Self Control
Self Control [E4-M6] | |
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8 | 14 | 20 | |
Episode 4 - Hostile Takeover | |
Mission 6th |
Type Away Team |
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Mission Rewards |
Self Control is the sixth mission in Episode 4, Hostile Takeover. It takes place on Hupyria in the Hupyria system.
Mission Walkthrough
Self Control's Information | Self Control's Structure (Colors Info) | ||||||||
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Introduction: | Quark's future and past selves seem unwilling of resolving their differences without outside assistance. Act as arbitrator in their dispute. |
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Cost: | 8 | 14 | 20 | ||||||||
Suggested Traits: |
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Notes: | One reward node requires an Undercover Operative with . Options: Changeling Bashir, Waitress Ezri, Rakal Troi and Commando Crusher. |
Step | Choices | Skill Req | Other Req | Bonus Traits | Rare Reward |
---|---|---|---|---|---|
1. Arrange Meeting |
Reroute Turbolift and Lock Controls A. |
Engineering 106 | 224 | 485 |
— | Trait bonus for tired crew: (+21 | +45 | +98)(+27 | +57 | +123) |
Uncommon Starfleet Sleeveless Undershirt ★★ Super Rare Starfleet Uniform Pattern ★★★★ Super Rare Furs ★★★★ |
[Character] forces a face to face meeting by rerouting the Quarks into the same room and disabling the controls. | |||||
[Character]'s ruse fails and it takes great effort to get both Quarks into a meeting. | |||||
2. Convince to Negotiate |
Intimidate Quarks into Cooperating A. |
Security 106 | 224 | 485 |
— | Trait bonus for tired crew: (+21 | +45 | +98)(+27 | +57 | +123) |
No Rewards at this Node |
[Character] details an unpleasant future where an accord is not reached, they decide to work together. | |||||
[Character] fails to intimidate the Quarks sufficiently, they continue to work against each other. | |||||
Cite Rules of Acquisition B. |
Diplomacy 106 | 224 | 485 |
— | Trait bonus for tired crew: (+21 | +45 | +98)(+27 | +57 | +123) |
No Rewards at this Node | |
[Character] challenges the Quarks with a barrage of Rules of Acquisition, faming the situation as an opportunity. | |||||
[Character] begins to cite Rules of Acquisition at the Quarks but only manages to distract the negotiations. | |||||
3. Prevent Foul Play |
Block Mercenary Interference A. |
Science 106 | 224 | 485 |
— | No trait bonuses. | Uncommon Desealing Rod ★★ Uncommon Micro-Resonator ★★ Super Rare Power Cell ★★★★ |
[Character]'s detects a beacon activated by one of the Quarks and deploys a dampening field, preventing interference. | |||||
[Character] fails to detect a distress beacon from one of the Quarks. His mercenaries arrive and raise tensions. | |||||
Detect Poisoning Attempt B. |
Medicine 106 | 224 | 485 |
Physician or Undercover Operative |
Trait bonus for tired crew: (+21 | +45 | +98)(+27 | +57 | +123) |
Uncommon Starfleet Command Wrap ★★ Rare Gold-Pressed Latinum ★★★ Super Rare Relay ★★★★ | |
[Character] administers an antidote to the ingested poison, preventing any real harm. | |||||
Talks are temporarily suspended as one of the Quarks is rushed to Med Bay for acute poisoning, but are able to resume. | |||||
4. Rebuff Dual Subterfuge |
Audit Quarks' Accord A. |
Diplomacy 106 | 224 | 485 |
— | No trait bonuses. | Uncommon Wrench ★★ Super Rare Tongo Deck ★★★★ Super Rare Optronic Circuit ★★★★ |
After hours of discussion, [Character] gets both Quarks to sign an accord and rebuffs an attempt at deceit by the duo. | |||||
Negotiations go nowhere despite [Character]'s best efforts. Both Quarks leave furiously. | |||||
Despite their constant scheming, we prevented the Quarks from putting one over on us, or each other. All that remains is to deliver our verdict in this arbitration. | |||||
We were unable to keep both Quarks at the negotiating table and get them to agree to our decision. We'll have to try again after they cool off. |
Mission Rewards
Rare Rewards
- Uncommon Starfleet Sleeveless Undershirt ★★
- Uncommon Desealing Rod ★★
- Uncommon Starfleet Command Wrap ★★
- Uncommon Wrench ★★
- Super Rare Tongo Deck ★★★★
- Super Rare Starfleet Uniform Pattern ★★★★
- Rare Gold-Pressed Latinum ★★★
- Uncommon Micro-Resonator ★★
- Super Rare Relay ★★★★
- Super Rare Optronic Circuit ★★★★
- Super Rare Furs ★★★★
- Super Rare Power Cell ★★★★
Standard Rewards
- Uncommon Casing ★★
- Common Self-sealing Stem Bolt ★
- Common Emitter Crystal ★
- Basic Dominion Seal
- Basic Microconnector
- Jem'Hadar Fighter Schematic
- Uncommon Pattern Enhancer ★★
- Super Rare Synthesized Polymer ★★★★
- Rare Polyalloy ★★★
- Uncommon Optronic Circuit ★★
- Common Polyalloy ★
- Super Rare Polyalloy ★★★★
- Rare Interlink ★★★
- Uncommon Clothing Pattern ★★
- Uncommon Polyalloy ★★
Drop Chance
Mission tested: Self Control [edit]
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By: CodeHydro, Crunch, Captain deMarco & Siguard (+ more) Date(s): May 2016 – Feb 2018 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Jem'Hadar Fighter Schematic | 184>>
Average (mean) runs per drop: 4 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
27.9Statistical Strength: Very reliable Range of average cost per Jem'Hadar Fighter Schematic within 2 standard deviations (~95.5% confidence): 24.48 — 32.47>> |
3.5 |
Common Self-sealing Stem Bolt ★ | 209>> Common Self-sealing Stem Bolt ★ Average (mean) runs per drop: 4 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
24.6Statistical Strength: Very reliable Range of average cost per Common Self-sealing Stem Bolt ★ within 2 standard deviations (~95.5% confidence): 21.73 — 28.27>> |
3.1 |
Basic Dominion Seal | 185>> Basic Dominion Seal Average (mean) runs per drop: 4 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
27.8Statistical Strength: Very reliable Range of average cost per Basic Dominion Seal within 2 standard deviations (~95.5% confidence): 24.36 — 32.28>> |
3.5 |
Uncommon Casing ★★ | 172>> Uncommon Casing ★★ Average (mean) runs per drop: 4 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
29.9Statistical Strength: Very reliable Range of average cost per Uncommon Casing ★★ within 2 standard deviations (~95.5% confidence): 26.07 — 34.95>> |
3.7 |
Common Emitter Crystal ★ | 469>> Common Emitter Crystal ★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
11Statistical Strength: Very reliable Range of average cost per Common Emitter Crystal ★ within 2 standard deviations (~95.5% confidence): 10.14 — 11.91>> |
1.4 |
Basic Microconnector | 707>> Basic Microconnector Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
7.3Statistical Strength: Very reliable Range of average cost per Basic Microconnector within 2 standard deviations (~95.5% confidence): 6.85 — 7.73>> |
0.9
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Average cost per unit assumes 3 standard rewards per run. Drop multipliers for components were removed on June 1, 2016 without affecting drop rates; pre-June values for common Emitter Crystal and basic Microconnector are divided by their former multiplier per policy.The droprate of dominion seal appears to have radically changed, seem to be getting a bit less than 1 per run now - this needs to be rechecked! |
Mission tested: Self Control [edit]
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By: middlehead, Joker41NAM, SleepingDragon & Octarolakh Date(s): Mar 2017 – Oct 2021 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Uncommon Pattern Enhancer ★★ | 29>> Uncommon Pattern Enhancer ★★ Average (mean) runs per drop: 5 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
61.3Statistical Strength: Fairly reliable Range of average cost per Uncommon Pattern Enhancer ★★ within 2 standard deviations (~95.5% confidence): 45.17 — 95.42>> |
4.4 |
Super Rare Synthesized Polymer ★★★★ | 8>> Super Rare Synthesized Polymer ★★★★ Average (mean) runs per drop: 16 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
222.3Statistical Strength: Very unreliable Range of average cost per Super Rare Synthesized Polymer ★★★★ within 2 standard deviations (~95.5% confidence): 130.69 — 742.23>> |
15.9 |
Rare Polyalloy ★★★ | 7>> Rare Polyalloy ★★★ Average (mean) runs per drop: 19 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
254.0Statistical Strength: Very unreliable Range of average cost per Rare Polyalloy ★★★ within 2 standard deviations (~95.5% confidence): 145.15 — 1015.75>> |
18.1 |
Uncommon Optronic Circuit ★★ | 99>> Uncommon Optronic Circuit ★★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
18Statistical Strength: Very reliable Range of average cost per Uncommon Optronic Circuit ★★ within 2 standard deviations (~95.5% confidence): 15.31 — 21.72>> |
1.3 |
Common Polyalloy ★ | 238>> Common Polyalloy ★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
7.5Statistical Strength: Very reliable Range of average cost per Common Polyalloy ★ within 2 standard deviations (~95.5% confidence): 6.92 — 8.12>> |
0.5 |
Average cost per unit assumes 3 standard rewards per run. preliminarily this seems to be the best for 2* Pattern Enhancers (more runs needed and "The Mad Vedek" has not data yet). Drop rates changed for v1.8.0 on 2017-03-15 |
Mission tested: Self Control [edit]
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By: Trojanneil, Tygra Dax, Octarolakh & middlehead (+2 more) Date(s): Jun 2017 – Dec 2021 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Super Rare Polyalloy ★★★★ | 38>> Super Rare Polyalloy ★★★★ Average (mean) runs per drop: 8 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
143.7Statistical Strength: Fairly reliable Range of average cost per Super Rare Polyalloy ★★★★ within 2 standard deviations (~95.5% confidence): 109.1 — 210.38>> |
7.2 |
Rare Interlink ★★★ | 166>> Rare Interlink ★★★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
32.9Statistical Strength: Very reliable Range of average cost per Rare Interlink ★★★ within 2 standard deviations (~95.5% confidence): 28.89 — 38.19>> |
1.6 |
Uncommon Clothing Pattern ★★ | 301>> Uncommon Clothing Pattern ★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
18.1Statistical Strength: Very reliable Range of average cost per Uncommon Clothing Pattern ★★ within 2 standard deviations (~95.5% confidence): 16.62 — 19.97>> |
0.9 |
Uncommon Polyalloy ★★ | 314>> Uncommon Polyalloy ★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
17.4Statistical Strength: Very reliable Range of average cost per Uncommon Polyalloy ★★ within 2 standard deviations (~95.5% confidence): 15.97 — 19.08>> |
0.9 |
Average cost per unit assumes 3 standard rewards per run. 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. |
Other Rewards
Currency Rewards |
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Capt XP | 1st-Run Repeat |
687 27 |
882 32 |
994 34 |
Crew XP | 64 | 88 | 108 | |
Training XP at Warp 1+10 |
135 ? |
? ? |
? ? | |
Credits |
regular Warp 1 |
600 ? |
1052 ? |
1500 ? |
Notes
- One reward node requires an Undercover Operative with Medicine.
- Originally the only candidate was the Super-Rare Rakal Troi, who gained Medicine only as her third ability. Unfortunately her Medicine never reaches high enough to complete the mission on Epic, only Normal and Elite.
- The Undercover Operative trait has since been added to Commando Crusher, making her an option. She can complete the node on Normal/Elite easily, and on Epic with a near-maximum proficiency roll thanks to the bonus from her Physician trait.
- Later events introduced Changeling Bashir and Waitress Ezri as additional options; Changeling Bashir is the only character (as of Nov.2016) capable of reliably completing the node, also thanks to the Physician trait, but Waitress Ezri is a capable substitute and only requires an above-average proficiency roll to succeed.
- Previously the same node required Spy, a now deprecated trait that was shared only by Tailor Garak and Luther Sloan. None of them had Medicine, making the node impossible at the time.