Too Greedily and Too Deep

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Too Greedily and Too Deep
[E6-M3]
AT-Andorians Chased By Federation.png
Chroniton 14 | 18 | 24
Episode
6 - Something Rotten
Mission
3rd
Type
Away Missions
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Mission Rewards
Well, that was unpleasant. For your own mental health, I suggest you put having to execute a famed Starfleet officer out of your mind and focus on the task at hand–discovering more about the Federation's temporal experimentation.
~ The Doctor

Too Greedily and Too Deep is the third mission in Episode 6, Something Rotten. It takes place at Memory Alpha in the Memory Alpha System.

Mission Walkthrough

  Too Greedily and Too Deep's Information Too Greedily and Too Deep's Structure (Colors Info)
Introduction: You have located a secret Federation research facility for the study of temporal mechanics.
Send an away team down to gain access and investigate.
Hack Entryway OpsEngineering
Overload Auto-PhasersSecurity
Rewrite Self-Destruct Code

Rare Rewards:
Galaxy Class Ship Schematic (x10)
Rare Starfleet Uniform Pattern ★★★
Uncommon Borg Exo-Plating ★★

EngineeringCommon
Scan for Archer's Crew

Rare Rewards:
Common Civilian Disguise
Uncommon Database (Panel) ★★
Uncommon Agonizer ★★

SecurityCommon
Impersonate Facility Staff

Requires:
Changeling
or
Crafty

Security
Authorize Away Team

Rare Rewards:
Jem'Hadar Fighter Schematic (x10)
Uncommon Jem'Hadar Scanner ★★
Jem'Hadar Fighter Schematic (x10)

ScienceCommon
Triage Wounded Officers

Rare Rewards:
Common Jem'Hadar Knife
Uncommon Resistance Cipher ★★
Rare Power Cell ★★★

MedicineCommon
Override Self-Destruct Triggers

Rare Rewards:
Rare Clothing Pattern ★★★
Rare Polyalloy ★★★
Super Rare Clothing Pattern ★★★★

SecurityCommon
Chroniton Cost: 14 | 18 | 24 Chroniton
Suggested
Traits
:
Notes: To access 5.B, you need to pass 2.B, which requires a Changeling or Crafty trait. It is not enough to pass step 4. Step 3.B is not required.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Avoid NX-01 Crew
Scan for Archer's Crew
A. AT-Andorians Chased By Federation.png
Security Security
160 | 385 | 740
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
Common Civilian Disguise
Uncommon Database (Panel) ★★
Uncommon Agonizer ★★
[Character]⁠ remains vigilant for other members of Captain Archer's crew, ensuring the away team will be undisturbed.
Choice Failure Message
2.
Access Facility
Hack Entryway Ops
A. AT-Sabotage Cardassians.png
Engineering Engineering
160 | 385 | 740
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
No Rewards at this Node
By hacking into the basic systems that control the facility's doors, [Character]⁠ is able to open them.
Choice Failure Message
Impersonate Facility Staff
B. AT-Gold Metamorphosis.png
Security Security
160 | 385 | 740
Changeling
or
Crafty
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
No Rewards at this Node
[Character]⁠ successfully passes a bioscan confirming their identity as one of the facility's former staff members.
Choice Failure Message
3.
Overcome Automated Defenses
Overload Auto-Phasers
A. AT-Corridor Explosion.png
Security Security
160 | 385 | 740
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
No Rewards at this Node
[Character]⁠ dodges every phaser blast until the weapons are tricked into targeting themselves.
Choice Failure Message
Authorize Away Team
B. AT-Starfleet Headquarters Meeting.png
Science Science
160 | 385 | 740
Step 2.B
Successful
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
Jem'Hadar Fighter Schematic (x10)
Uncommon Jem'Hadar Scanner ★★
Jem'Hadar Fighter Schematic (x10)
[Character]⁠ successfully uses the credentials of the officer being impersonated to allow the rest of the away team inside.
Choice Failure Message
4.
Resolve Medical Emergency
Triage Wounded Officers
A. AT-Recovering Orion Beauty.png
Medicine Medicine
160 | 385 | 740
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
Common Jem'Hadar Knife
Uncommon Resistance Cipher ★★
Rare Power Cell ★★★
[Character]⁠ is able to patch up all officers wounded by the facility's defenses. They are cleared to continue the mission.
Choice Failure Message
5.
Disarm Mysterious Device
Rewrite Self-Destruct Code
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
160 | 385 | 740
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
Galaxy Class Ship Schematic (x10)
Rare Starfleet Uniform Pattern ★★★
Uncommon Borg Exo-Plating ★★
[Character]⁠'s code rewrite is thorough and effective. The device may now be safely approached.
Choice Failure Message
Override Self-Destruct Triggers
B. AT-Sabotage Warp Core.png
Security Security
160 | 385 | 740
Step 2.B(!)
Successful
Trait bonus for tired crew:
(+30 | +72 | +140)
(+38 | +91 | +175)
Rare Clothing Pattern ★★★
Rare Polyalloy ★★★
Super Rare Clothing Pattern ★★★★
Using the impersonated officer's credentials for the final time, [Character]⁠ prevents the device from self-destructing!
Choice Failure Message
We have not only infiltrated a secret Federation research facility, but uncovered a mysterious device, well-protected.
Could it have contributed to the temporal anomaly crisis?
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Too Greedily and Too Deep Normal
By: Joker41NAM, Middlehead, CMO Zoidberg & Siguard (+1 more)
Date(s): May 2017 - June 2018
Runs: 303   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 115>>

Uncommon Authorization Code ★★

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
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 12,000 runs or so.

36.9Statistical Strength: Very reliable

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

31.33 — 44.85
>>
2.6
Super Rare Microconnector ★★★★ 21>>

Super Rare Microconnector ★★★★

Average (mean) runs per drop: 15

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

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

That is, 1 in 100 players may not see this item
drop at all even after 65 runs.

Also, a run dropping only this item is expected
per 11,000,000 runs or so.

202.0Statistical Strength: Somewhat unreliable

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

140.98 — 356.15
>>
14.4
Rare Gold-Pressed Latinum ★★★ 35>>

Rare Gold-Pressed Latinum ★★★

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
  • 40 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 39 runs.

Also, a run dropping only this item is expected
per 1,400,000 runs or so.

121.2Statistical Strength: Fairly reliable

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

90.9 — 181.79
>>
8.7
Uncommon Clothing Pattern ★★ 308>>

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 240 runs or so.

13.8Statistical Strength: Very reliable

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

12.54 — 15.28
>>
1
Common Relay 733>>

Common 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)
  • 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 7.5 runs or so.

5.8Statistical Strength: Very reliable

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

5.53 — 6.07
>>
0.4

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Follow 2B -> 3B to get 4 rewardsSeveral 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: 19.6, 0, 0, 15.5, and 5.9.

Mission tested: Too Greedily and Too Deep Elite
By: SleepingDragon, Loulybob, Siguard & Joker41NAM (+ more)
Date(s): Mar 2017 – Jun 2018
Runs: 330   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Spices ★★★★ 56>>

Super Rare Spices ★★★★

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

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 310,000 runs or so.

106.1Statistical Strength: Fairly reliable

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

84.07 — 143.66
>>
5.9
Rare Incense ★★★ 244>>

Rare Incense ★★★

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 860 runs or so.

24.3Statistical Strength: Very reliable

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

21.82 — 27.53
>>
1.4
Uncommon Polyalloy ★★ 507>>

Uncommon Polyalloy ★★

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 46 runs or so.

11.7Statistical Strength: Very reliable

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

10.95 — 12.59
>>
0.7
Uncommon Relay ★★ 513>>

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
  • 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 44 runs or so.

11.6Statistical Strength: Very reliable

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

10.83 — 12.44
>>
0.6

Average cost per unit assumes 4 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: No Data.

Mission tested: Too Greedily and Too Deep Epic
By: middlehead, Trojanneil, 84wb & WaldoMag (+ more)
Date(s): March 2017 – Nov 2023
Runs: 155   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Prime Directive 83>>

Common 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 3,100 runs or so.

44.8Statistical Strength: Fairly reliable

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

37.21 — 56.34
>>
1.9
Super Rare Microconnector ★★★★ 70>>

Super Rare Microconnector ★★★★

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 6,200 runs or so.

53.1Statistical Strength: Fairly reliable

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

43.37 — 68.6
>>
2.2
Rare Microconnector ★★★ 233>>

Rare Microconnector ★★★

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 50 runs or so.

16Statistical Strength: Very reliable

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

14.47 — 17.81
>>
0.7
Uncommon Expansion Module ★★ 234>>

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
  • 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 49 runs or so.

15.9Statistical Strength: Very reliable

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

14.41 — 17.73
>>
0.7

Average cost per unit assumes 4 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
882
32
984
34
1034
34
Crew XP 90 105 115
Training XP
at Warp 1+10
185
?
220
?
?
?
Credits Credits
Credits at Warp 1
1050
735
1350
945
1800
?

Storyline

Postscript

  • The Doctor: "Your injured officers once again had to be threatened with physical restraint. This research facility was devoted to a single device–a multiphasic temporal transporter, colloquially referred to by your crew as the 'time transporter.'"
  • choice A
    • Captain: "And it's this device that transported Saturn's rings?"
    • The Doctor: "Evidentally, though transport of such a large swath of matter appears to be the straw that broke the camel's back."
  • choice B
    • Captain: "So Archer was first its subject, then its protector."
    • The Doctor: MISSING
  • choice C
    • Captain: "Such research violates the Temporal Prime Directive."
    • The Doctor: MISSING
  • The Doctor: "The device is currently inactive. It isn't responsible for any anomalies that have appeared subsequent to its deactivation–though everything prior is theoretically fair game. If you plan to destroy it, may I suggest you at least armor your crew?"
  • choice A
    • Captain: "Of course I'm destroying it. This crisis could end today!"
  • choice B
    • Captain: "We'll see. If it caused this crisis, maybe it could end it too..."
  • choice C
    • Captain: "Let's not be hasty. This is groundbreaking technology."