Putting the Free in Freedom

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Putting the Free in Freedom
[E4-M14A]
AT-Bartering with Ferengi.png
Chroniton 10 | 16 | 22
Episode
4 - Hostile Takeover
Mission
14th
Type
Away Team
< Prev
Mission Rewards

Putting the Free in Freedom is the 14th mission in Episode 4, Hostile Takeover. It takes place at Dopteria in Dopterian system.

This mission is only available if you selected the Ferengi Alliance Victory. Otherwise you will run Smiles and Knives for the Ferengi Traditionalist victory.

Mission Walkthrough

  Putting the Free in Freedom's Information Putting the Free in Freedom's Structure (Colors Info)
Introduction: The Traditionalist's government media broadcast station spends most of its time condemning the Alliance.
Help Rom get equal airtime for his rebuttle.
Infiltrate via Supply ShuttleSecurity
Threaten Technicians into Service

Rare Rewards:
Common Poisoned Drink
Basic Flux Coupler
Super Rare Microconnector ★★★★

SecurityCommon
Relay via Starship's Deflector ArrayScience
Trade Appointment for Information

Rare Rewards:
Common Physiostimulator
Rare Microconnector ★★★
Super Rare Synthesized Polymer ★★★★

DiplomacyCommon
Bluff Past Security

Requires:
Crafty
or
Inspiring

Diplomacy
Route Controls through Starship

Rare Rewards:
Basic Laser Scalpel
Rare Opera ★★★
Uncommon Borg Exo-Plating ★★

EngineeringCommon
Overload Signal Boosters

Rare Rewards:
Ferengi D'Kora Marauder Schematic (x10)
Uncommon Terran Sash ★★
Rare Q's Robes ★★★

EngineeringCommon
Trigger Evacuation AlarmScience
Chroniton Cost: 10 | 16 | 22 Chroniton
Suggested
Traits
:
Notes: To unlock this mission you must choose the Ferengi Alliance Victory in Episode 4.

To receive 3 rewards you must master both Engineering nodes: 3.B → 4.B.

Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Identify Station to Hijack
Trade Appointment for Information
A. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
120 | 240 | 544
Trait bonus for tired crew:
(+23 | +46 | +104)
(+29 | +58 | +131)
No other traits provide a bonus.
Common Physiostimulator
Rare Microconnector ★★★
Super Rare Synthesized Polymer ★★★★
[Character]⁠ pulls some strings and arranges a profitable appointment in exchange for details on the network.
[Character]⁠ fails to entice any greedy Traditionalists into revealing a vulnerable station.
2.
Gain Entrance to Station
Infiltrate via Supply Shuttle
A. AT-Back Alley Trade.png
Security Security
120 | 240 | 544
Trait bonus for tired crew:
(+23 | +46 | +104)
(+29 | +58 | +131)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ uses an old smuggling trick to sneak Rom and the away team into the station.
[Character]⁠ makes an obvious mistake and the Away Team is detected. Security is alerted to the intrusion.
Bluff Past Security
B. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
120 | 240 | 544
Crafty
or
Inspiring
Trait bonus for tired crew:
(+23 | +46 | +104)
(+29 | +58 | +131)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ convinces the staff that Rom is a special guest for an important segment, getting you past security.
[Character]⁠ is forced to expend a large sum of bribes to convince the staff to let Rom through.
Trigger Evacuation Alarm
C. AT-Romulan Chasing Federation.png
Science Science
120 | 240 | 544
Trait bonus for tired crew:
(+23 | +46 | +104)
(+29 | +58 | +131)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ hacks into the station's alarm system and triggers a false alarm, drawing security away.
[Character]⁠ triggers an alarm remotely but it is minor and fails to distract security. The team was forced to fight.
3.
Take Control of Command Center
Threaten Technicians into Service
A. AT-Andorians Chased By Federation.png
Security Security
120 | 240 | 544
Trait bonus for tired crew:
(+23 | +526 | +104)
(+29 | +658 | +131)
No other traits provide a bonus.
Common Poisoned Drink
Basic Flux Coupler
Super Rare Microconnector ★★★★
[Character]⁠ intimidates the technicians into facilitating the broadcast. But the signal is jammed remotely!
[Character]⁠'s attempt to intimidate the technicians fails and they flee, greatly delaying Rom's speech.
Route Controls through Starship
B. AT-Sabotage Cardassians.png
Engineering Engineering
120 | 240 | 544
Trait bonus for tired crew:
(+23 | +46 | +104)
(+29 | +58 | +131)
No other traits provide a bonus.
Basic Laser Scalpel
Rare Opera ★★★
Uncommon Borg Exo-Plating ★★
[Character]⁠ bypasses the complicated Ferengi station controls by linking with their starship.
Hoping to save time, [Character]⁠ tries to override the station controls with their ship's computer but fails.
4.
Counteract Jamming Signal
Relay via Starship's Deflector Array
A. AT-Deflector Dish-First Contact.png
Science Science
120 | 240 | 544
Trait bonus for tired crew:
(+23 | +46 | +104)
(+29 | +58 | +131)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ determines that by reconfiguring the orbiting ship's deflector, the signal can break the jamming.
[Character]⁠ tries and fails to break through the signal jamming. All the effort is for nothing.
Overload Signal Boosters
B. AT-Borg Accessing Console.png
Engineering Engineering
120 | 240 | 544
Step 3.B
Successful
Trait bonus for tired crew:
(+18 | +46 | +104)
(+23 | +58 | +131)
No other traits provide a bonus.
Ferengi D'Kora Marauder Schematic (x10)
Uncommon Terran Sash ★★
Rare Q's Robes ★★★
With access to all the station's major systems, [Character]⁠ easily sacrifices a number of them to boost the signal.
[Character]⁠ triggers an alert while overriding the security controls. Rom's speech is cut short by system failure.
We were able to broadcast Rom's offer of asylum to those under Traditionalist rule. Whether they're receptive to it remains to be seen.
Our attempt to broadcast Rom's offer of asylum was shutdown before it could air, we must get that message through if war is to be avoided.


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Putting the Free in Freedom Normal
By: Siguard, Cpt Nichols, Crunch & Octarolakh (+ more)
Date(s): Jun 2016 – May 2019
Runs: 1184   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Klingon K'Vort Bird-of-Prey Schematic (x2) 732>>

Klingon K'Vort Bird-of-Prey Schematic

Average (mean) runs per x2 drop: 4

Based on test averages, to get one more x2 drop,
you may need to do another:

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

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 910 runs or so.

16.2Statistical Strength: Very reliable

Range of average cost per
Klingon K'Vort Bird-of-Prey Schematic
within 2 standard deviations
(~95.5% confidence):

14.72 — 17.95
>>
1.6
Uncommon Combadge (DS9) ★★ 72>>

Uncommon Combadge (DS9) ★★

Average (mean) runs per drop: 17

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

  • 12 runs in 50 percent of cases (median)
  • 38 runs in 10 percent of cases
  • 75 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 74 runs.

Also, a run dropping only this item is expected
per 120,000 runs or so.

164.4Statistical Strength: Fairly reliable

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

133.33 — 214.49
>>
16.4
Uncommon Pattern Enhancer ★★ 170>>

Uncommon Pattern Enhancer ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 31 runs.

Also, a run dropping only this item is expected
per 9,100 runs or so.

69.7Statistical Strength: Very reliable

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

60.58 — 81.91
>>
7
Rare Emitter Crystal ★★★ 86>>

Rare Emitter Crystal ★★★

Average (mean) runs per drop: 14

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

  • 10 runs in 50 percent of cases (median)
  • 32 runs in 10 percent of cases
  • 63 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 62 runs.

Also, a run dropping only this item is expected
per 70,000 runs or so.

137.7Statistical Strength: Fairly reliable

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

113.49 — 174.95
>>
13.8
Uncommon Sensor ★★ 164>>

Uncommon Sensor ★★

Average (mean) runs per drop: 8

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

  • 5 runs in 50 percent of cases (median)
  • 17 runs in 10 percent of cases
  • 33 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 32 runs.

Also, a run dropping only this item is expected
per 10,000 runs or so.

72.2Statistical Strength: Very reliable

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

62.64 — 85.19
>>
7.2
Common Alcohol 2694>>

Common 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)
  • 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 2.3 runs or so.

4.4Statistical Strength: Very reliable

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

4.31 — 4.48
>>
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: Putting the Free in Freedom Elite
By: middlehead, Koba44 & Siguard
Date(s): Aug 2016 – Feb 2020
Runs: 41   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Synthesized Polymer ★★★★ 2>>

Super Rare Synthesized Polymer ★★★★

Average (mean) runs per drop: 21

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

  • 15 runs in 50 percent of cases (median)
  • 47 runs in 10 percent of cases
  • 94 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 93 runs.

Also, a run dropping only this item is expected
per 230,000 runs or so.

328.0Statistical Strength: Nearly useless

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

136.19 — Infinity
>>
20.5
Rare Isolinear Chips ★★★ 2>>

Rare Isolinear Chips ★★★

Average (mean) runs per drop: 21

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

  • 15 runs in 50 percent of cases (median)
  • 47 runs in 10 percent of cases
  • 94 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 93 runs.

Also, a run dropping only this item is expected
per 230,000 runs or so.

328.0Statistical Strength: Nearly useless

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

136.19 — Infinity
>>
20.5
Uncommon Optronic Circuit ★★ 33>>

Uncommon Optronic Circuit ★★

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 52 runs or so.

19.9Statistical Strength: Fairly reliable

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

15.3 — 28.36
>>
1.2
Common Clothing Pattern 47>>

Common Clothing Pattern

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.

14Statistical Strength: Fairly reliable

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

11.35 — 18.13
>>
0.9
Basic Casing 39>>

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
  • 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 31 runs or so.

16.8Statistical Strength: Fairly reliable

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

13.29 — 22.91
>>
1.1

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: Putting the Free in Freedom Epic
By: middlehead, koba44, Joker41NAM & CMO Zoidberg
Date(s): Mar 2017 – Apr 2023
Runs: 63   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Expansion Module ★★★★ 11>>

Super Rare Expansion Module ★★★★

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 5,100 runs or so.

126.0Statistical Strength: Somewhat unreliable

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

79.41 — 304.91
>>
5.7
Rare Clothing Pattern ★★★ 26>>

Rare Clothing Pattern ★★★

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 380 runs or so.

53.3Statistical Strength: Fairly reliable

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

39.05 — 83.98
>>
2.4
Uncommon Incense ★★ 77>>

Uncommon Incense ★★

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 15 runs or so.

18.0Statistical Strength: Very reliable

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

15.31 — 21.84
>>
0.8
Uncommon Clothing Pattern ★★ 75>>

Uncommon Clothing Pattern ★★

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.

18.5Statistical Strength: Very reliable

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

15.66 — 22.53
>>
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.

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: -.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
769
29
923
33
?
?
Crew XP 72 96 ?
Training
XP
Warp 1
Warp 10
160
?
?
?
?
?
Credits
Credits
regular
Warp 1
752
525
1200
?
?
?

Gallery

Notes

BUG: Map of the mission showed that 4.B node is accessible from 3.A node.
fixed: unknown date