For the People

From Star Trek Timelines
Jump to navigation Jump to search
For the People [E4-M12]
AT-Dinner with the Enemy-The Undiscovered Country.png
Chroniton 10 | 16 | 20
Episode
4 - Hostile Takeover
Mission
12th
Type
Away Team
< Prev Next >
Mission Rewards

For the People is the twelfth mission in Episode 4, Hostile Takeover. It takes place at Volchok Prime in the Volchok system.

Mission Walkthrough

  For the People's Information For the People's Structure (Colors Info)
Introduction: Rom has mismanaged a Traditionalist rally so badly that Ferengi are starting to wonder if they can run the Alliance.
Get the rally back on track!
Bribe Opponents to Be SilentDiplomacy
Stifle Protesters with Holograms

Rare Rewards:
Uncommon Toolbox ★★
Rare Opera ★★★
Super Rare Polyalloy ★★★★

ScienceCommon
Mix Confidence Drink for Rom

Rare Rewards:
Uncommon Temporal Prime Directive ★★
Rare Dissection Tools ★★★
Super Rare Sensor ★★★★

MedicineCommon
Accommodate Merchant Factions

Rare Rewards:
Uncommon Tactical Alert ★★
Rare Mr. Scott's Toolbox ★★★
Rare Microconnector ★★★

DiplomacyCommon
Find Dirt on OpponentSecurity
Identify and Arrest Protesters

Rare Rewards:
Uncommon Parametric Scanner ★★
Uncommon Data's Tricorder ★★
Super Rare Alcohol ★★★★

SecurityCommon
Deliver Speech as Rom

Requires:
Changeling
or
Hologram

Rare Rewards:
Uncommon NX-01 Cap ★★
Rare Cranial Implant ★★★
Rare Subprocessor ★★★

CommandCommon
Chroniton Cost: 10 | 16 | 20 Chroniton
Suggested
Traits
:
Notes: One node requires a Changeling or Hologram with Command.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Prevent Faction Infighting
Accommodate Merchant Factions
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
114 | 234 | 515
Trait bonus for tired crew:
(+21 | +44 | +97)
(+27 | +55 | +122)
No other traits provide a bonus.
Uncommon Tactical Alert ★★
Rare Mr. Scott's Toolbox ★★★
Rare Microconnector ★★★
[Character]⁠ used their experience to address many minor concerns of the merchants, allowing the rally to start.
[Character]⁠ did little to prevent the various merchants from infighting. The rally is off to a rough start.
2.
Bolster Rom's Credibility
Bribe Opponents to Be Silent
A. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
114 | 234 | 515
Trait bonus for tired crew:
(+21 | +44 | +97)
(+27 | +55 | +122)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ convinces one of Rom's greatest critics the value in supporting his efforts... for a price.
[Character]⁠ is unable to convince Rom's greatest critics to hold their tongues.
Find Dirt on Opponent
B. AT-Courtroom Procedings.png
Security Security
114 | 234 | 515
Trait bonus for tired crew:
(+21 | +44 | +97)
(+27 | +55 | +122)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ manages to learn that one of Rom's opponents helped a female gain profit, and blackmails them!
[Character]⁠ failed to find anything that could help Rom gain an advantage over any opponents.
3.
Stifle Progressive Protesters
Stifle Protesters with Holograms
A. AT-Musketeer La Forge.png
Science Science
114 | 234 | 515
Choose 2.A Trait bonus for tired crew:
(+21 | +44 | +97)
(+27 | +55 | +122)
No other traits provide a bonus.
Uncommon Toolbox ★★
Rare Opera ★★★
Super Rare Polyalloy ★★★★
Protesters fail to gain any ears thanks to [Character]⁠'s hologram supporters!
[Character]⁠ tried to drown out the protesters with fake holograms, but no one was convinced!
Identify and Arrest Protesters
B. AT-Peacekeepers and Rioters.png
Security Security
114 | 234 | 515
Choose 2.B Trait bonus for tired crew:
(+21 | +44 | +97)
(+27 | +55 | +122)
No other traits provide a bonus.
Uncommon Parametric Scanner ★★
Uncommon Data's Tricorder ★★
Super Rare Alcohol ★★★★
[Character]⁠ quickly noted the loudest among Rom's opponents and had them secured until the rally is over.
All [Character]⁠ did was arrest several innocent bystanders, making Rom look even worse.
4.
Deliver Traditionalist Speech
Mix Confidence Drink for Rom
A. AT-Spock Mindmelds Picard.png
Medicine Medicine
114 | 234 | 515
Trait bonus for tired crew:
(+21 | +44 | +97)
(+27 | +55 | +122)
No other traits provide a bonus.
Uncommon Temporal Prime Directive ★★
Rare Dissection Tools ★★★
Super Rare Sensor ★★★★
[Character]⁠ convinces Rom that a simple cocktail will energize his speech and that he cannot fail. He delivers a stirring speech.
[Character]⁠ fails to help Rom's confidence by convincing him that a drink will energize him. Rom blunders the speech.
Deliver Speech as Rom
B. AT-Gold Metamorphosis.png
Command Command
114 | 234 | 515
Changeling
or
Hologram
No trait bonuses. Uncommon NX-01 Cap ★★
Rare Cranial Implant ★★★
Rare Subprocessor ★★★
[Character]⁠ disguises themselves as Rom and issues a powerful speech invigorating the Traditionalists.
[Character]⁠'s disguise fails and they lose the Traditionalist crowd. The infighting heightens and the mission fails.
Our away team stepped in and ended Rom's disastrous rally on a high note, saving the Traditionalists' reputation. It's clear Rom is a danger to their cause.
Our away team has so far been unable to impress the Ferengi present at a disastrous rally for the Traditionalists, held by Quark's well-meaning brother, Rom.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: For the People Normal
By: Siguard, Fubamh, R'nali & Chapey (+ more)
Date(s): July 2016–Oct 2021
Runs: 274   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 32>>

Uncommon Authorization Code ★★

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.

85.6Statistical Strength: Fairly reliable

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

63.58 — 131.09
>>
8.6
Rare Clothing Pattern ★★★ 23>>

Rare Clothing Pattern ★★★

Average (mean) runs per drop: 12

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

  • 9 runs in 50 percent of cases (median)
  • 28 runs in 10 percent of cases
  • 55 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 54 runs.

Also, a run dropping only this item is expected
per 46,000 runs or so.

119.1Statistical Strength: Somewhat unreliable

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

84.41 — 202.4
>>
11.9
Uncommon Database (Panel) ★★ 32>>

Uncommon Database (Panel) ★★

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.

85.6Statistical Strength: Fairly reliable

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

63.58 — 131.09
>>
8.6
Uncommon Sensor ★★ 48>>

Uncommon Sensor ★★

Average (mean) runs per drop: 6

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

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

That is, 1 in 100 players may not see this item
drop at all even after 25 runs.

Also, a run dropping only this item is expected
per 5,000 runs or so.

57.1Statistical Strength: Fairly reliable

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

44.59 — 79.31
>>
5.7
Common Emitter Crystal 687>>

Common Emitter Crystal

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

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.7 runs or so.

4Statistical Strength: Very reliable

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

3.87 — 4.12
>>
0.4

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: For the People Elite
By: middlehead, drsheep, Terfin & SleepingDragon (+ more)
Date(s): Mar 2017 – Jan 2022
Runs: 335   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Combadge (DS9) ★★ 115>>

Uncommon Combadge (DS9) ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 670 runs or so.

46.6Statistical Strength: Very reliable

Range of average cost per
Uncommon Combadge (DS9) ★★
within 2 standard deviations
(~95.5% confidence):

39.65 — 56.54
>>
2.9
Super Rare Database (Panel) ★★★★ 21>>

Super Rare Database (Panel) ★★★★

Average (mean) runs per drop: 16

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

  • 11 runs in 50 percent of cases (median)
  • 37 runs in 10 percent of cases
  • 73 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 72 runs.

Also, a run dropping only this item is expected
per 110,000 runs or so.

255.2Statistical Strength: Somewhat unreliable

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

178.23 — 449.42
>>
16
Rare Casing ★★★ 11>>

Rare Casing ★★★

Average (mean) runs per drop: 31

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

  • 21 runs in 50 percent of cases (median)
  • 70 runs in 10 percent of cases
  • 140 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 139 runs.

Also, a run dropping only this item is expected
per 760,000 runs or so.

487.3Statistical Strength: Somewhat unreliable

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

304.54 — 1218.22
>>
30.5
Uncommon Isolinear Chips ★★ 256>>

Uncommon Isolinear Chips ★★

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 61 runs or so.

20.9Statistical Strength: Very reliable

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

18.9 — 23.47
>>
1.3
Common Sensor 602>>

Common Sensor

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)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

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

Also, a run dropping only this item is expected
per 4.7 runs or so.

8.9Statistical Strength: Very reliable

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

8.47 — 9.39
>>
0.6

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 and item drops got adjusted on 2017/03/15. The items of this DropTest were modified, so old data had to be removed.
The old costs/unit were: -.

Mission tested: For the People Epic
By: middlehead, Species 8471, ct & Octarolakh (+1 more)
Date(s): Apr 2017 – Jan 2024
Runs: 395   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Clothing Pattern ★★★★ 62>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 7

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

  • 5 runs in 50 percent of cases (median)
  • 15 runs in 10 percent of cases
  • 29 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 28 runs.

Also, a run dropping only this item is expected
per 7,000 runs or so.

127.4Statistical Strength: Fairly reliable

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

102.15 — 169.3
>>
6.4
Rare Power Cell ★★★ 230>>

Rare Power Cell ★★★

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 140 runs or so.

34.4Statistical Strength: Very reliable

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

30.71 — 38.96
>>
1.7
Uncommon Expansion Module ★★ 455>>

Uncommon Expansion Module ★★

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 18 runs or so.

17.4Statistical Strength: Very reliable

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

16.17 — 18.74
>>
0.9
Uncommon Relay ★★ 438>>

Uncommon Relay ★★

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 20 runs or so.

18Statistical Strength: Very reliable

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

16.76 — 19.52
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
748
28
902
#
#
#
Crew XP 72 92 #
Training
XP
Warp 1
Warp 10
?
?
?
?
?
?
Credits
Credits
regular
Warp 1
752
?
1200
?
?
?

Notes