Double Trouble

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Double Trouble [E1-M9]
AT-Hiding from Nausicans.png
Chroniton 4 | 6 | 12
Episode
1 - The Art of War
Mission
9th
Type
Away Missions
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Mission Rewards

Double Trouble is the ninth mission in Episode 1, The Art of War. It takes place on Regula in the Genesis system.

Mission Walkthrough

  Double Trouble's Information Double Trouble's Structure (Colors Info)
Introduction: You have located B'Etor, kidnapped by the Augments.
She is surprisingly unguarded, and does not look pleased to see you...
Reveal B'Etor's Past to AugmentsDiplomacy
Talk B'Etor Down

Rare Rewards:
Basic Starfleet Uniform (TOS)
Uncommon NX-01 Cap ★★
Uncommon Saddle ★★

DiplomacyCommon
Break Out of Ambush

Rare Rewards:
Basic Starfleet Uniform (VOY)
Basic Criminal Activity Report
Common Field Rations

CommandCommon
Confuse Augment SensorsScience
Challenge B'Etor to Duel

Rare Rewards:
Basic Authorization Code
Common 3d Chess Set
Uncommon Cardassian Encryption Algorithm ★★

SecurityCommon
Transport Lursa into Brig

Rare Rewards:
Common Authorization Code
Basic Poker Cards
Common Pattern Enhancer

EngineeringCommon
Snipe Augment WarriorsSecurity
Challenge Lursa's Honor

Rare Rewards:
Basic Starfleet Uniform (ENT)
Uncommon Orchids ★★
Uncommon Hypospray (TNG) ★★

CommandCommon
Chroniton Cost: 4 | 6 | 12 Chroniton
Suggested
Traits
:

| Notes = Node 4.A gives a bonus for the Constable trait, which is odd considering
the only one with that trait, Constable Odo, does not have Engineering as a listed skill.

Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Survive B'Etor's Ambush
Break Out of Ambush
A. AT-Hiding from Nausicans.png
Command Command
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
Basic Starfleet Uniform (VOY)
Basic Criminal Activity Report
Common Field Rations
Thanks to [Character]⁠'s quick thinking, the away team manages to avoid injury when B'Etor begins attacking.
[Character]⁠ does not act quickly enough - the away team takes several hits from B'Etor.
2.
Thin Augment Numbers
Reveal B'Etor's Past to Augments
A. AT-Courtroom Procedings.png
Diplomacy Diplomacy
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠'s revelation of B'Etor's dishonorable past causes many of the Augments to doubt her!
Despite B'Etor's checkered past, [Character]⁠ is unable to convince many Augments to abandon her.
Confuse Augment Sensors
B. AT-Dinner with the Enemy-The Undiscovered Country.png
Science Science
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ triggers ghost readings on the Augment sensors, distracting them from their posts.
[Character]⁠ fails to fake any distracting signals. The Augments remain at their posts, scanning for intruders.
Snipe Augment Warriors
C. AT-Corridor Battle-First Contact.png
Security Security
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠'s marksmanship proves crucial. The odds are turned in the away team's favor!
[Character]⁠ only manages to stun some lesser Augments. The best shots continue firing.
3.
Neutralize B'Etor
Talk B'Etor Down
A. AT-Klingons Capture Federation.png
Diplomacy Diplomacy
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
Basic Starfleet Uniform (TOS)
Uncommon NX-01 Cap ★★
Uncommon Saddle ★★
[Character]⁠ finally convinces B'Etor - the last woman standing - to surrender.
[Character]⁠ is unable to convince B'Etor to give up. She must be wrestled to the ground.
Challenge B'Etor to Duel
B. AT-With Bat'leth Against Klingons.png
Security Security
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
Basic Authorization Code
Common 3d Chess Set
Uncommon Cardassian Encryption Algorithm ★★
[Character]⁠ gets B'Etor to agree to a bat'leth duel - and wins! The Klingon finally surrenders.
[Character]⁠ gets B'Etor to agree to a bat'leth duel, but is defeated. The away team is forced to restrain her.
4.
Prevent Lursa's Retaliation
Transport Lursa into Brig
A. AT-Federation Brig with Prisoner.png
Engineering Engineering
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
Common Authorization Code
Basic Poker Cards
Common Pattern Enhancer
[Character]⁠ finally manages to stop Lursa from murdering her treacherous sister - at least for the moment.
Lursa is furious, and cannot be contained through [Character]⁠'s efforts alone. B'Etor flees her angry sister...
Challenge Lursa's Honor
B. AT-Kreetassans Apology-Enterprise.png
Command Command
29 | 76 | 169
Trait bonus for tired crew:
(+5 | +14 | +??)
(+7 | +18 | +??)
No other traits provide a bonus.
Basic Starfleet Uniform (ENT)
Uncommon Orchids ★★
Uncommon Hypospray (TNG) ★★
[Character]⁠ confronts Lursa and prevents her from murdering her treacherous sister - at least for the moment.
Lursa is furious, and [Character]⁠'s challenge is ignored. B'Etor flees her angry sister...
We have survived an attempted ambush by the traitorous B'Etor and her Augment allies. Lursa demands answers, as do ...
We were forced to retreat after the supposedly kidnapped B'Etor joined the Augments against us. Lursa will not rest until her sister is captured.


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Double Trouble Normal
By: Maltheser, TheGambit, Koba44 & R'nali (+ more)
Date(s): May 2016 – Apr 2018
Runs: 11638   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Identification Code 4430>>

Basic Identification Code

Average (mean) runs per drop: 3

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

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

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 490 runs or so.

10.5Statistical Strength: Very reliable

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

10.22 — 10.81
>>
2.6
Basic Writing PADD (TOS) 4326>>

Basic Writing PADD (TOS)

Average (mean) runs per drop: 3

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

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

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 530 runs or so.

10.8Statistical Strength: Very reliable

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

10.46 — 11.08
>>
2.7
Basic First Contact Protocol 4579>>

Basic First Contact Protocol

Average (mean) runs per drop: 3

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

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

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 440 runs or so.

10.2Statistical Strength: Very reliable

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

9.89 — 10.45
>>
2.5
Common Incense 4328>>

Common Incense

Average (mean) runs per drop: 3

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

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

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 520 runs or so.

10.8Statistical Strength: Very reliable

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

10.46 — 11.07
>>
2.7
Basic Casing 8569>>

Basic Casing

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 68 runs or so.

5.4Statistical Strength: Very reliable

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

5.33 — 5.54
>>
1.4
Basic Subprocessor 8682>>

Basic Subprocessor

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 65 runs or so.

5.4Statistical Strength: Very reliable

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

5.26 — 5.46
>>
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.

Mission tested: Double Trouble Elite
By: Crunch, Siguard, benignreality & WaldoMag (+ more)
Date(s): Jul 2016 – Jan 2018
Runs: 204   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Xindi Icon 47>>

Common Xindi Icon

Average (mean) runs per drop: 5

Based on test averages, to get one more 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 2,200 runs or so.

26Statistical Strength: Fairly reliable

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

20.34 — 36.2
>>
4.3
Basic Laser Beacon 176>>

Basic Laser Beacon

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
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 42 runs or so.

7Statistical Strength: Very reliable

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

6.17 — 7.97
>>
1.2
Basic Phaser Rifle (FILM) 156>>

Basic Phaser Rifle (FILM)

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.

7.9Statistical Strength: Very reliable

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

6.89 — 9.11
>>
1.3
Common Subprocessor 92>>

Common Subprocessor

Average (mean) runs per drop: 3

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
  • 10 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 9 runs.

Also, a run dropping only this item is expected
per 290 runs or so.

13.3Statistical Strength: Very reliable

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

11.16 — 16.47
>>
2.2
Basic Alcohol 141>>

Basic Alcohol

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 82 runs or so.

8.7Statistical Strength: Very reliable

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

7.56 — 10.19
>>
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.

Several drop rates got adjusted on 2016/08/23. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: 63.6 (although extremely unreliable due to sample size), 6.4, 8.4, 11.8, 8.2.

Mission tested: Double Trouble Epic
By: Crunch, Dharkus, Chapey & Octarolakh (+ more)
Date(s): June 2016 – June 2019
Runs: 100   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 29>>

Uncommon Pattern Enhancer ★★

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,100 runs or so.

41.4Statistical Strength: Fairly reliable

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

30.57 — 64.01
>>
3.4
Basic Hyperspanner (ENT) 66>>

Basic Hyperspanner (ENT)

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.

18.2Statistical Strength: Fairly reliable

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

14.93 — 23.24
>>
1.5
Common Synthesized Polymer 92>>

Common 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)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 35 runs or so.

13Statistical Strength: Very reliable

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

11.11 — 15.79
>>
1.1
Basic Isolinear Chips 113>>

Basic Isolinear Chips

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 19 runs or so.

10.6Statistical Strength: Very reliable

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

9.24 — 12.48
>>
0.9

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.

evil Hyperspanners >:-[


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
105
5
469
19
820
30
Crew XP 16 44 80
Training XP Warp 1
Warp 10
35
320
95
?
170
?
Credits Credits
Credits at Warp 1
300
210
452
315
900
630