Talk Less, Smile More

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Talk Less,
Smile More
[EA-M3]
AT-Peacekeepers and Rioters.png
Tickets 1
Cadet Challenges
Ex Astris, Scientia
Mission
3rd
Type
Away Missions
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Mission Rewards

Talk Less, Smile More is the third mission in Cadet Challenge Ex Astris, Scientia. It takes place on Alpha Onias II in the Alpha Onias system.

Mission Walkthrough

  Talk Less, Smile More's Information Talk Less, Smile More's Structure (Colors Info)
Introduction: Refugees of the temporal anomaly crisis are incensed at the requirements to assimilate into Ferengi Traditionalist society.
Can you find a compromise?
Talk Less, Smile More structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Notes: Ideal crew are Enterprise-D Picard for Diplomacy/Command,
Promoted Sisko for Command/Security
and Cadet Sito Jaxa for Command/Diplomacy
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Prevent Violent Escalation
Arrest Agitators on Both Sides
A. AT-Federation Brig with Prisoner.png
Security Security
85 | 215 | 325
Trait bonus for tired crew:
(+16 | +32 | +56)
(+20 | +40 | +70)
No other traits provide a bonus.
Common Identification Code
Constellation Class Schematic (x5)
Nova Class Schematic (x10)
All of the refugees and Traditionalist Ferengi encouraging violence have been taken into [Character]⁠'s custody.
Both sides claim [Character]⁠ was unfairly biased in arrests. It takes considerable time to calm the storms.
2.
Establish Refugee Camp
Identify Non-Lucrative Land
A. AT-Bartering with Ferengi.png
Command Command
85 | 215 | 325
Trait bonus for tired crew:
(+16 | +32 | +56)
(+20 | +40 | +70)
No other traits provide a bonus.
Common Tactical Alert
Common Scalpel
Uncommon Starfleet Uniform Pattern ★★
[Character]⁠ and Traditionalist authorities identify portions of land that could be let go for a reasonable price.
The Traditionalists know value is as much as someone is willing to pay, and [Character]⁠ pays a lot.
3.
Amend Ferengi Law
Threaten Trade Sanctions
A. AT-Starfleet Headquarters Meeting.png
Command Command
85 | 215 | 325
Trait bonus for tired crew:
(+16 | +32 | +56)
(+20 | +40 | +70)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠'s implications of so much lost profit frightens Traditionalist authorities enough to establish some provisional laws.
The Traditionalists call [Character]⁠'s bluff, forcing the Federation to offically issue sanctions. Provisional laws soon follow.
Find Way to Monetize
B. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
85 | 215 | 325
Trait bonus for tired crew:
(+16 | +32 | +56)
(+20 | +40 | +70)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has convinced the Traditionalists that the refugees will provide a much needed boost to their economy.
[Character]⁠ is unable to convince the Traditionalists that the refugees will anything but a burden. Trade sanctions follow.
4.
Calm Ferengi Protests
Subdue Protest Leader
A. AT-Peacekeepers and Rioters.png
Security Security
85 | 215 | 325
Trait bonus for tired crew:
(+16 | +32 | +56)
(+20 | +40 | +70)
No other traits provide a bonus.
No Rewards at this Node
Once [Character]⁠ arrest the leader of the protests, the other disgruntled Ferengi give up and go home.
[Character]⁠'s arrest of the protest leader only incites the disgruntled Ferengi more. Violence ensues.
5.
Enforce Amended Laws
Arrest Refugee Lawbreakers
A. AT-With Bat'leth Against Klingons.png
Diplomacy Diplomacy
85 | 215 | 325
Trait bonus for tired crew:
(+16 | +32 | +56)
(+20 | +40 | +70)
No other traits provide a bonus.
Common Backpack
Common Case Files
Rare First Contact Protocol ★★★
[Character]⁠'s arrest of refuges breaking the provisional laws reassures all parties that this situation is sustainable.
[Character]⁠ arrests innocent refugees, prompting a massive outcry from the refugee population.
We have established a set of amended Ferengi laws that will allow the refugees to live on Traditionalist worlds but maintain their dignity.
I hope Admiral Riker approves of our solution.
We can find no common ground between the Ferengi Traditionalists and the refugees who have nowhere else to turn.
We must find some if we are to avoid violence.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite

Standard Rewards

Standard Rewards
Epic

Drop Chance

Mission tested: Talk Less, Smile More Normal
By: SleepingDragon, Captain deMarco, Cpt Nichols & Koba44 (+ more)
Date(s): June 2016 – March 2017
Runs: 161   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Identification Code 109>>

Common Identification Code

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 87 runs or so.

1.5Statistical Strength: Very reliable

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

1.26 — 1.78
>>
1.5
Basic Medical Experiment 89>>

Basic Medical Experiment

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 160 runs or so.

1.8Statistical Strength: Very reliable

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

1.52 — 2.24
>>
1.8
Basic Hoverball 137>>

Basic Hoverball

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 44 runs or so.

1.2Statistical Strength: Very reliable

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

1.03 — 1.37
>>
1.2
Basic Optronic Circuit 148>>

Basic 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 35 runs or so.

1.1Statistical Strength: Very reliable

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

0.96 — 1.26
>>
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: Talk Less, Smile More Elite
By: Crunch, SleepingDragon, R'nali & drsheep (+ more)
Date(s): June 2016 – Mar 2018
Runs: 216   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Andorian Ale 113>>

Common Andorian Ale

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

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 190 runs or so.

1.9Statistical Strength: Very reliable

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

1.63 — 2.31
>>
1.9
Basic Encoded Communique 157>>

Basic Encoded Communique

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 70 runs or so.

1.4Statistical Strength: Very reliable

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

1.21 — 1.6
>>
1.4
Basic Holoprogram 227>>

Basic Holoprogram

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 23 runs or so.

1Statistical Strength: Very reliable

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

0.86 — 1.07
>>
1
Basic Writing PADD (TOS) 151>>

Basic Writing PADD (TOS)

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 79 runs or so.

1.4Statistical Strength: Very reliable

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

1.25 — 1.67
>>
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.

Mission tested: Talk Less, Smile More Epic
By: Varietas, R'nali, Koba44 & Siguard (+ more)
Date(s): June 2016 – Aug 2017
Runs: 2087   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon Prime Directive ★★ 1076>>

Uncommon Prime Directive ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 200 runs or so.

1.9Statistical Strength: Very reliable

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

1.84 — 2.05
>>
1.9
Common Pattern Enhancer 1689>>

Common Pattern Enhancer

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 51 runs or so.

1.2Statistical Strength: Very reliable

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

1.19 — 1.29
>>
1.2
Basic Science Experiment 2113>>

Basic Science Experiment

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 26 runs or so.

1Statistical Strength: Very reliable

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

0.95 — 1.02
>>
1
Uncommon Starfleet Uniform Pattern ★★ 1383>>

Uncommon Starfleet Uniform Pattern ★★

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 93 runs or so.

1.5Statistical Strength: Very reliable

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

1.44 — 1.58
>>
1.5

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
594
24
789
29
882
32
Crew XP 55 75 90
Credits Credits 600 900 1050
Chronitons Chroniton 15 20 25