Operation Isolate

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Operation Isolate [CT-M8]
AT-Federation Brig with Prisoner.png
Chroniton 12 | 16 | 22
Distress Calls
Celestial Temple
Mission
8th
Type
Away Missions
< Prev
Mission Rewards

Operation Isolate is the eighth distress call in Celestial Temple. It takes place on Deneb V in the Deneb system.

Mission Walkthrough

  Operation Isolate's Information Operation Isolate's Structure (Colors Info)
Introduction: Your medical team reports an outbreak of vegan choriomeningitis on your ship!
Take steps to halt the plague's progress while Sickbay works on a cure.
Operation Isolate structure.png
Chroniton Cost: 12 | 16 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Quarantine Infected Crew
Isolate All Sections
A. AT-Federation Brig with Prisoner.png
Medicine Medicine
255 | 484 | 994
Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
Uncommon Medical Scanner ★★
Uncommon Imperial Guard Emblem ★★
Uncommon Emergency Transponder ★★
[Character]⁠ organized the medical quarantine of the entire ship without interfering with key operations of the ship.
Choice Failure Message
2.
Research a Cure
Enlist Medical Specialist
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
255 | 484 | 994
Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ Janeway convinces a leading authority on vegan choriomeningitis to assist in this crisis.
Choice Failure Message
Develop and Test Vaccines
B. AT-Under Surgery.png
Medicine Medicine
255 | 484 | 994
Physician Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
Uncommon Identification Code ★★
Uncommon Neurocortical Monitor ★★
Rare McCoy's Tricorder ★★★
Through calculated trial and error, [Character]⁠ develops a vaccine in record time.
[Character]⁠ finally develops a vaccine, but at the cost of many test subjects.
3.
Deal with Delirious Crew
Physically Restrain Crew
A. AT-Klingon Warrior Arrested.png
Security Security
255 | 484 | 994
Choose 2.A Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
Basic Agonizer
Basic Agonizer
Basic Agonizer
[Character]⁠ uses superior strength and agility to take down several hostile infected crewmembers.
Choice Failure Message
Hypnotize Hostile Crew
B. AT-Spock Mindmelds Picard.png
Diplomacy Diplomacy
255 | 484 | 994
Choose 2.A

Telepath
or
Betazoid

Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
Common Alpha-wave Inducer
Uncommon Vulcan Tea ★★
Val Jean Schematic
[Character]⁠ calms the hostile, infected crewmen with a proven hypnotic exercise.
[Character]⁠ is unable to say anything to calm the infected crewmen. They must be physically restrained.
Flood Ship with Tranquilizer
C. AT-Deflector Dish-First Contact.png
Engineering Engineering
255 | 484 | 994
Choose 2.B Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ systematically releases enough tranquilizer to take down infected crewmen but leave the healthy standing.
Choice Failure Message
4.
Administer Cure
Quickly Use Hypospray
A. AT-Gold Metamorphosis.png
Medicine Medicine
255 | 484 | 994
Choose 2.A Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
Uncommon Hypospray (TNG) ★★
Uncommon TR-580 Medical Tricorder ★★
Uncommon Stethoscope ★★
[Character]⁠ Crusher administers the vaccine one person at a time, forgetting no one. The crew is cured!
Choice Failure Message
Flood Ship with Vaccine
B. AT-Scotty In Jefferies Tube.png
Engineering Engineering
255 | 484 | 994
Choose 2.B Trait bonus for tired crew:
(+50 | +95 | +196)
(+63 | +119 | +245)
No other traits provide a bonus.
Common Starfleet Engineering Uniform (DS9)
Uncommon Physiostimulator ★★
Rare Flux Coupler ★★★
[Character]⁠ successfully administers a gaseous form of the vaccine to the entire ship. The crew is cured!
[Character]⁠ cannot integrate the vaccine successfully with life support. The virus continues to spread....
Our crew was able to isolate the infected and give the medical lab time to prepare a cure for the new strain of vegan choriomeningitis before anyone died.
Our medical team was able to get a cure ready for the vegan choriomeningitis plague, but only after it had swept through half the ship's crew.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop chance

Mission tested: Operation Isolate Normal
By: Chapey, Bechtd, Marco & Siguard (+ more)
Date(s): Aug 2016 – July 2020
Runs: 2557   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Val Jean Schematic (x3) 1725>>

Val Jean Schematic

Average (mean) runs per x3 drop: 5

Based on test averages, to get one more x3 drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 10 runs in 10 percent of cases
  • 20 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 19 runs.

Also, a run dropping only this item is expected
per 2,400 runs or so.

17.8Statistical Strength: Very reliable

Range of average cost per
Val Jean Schematic
within 2 standard deviations
(~95.5% confidence):

16.47 — 19.34
>>
1.5
Basic Science Experiment 522>>

Basic Science Experiment

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 22 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 21 runs.

Also, a run dropping only this item is expected
per 3,200 runs or so.

58.8Statistical Strength: Very reliable

Range of average cost per
Basic Science Experiment
within 2 standard deviations
(~95.5% confidence):

54.2 — 64.21
>>
4.9
Rare Alcohol ★★★ 533>>

Rare Alcohol ★★★

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 22 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 21 runs.

Also, a run dropping only this item is expected
per 3,000 runs or so.

57.6Statistical Strength: Very reliable

Range of average cost per
Rare Alcohol ★★★
within 2 standard deviations
(~95.5% confidence):

53.13 — 62.82
>>
4.8
Common Optronic Circuit 2987>>

Common Optronic Circuit

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 17 runs or so.

10.3Statistical Strength: Very reliable

Range of average cost per
Common Optronic Circuit
within 2 standard deviations
(~95.5% confidence):

9.99 — 10.57
>>
0.9
Basic Spices 3054>>

Basic Spices

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 16 runs or so.

10.1Statistical Strength: Very reliable

Range of average cost per
Basic Spices
within 2 standard deviations
(~95.5% confidence):

9.77 — 10.34
>>
0.8

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Each "standard reward" of Val Jean schematics above provides 3 Schematics.

Mission tested: Operation Isolate Elite
By: Iknamur, Pbert, Vepal & middlehead (+2 more)
Date(s): May 2017 – Oct 2018
Runs: 78   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Starfleet Uniform Pattern ★★★★ 4>>

Super Rare Starfleet Uniform Pattern ★★★★

Average (mean) runs per drop: 20

Based on test averages, to get one more drop,
you may need to do another:

  • 14 runs in 50 percent of cases (median)
  • 45 runs in 10 percent of cases
  • 90 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 89 runs.

Also, a run dropping only this item is expected
per 200,000 runs or so.

312.0Statistical Strength: Nearly useless

Range of average cost per
Super Rare Starfleet Uniform Pattern ★★★★
within 2 standard deviations
(~95.5% confidence):

156.51 — 48307.49
>>
19.5
Rare Alcohol ★★★ 9>>

Rare Alcohol ★★★

Average (mean) runs per drop: 9

Based on test averages, to get one more drop,
you may need to do another:

  • 6 runs in 50 percent of cases (median)
  • 20 runs in 10 percent of cases
  • 40 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 39 runs.

Also, a run dropping only this item is expected
per 18,000 runs or so.

138.7Statistical Strength: Very unreliable

Range of average cost per
Rare Alcohol ★★★
within 2 standard deviations
(~95.5% confidence):

83.78 — 402.07
>>
8.7
Uncommon Sensor ★★ 59>>

Uncommon Sensor ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 62 runs or so.

21.2Statistical Strength: Fairly reliable

Range of average cost per
Uncommon Sensor ★★
within 2 standard deviations
(~95.5% confidence):

17.26 — 27.32
>>
1.3
Common Database (Panel) 80>>

Common Database (Panel)

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 25 runs or so.

15.6Statistical Strength: Very reliable

Range of average cost per
Common Database (Panel)
within 2 standard deviations
(~95.5% confidence):

13.2 — 19.07
>>
1
Basic Optronic Circuit 82>>

Basic Optronic Circuit

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 23 runs or so.

15.2Statistical Strength: Very reliable

Range of average cost per
Basic Optronic Circuit
within 2 standard deviations
(~95.5% confidence):

12.92 — 18.52
>>
1

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Mission tested: Operation Isolate Epic
By: middlehead & WaldoMag
Date(s): Apr 2018 – Mar 2020
Runs: 43   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Optronic Circuit ★★★★ 5>>

Super Rare Optronic Circuit ★★★★

Average (mean) runs per drop: 9

Based on test averages, to get one more drop,
you may need to do another:

  • 6 runs in 50 percent of cases (median)
  • 20 runs in 10 percent of cases
  • 39 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 38 runs.

Also, a run dropping only this item is expected
per 17,000 runs or so.

189.2Statistical Strength: Nearly useless

Range of average cost per
Super Rare Optronic Circuit ★★★★
within 2 standard deviations
(~95.5% confidence):

100.62 — 1581.16
>>
8.6
Rare Relay ★★★ 33>>

Rare Relay ★★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 60 runs or so.

28.7Statistical Strength: Fairly reliable

Range of average cost per
Rare Relay ★★★
within 2 standard deviations
(~95.5% confidence):

22.03 — 41.04
>>
1.3
Uncommon Alcohol ★★ 57>>

Uncommon Alcohol ★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 12 runs or so.

16.6Statistical Strength: Fairly reliable

Range of average cost per
Uncommon Alcohol ★★
within 2 standard deviations
(~95.5% confidence):

13.85 — 20.71
>>
0.8
Uncommon Relay ★★ 34>>

Uncommon Relay ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 55 runs or so.

27.8Statistical Strength: Fairly reliable

Range of average cost per
Uncommon Relay ★★
within 2 standard deviations
(~95.5% confidence):

21.48 — 39.49
>>
1.3

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
841
31
923
33
?
34
Crew XP 84 96 108
Training
XP
Warp 1
Warp 10
?
?
?
?
?
?
Credits
Credits
regular
Warp 1
900
?
1200
?
1652
?

References