the time it takes to initially load all four torpedoes
- When the torpedoes are loaded, keep the three red crew members in torpedoes, but deactivate them (allowing you to activate crew members elsewhere)
- When in combat, re-activate the three red crew in torpedoes, which will significantly reduce torpedo arm time and thus increase damage-per-second; deactivate them when out of combat, once torpedoes are fully re-armed
- 1x science (blue) in phasers
- Used to activate precision phaser targeting
- Activate when in combat; this crew member may be deactivated when not in combat, or left active
- In combat, weapons (red) crew members will provide a larger damage-per-second boost by working in torpedoes rather than phasers; thus, one off-color crew member is placed in phasers solely to activate precision phaser targeting
- 1x science (blue) in shield generator
- Used to activate shield modulation
- Activate when in combat; this crew member may be deactivated when not in combat, or left active
- In combat, the boost to damage-per-second provided by placing all weapons (red) crew in torpedoes is generally more useful than the boost to shields provided by placing weapons (red) crew members in the shield generator system; thus, one off-color crew member is placed in the shield generator solely to activate shield modulation
- 1x science (blue) in computer core
- In combat, when shields are down, deactivate the crew member in shield generator and activate this crew member; when shields recharge, deactivate this crew member and activate the crew member in shield generator
- When cloak hunting, move this crew member to scanners to activate cloak detection
- 3x engineering (gold) in thrusters
- Typically, leave active in non-combat situations, to increase max speed from 5,000kph to 5,750kph
- In combat, these three can be deactivated to make room to activate the three weapons (red) crew members in torpedoes; the thrusters crew can then be re-activated once combat is over and torpedoes are fully re-armed (and the weapons crew is deactivated)
- Common in-mission assignment patterns:
- In combat, with shields: blue #1 in phasers, blue #2 in shields, all three red in torpedoes; blue #3 and golds are deactivated
- In combat, without shields: blue #1 in phasers, blue #3 in computer core, all three red in torpedoes; blue #2 and golds are deactivated
- Not in combat: blue #1 in phasers, blue #2 in shields, all three gold in thrusters; blue #3 and reds are deactivated; golds and blues can be moved about as needed
- In certain situations, the science crew members can be moved elsewhere, e.g. to astrophysics when taking anomaly damage, or to scanners when cloak hunting or on a survey mission
- In certain situations, the engineering crew members can be moved elsewhere, e.g. to transporters when transporting, or to main engineering when preparing for warp (although the time it takes to move them may not be worth it)
- In the unlikely event you use up all 50 torpedoes, move the three weapons officers from torpedoes to phasers or shield generator
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