Back In Time

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Back in Time
[EA-M4]
AT-Under Surgery.png
Tickets 1
Cadet Challenges
Ex Astris, Scientia
Mission
4th
Type
Away Missions
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Mission Rewards

Back in Time is the fourth mission in Cadet Challenge Ex Astris, Scientia. It takes place on Alpha Onias II in the Alpha Onias system.

Mission Walkthrough

  Back In Time's Information Back In Time's Structure (Colors Info)
Introduction: Temporal anomalies threaten to swallow Admiral Riker's starbase whole!
Can you evacuate the crew before the base loses structural integrity?
Back In Time structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Notes: Ideal crew are Away Team Archer for Command,
Recovering Spock for Science,
and either CMO Crusher for Medicine or Lt. Commander Scott for Engineering
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Orbit Starbase 24
Dodge Base Debris
A. AT-Shuttlecraft Under Attack.png
Command Command
100 | 245 | 345
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Common Submicron Scanner
Uncommon IDIC ★★
Uncommon Terran Emblem ★★
[Character]⁠ deftly pilots the ship around spinning debris from the rapidly disintegrating Starbase 24.
[Character]⁠ cannot avoid collisions with much of the debris. The ship makes orbit, but it is damaged.
2.
Beam Around Anomalies
Generate Pinpoint Beams
A. AT-Transporter Room.png
Science Science
100 | 245 | 345
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠'s pinpoint transporter beams manage to catch officers despite their constantly shifting locations.
[Character]⁠'s pinpoint beams are not precise enough. Several officers vanish as they get too close to anomalies.
3.
Organize Evacuation
Calm and Direct Officers
A. AT-Spock Mindmelds Picard.png
Command Command
100 | 245 | 345
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Common Prime Directive
Uncommon Toolbox ★★
Rare Toolbox ★★★
[Character]⁠ is a beacon of calm to the terrified Starbase 24 officers. They follow instructions and are efficiently rescued.
[Character]⁠'s words are drowned out by the screams of disappearing officers. Some are evacuated, but many are lost.
4.
Triage Damages
Generate Emergency Fields
A. AT-Federation Brig with Prisoner.png
Engineering Engineering
100 | 245 | 345
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ manages to stave off complete destruction of Starbase 24 with strategically deployed force fields.
[Character]⁠ inadvertently traps Starbase 24 officers by deploying fields unwisely.
Return Officers to Battlestations
B. AT-Under Surgery.png
Medicine Medicine
100 | 245 | 345
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ patches up Starbase 24 officers in record time, allowing them to double up at battlestations on the ship.
[Character]⁠ does not move fast enough, and several Starbase 24 officers go critical. They will be of no help on the ship.
5.
Close Anomaly Near Ship
Enter Energy Vortex
A. AT-Astrometrics View-Generations.png
Science Science
100 | 245 | 345
Trait bonus for tired crew:
(+20 | +40 | +64)
(+25 | +50 | +80)
No other traits provide a bonus.
Common Science Experiment
Uncommon Science Experiment ★★
Rare Prime Directive ★★★
[Character]⁠ first calculates the center of the temporal anomaly, then charts a course directly into the center. The ship is free!
[Character]⁠ miscalculates the center of the temporal anomaly. The ship gets caught in a temporal loop!
We have managed to evacuate all officers who were not transported to a different timeline by the anomalies threatening Starbase 24.
Only Admiral Riker himself remains unaccounted for...
We were unable to evacuate Starbase 24 before it lost structural integrity. Every officer on the station lost their lives, including Admiral Riker.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Back In Time Normal
By: CodeHydro, TheGambit, Chapey & bntracy (+2 more)
Date(s): May – November 2016
Runs: 209   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Boy Scout Badge 119>>

Common Boy Scout Badge

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 150 runs or so.

1.8Statistical Strength: Very reliable

Range of average cost per
Common Boy Scout Badge
within 2 standard deviations
(~95.5% confidence):

1.51 — 2.1
>>
1.8
Basic Poker Cards 138>>

Basic Poker Cards

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)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 94 runs or so.

1.5Statistical Strength: Very reliable

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

1.32 — 1.78
>>
1.5
Basic Security Codes 164>>

Basic Security Codes

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 56 runs or so.

1.3Statistical Strength: Very reliable

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

1.12 — 1.47
>>
1.3
Basic Synthesized Polymer 206>>

Basic Synthesized Polymer

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)
  • 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 28 runs or so.

1Statistical Strength: Very reliable

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

0.91 — 1.15
>>
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: Back In Time Elite
By: Koba44, Crunch, SleepingDragon & Yoda of Borg (+ more)
Date(s): July 2016 – March 2017
Runs: 159   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Raktajino 82>>

Common Raktajino

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

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

1.9Statistical Strength: Fairly reliable

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

1.61 — 2.43
>>
1.9
Basic Science Experiment 113>>

Basic Science Experiment

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 75 runs or so.

1.4Statistical Strength: Very reliable

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

1.21 — 1.68
>>
1.4
Basic Scalpel 169>>

Basic Scalpel

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 22 runs or so.

0.9Statistical Strength: Very reliable

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

0.84 — 1.07
>>
0.9
Basic Submicron Scanner 113>>

Basic Submicron Scanner

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 75 runs or so.

1.4Statistical Strength: Very reliable

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

1.21 — 1.68
>>
1.4

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: Back In Time Epic
By: Koba44, Octarolakh, WaldoMag & Darxide (+1 more)
Date(s): July 2016 – Mar 2017
Runs: 193   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon Covert Contacts ★★ 124>>

Uncommon Covert Contacts ★★

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)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 100 runs or so.

1.6Statistical Strength: Very reliable

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

1.34 — 1.85
>>
1.6
Uncommon Novel ★★ 127>>

Uncommon Novel ★★

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)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 95 runs or so.

1.5Statistical Strength: Very reliable

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

1.31 — 1.8
>>
1.5
Basic Communicator (TOS) 185>>

Basic Communicator (TOS)

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)
  • 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 31 runs or so.

1Statistical Strength: Very reliable

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

0.93 — 1.19
>>
1
Common Starfleet Uniform Pattern 143>>

Common Starfleet Uniform Pattern

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 66 runs or so.

1.4Statistical Strength: Very reliable

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

1.18 — 1.58
>>
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
687
27
820
30
882
32
Crew XP 65 80 90
Credits Credits 600 900 1050
Chronitons Chroniton 15 20 25