Mudd's Enterprise

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Mudd's Enterprise
[I-M8]
AT-Astrometrics View-Generations.png
Chroniton 4 | 20 | 24
Distress Calls
Infinity
Mission
8th
Type
Away Missions
< Prev
Mission Rewards
Well, well, Captain. You've gotten this far, but smarter, bolder, better-looking officers than you have gotten farther. Let's see who gets off this ship with their prize first, eh?
~ Time Loop Mudd

Mudd's Enterprise is the eighth mission in the Infinity Distress Calls series. It takes place at Saturn in the Terran system.

Mission Walkthrough

  Mudd's Enterprise's Information Mudd's Enterprise's Structure (Colors Info)
Introduction: The criminal Harry Mudd has been caught trying to steal a Galaxy-class starship. Can your away team apprehend him before he escapes the disabled ship?
Scan for Organic MatterMedicine
Threaten with Charges

Rare Rewards:
Uncommon Tactical Flashlight (DSC) ★★
Uncommon IDIC ★★
Super Rare Sensor ★★★★

CommandCommon
Try to Injure MuddSecurity
Consult SchematicsEngineering
Activate Security FieldsSecurity
Remotely Disable MuddEngineering
Pit Mudds Against Each Other

Requires:
Diplomat
or
Inspiring

Rare Rewards:
Uncommon Tactical Vest (DSC) ★★
Rare Polyalloy ★★★
Rare Criminal Activity Report ★★★

DiplomacyCommon
Work Out a DealCommand
Engage in Verbal Wordplay

Requires:
Crafty
or
Communicator

Rare Rewards:
Basic Medical Lesson
Uncommon Command Badge ★★
Super Rare Starfleet Uniform Pattern ★★★★

DiplomacyCommon
Chroniton Cost: 4 | 20 | 24 Chroniton
Suggested
Traits
:
Notes: You can get 2 rewards instead of 1 by visiting all diplomacy nodes.

2.B → 3.C → 4.B

Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Board the Ship
Consult Schematics
A. AT-Astrometrics View-Generations.png
Engineering Engineering
67 | 649 | 1179
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
No Rewards at this Node
[Character] quickly cross-references schematics of Galaxy-class starships to determine the best place to transport in.
Choice Failure Message
2.
Track Red Mudd
Scan for Organic Matter
A. AT-Gold Metamorphosis.png
Medicine Medicine
67 | 649 | 1179
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
No Rewards at this Node
[Character] is able to determine that Red Mudd has such a minimal amount of organic matter that he cannot be the real Mudd.
Choice Failure Message
Activate Security Fields
B. AT-Federation Brig with Prisoner.png
Security Security
67 | 649 | 1179
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
No Rewards at this Node
[Character] activates specially calibrated fields that will disable any android... including Red Mudd.
Choice Failure Message
3.
Track Yellow Mudd
Threaten with Charges
A. AT-Courtroom Procedings.png
Command Command
67 | 649 | 1179
Choose 2.A Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
Normal: Uncommon Tactical Flashlight (DSC) ★★
Elite: Uncommon IDIC ★★
Epic: Super Rare Sensor ★★★★
[Character]'s threats grow worse until Yellow Mudd begins to fear for his own liberty and confesses that he is not the real Mudd.
Choice Failure Message
Remotely Disable Mudd
B. AT-Cybernetic Brain Surgery.png
Engineering Engineering
67 | 649 | 1179
Choose 2.B Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
No Rewards at this Node
Choice Success Message
Choice Failure Message
Engage in Verbal Wordplay
C. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
67 | 649 | 1179
Crafty
or
Communicator
and Choose 2.B
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
Normal: Basic Medical Lesson
Elite: Uncommon Command Badge ★★
Epic: Super Rare Starfleet Uniform Pattern ★★★★
[Character]'s deft mastery of languages trips up even the most sophisticated of androids, and Yellow Mudd shuts down.
Choice Failure Message
4.
Track Blue Mudd
Try to Injure Mudd
A. AT-With Bat'leth Against Klingons.png
Security Security
67 | 649 | 1179
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
No Rewards at this Node
[Character] scores a direct hit, exposing Blue Mudd's arm of circuits and wires!
Choice Failure Message
Pit Mudds Against Each Other
B. AT-Musketeer La Forge.png
Diplomacy Diplomacy
67 | 649 | 1179
Diplomat
or
Inspiring
and Choose 3.C
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
Normal: Uncommon Tactical Vest (DSC) ★★
Elite: Rare Polyalloy ★★★
Epic: Rare Criminal Activity Report ★★★
[Character]'s verbal mastery enables them to issue commands to Yellow Mudd, who attacks Blue Mudd.
Choice Failure Message
5.
Corner the Real Mudd
Work Out a Deal
A. AT-Bartering with Ferengi.png
Command Command
67 | 649 | 1179
Trait bonus for tired crew:
(+10 | +100 | +182)
(+13 | +126 | +228)
No other traits provide a bonus.
No Rewards at this Node
[Character] makes enough convincing promises to make the real Mudd drop his guard, allowing the away team to arrest him!
Choice Failure Message
Our away team did not allow themselves to be distracted by Mudd's android doppelgangers, but methodically pursued the real Mudd until he had nowhere left to run.
This version of Mudd has been apprehended... but I'm certain another is waiting in the temporal wings.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Mudd's Enterprise Normal
By: middlehead
Date(s): Jan 2019 – Apr 2021
Runs: 60   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Microconnector 40>>

Basic Microconnector

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 9 runs or so.

6.0Statistical Strength: Fairly reliable

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

4.76 — 8.1
>>
1.5
Basic Gold-Pressed Latinum 38>>

Basic Gold-Pressed Latinum

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 10 runs or so.

6.3Statistical Strength: Fairly reliable

Range of average cost per
Basic Gold-Pressed Latinum
within 2 standard deviations
(~95.5% confidence):

4.98 — 8.64
>>
1.6
Basic Expansion Module 39>>

Basic Expansion Module

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 9.5 runs or so.

6.2Statistical Strength: Fairly reliable

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

4.87 — 8.36
>>
1.5
Basic Spices 3>>

Basic Spices

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

That is, 1 in 100 players may not see this item
drop at all even after 90 runs.

Also, a run dropping only this item is expected
per 1,600 runs or so.

80.0Statistical Strength: Nearly useless

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

37.3 — Infinity
>>
20

Average cost per unit assumes 2 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: Mudd's Enterprise Elite
By: Koba44, middlehead & WaldoMag
Date(s): Jan 2019 – Jan 2019
Runs: 50   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Power Cell ★★★★ 2>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 25

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

  • 18 runs in 50 percent of cases (median)
  • 57 runs in 10 percent of cases
  • 114 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 113 runs.

Also, a run dropping only this item is expected
per 2,500 runs or so.

500.0Statistical Strength: Nearly useless

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

207.72 — Infinity
>>
25
Rare Power Cell ★★★ 16>>

Rare Power Cell ★★★

Average (mean) runs per drop: 4

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
  • 14 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 39 runs or so.

62.5Statistical Strength: Somewhat unreliable

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

42.79 — 115.86
>>
3.1
Uncommon Isolinear Chips ★★ 36>>

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 7.7 runs or so.

27.8Statistical Strength: Fairly reliable

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

21.91 — 37.95
>>
1.4
Uncommon Subprocessor ★★ 46>>

Uncommon 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)
  • 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 4.7 runs or so.

21.7Statistical Strength: Fairly reliable

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

17.85 — 27.79
>>
1.1

Average cost per unit assumes 2 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: Mudd's Enterprise Epic
By: middlehead, Koba44, WaldoMag & CMO Zoidberg
Date(s): Jan 2019 – July 2022
Runs: 200   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Phaser Rifle (DSC) ★★ 90>>

Uncommon Phaser Rifle (DSC) ★★

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 20 runs or so.

53.3Statistical Strength: Very reliable

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

44.98 — 65.51
>>
2.2
Super Rare Optronic Circuit ★★★★ 21>>

Super Rare Optronic Circuit ★★★★

Average (mean) runs per drop: 10

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

  • 7 runs in 50 percent of cases (median)
  • 22 runs in 10 percent of cases
  • 43 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 42 runs.

Also, a run dropping only this item is expected
per 360 runs or so.

228.6Statistical Strength: Somewhat unreliable

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

160.36 — 397.76
>>
9.5
Rare Synthesized Polymer ★★★ 150>>

Rare 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 7.1 runs or so.

32.0Statistical Strength: Very reliable

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

28.34 — 36.75
>>
1.3
Uncommon Subprocessor ★★ 139>>

Uncommon 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 8.3 runs or so.

34.5Statistical Strength: Very reliable

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

30.37 — 40.02
>>
1.4

Average cost per unit assumes 2 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
314


Crew XP
Training
XP
Warp 1
Warp 10



Credits
Credits
regular
Warp 1
300