Trust Issues

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Trust Issues
[E7-M10]
AT-Starfleet Headquarters Meeting.png
Chroniton 16 | 22 | 24
Episode
7 - When Falcons Clash
Mission
10th
Type
Away Missions
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Mission Rewards

Trust Issues is the tenth mission in Episode 7, When Falcons Clash. It takes place at Galorndon Core in the Yadalla system.

Mission Walkthrough

  Trust Issues's Information Trust Issues's Structure (Colors Info)
Introduction: Praetor Sela is the target of an assassin, and believes it is Federation who is attempting to have her deposed. Prevent the situation from escalating.
Trust Issues structure.png
Chroniton Cost: 16 | 22 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Take Precautions
Formulate Counter Assassination Plan
A. AT-Starfleet Headquarters Meeting.png
Command Command
212 | 464 | 860
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
No Rewards at this Node
Analyzing the Tal'Shiar's information, [Character]⁠ offers them a fresh perspective on protection details.
Choice Failure Message
2.
Stop Outside Meddling
Remove Restrictions
A. AT-Klingon Death Ritual.png
Diplomacy Diplomacy
212 | 464 | 860
Communicator
or
Romulan
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
Common TR-580 Medical Tricorder
Uncommon Cardassian Disruptor Pistol ★★
Rare Clothing Pattern ★★★
[Character]⁠ convinces the Tal'Shiar that their paranoia is interfering with the away team's goal of protecting Sela.
Choice Failure Message
Elude Tal'Shiar Watchers
B. AT-Hiding from Nausicans.png
Command Command
212 | 464 | 860
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
Common Database (Panel)
Uncommon Desktop Monitor (TNG) ★★
Uncommon First Contact Protocol ★★
[Character]⁠ devises the best way to occupy the away team's minders and prevent their interference in the team's work.
Choice Failure Message
3.
Prepare Countermeasures
Survey Stronghold Grounds
A. AT-Survive Acid Pond.png
Engineering Engineering
212 | 464 | 860
Step 2.A
Successful
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
Common Identification Code
Uncommon Hyperspanner (DS9) ★★
Uncommon Gold-Pressed Latinum ★★
Scans of Sela's current location help [Character]⁠ reinforce previously unnotices vulnerabilities before they're exploited.
Choice Failure Message
Establish Bodyguard Unit
B. AT-Corridor Battle-First Contact.png
Security Security
212 | 464 | 860
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
Common Medical Experiment
Common Prime Directive
Uncommon Romulan Encryption Algorithm ★★
Gathering the most loyal and talented of Sela's people, [Character]⁠ forms a round the clock guard for the ruler.
Choice Failure Message
4.
Foil Assassination
Fortify Sela against Assassin
A. AT-Under Surgery.png
Medicine Medicine
212 | 464 | 860
Choose
2.A -> 3.A
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
Common Neurocortical Monitor
Uncommon Clothing Pattern ★★
Rare Medical Experiment ★★★
[Character]⁠ injects Sela with anti-venom and ensures she is wearing armor. The assassination faills!
Choice Failure Message
Prevent Assassin From Killing Sela
B. AT-Corridor Explosion.png
Security Security
212 | 464 | 860
Trait bonus for tired crew:
(+42 | +92 | +172)
(+53 | +116 | +215)
Common Starfleet Uniform Pattern
Uncommon KCA Icon ★★
Rare Kazon Disruptor Pistol ★★★
The assassin proves to be quite resourceful, but [Character]⁠ ensures Sela comes away from the attack unharmed.
Choice Failure Message
We were able to prevent the assassin from claiming Sela's life, but they remain at large. It's only a matter of time before another attempt is made, something Sela is sure to remind us. We must convince her that the Federation was not involved.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Trust Issues Normal
By: middlehead, Thricetwice, Chapey & Loulybob (+1 more)
Date(s): Nov 2016 – June 2018
Runs: 71   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Power Cell ★★★★ 3>>

Super Rare Power Cell ★★★★

Average (mean) runs per drop: 24

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

  • 17 runs in 50 percent of cases (median)
  • 55 runs in 10 percent of cases
  • 109 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 108 runs.

Also, a run dropping only this item is expected
per 360,000 runs or so.

378.7Statistical Strength: Nearly useless

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

176.19 — Infinity
>>
23.7
Rare Isolinear Chips ★★★ 20>>

Rare Isolinear Chips ★★★

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,200 runs or so.

56.8Statistical Strength: Somewhat unreliable

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

39.81 — 99.08
>>
3.6
Uncommon Subprocessor ★★ 49>>

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 82 runs or so.

23.2Statistical Strength: Fairly reliable

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

18.53 — 30.97
>>
1.4
Common Casing 65>>

Common 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 35 runs or so.

17.5Statistical Strength: Fairly reliable

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

14.48 — 22.05
>>
1.1
Basic Microconnector 76>>

Basic 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
  • 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 22 runs or so.

15Statistical Strength: Very reliable

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

12.62 — 18.33
>>
0.9

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: Trust Issues Elite
By: SleepingDragon
Date(s): March 2017 – May 2017
Runs: 40   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Emitter Crystal ★★★★ 6>>

Super Rare Emitter Crystal ★★★★

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)
  • 15 runs in 10 percent of cases
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 8,000 runs or so.

146.7Statistical Strength: Very unreliable

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

81.52 — 730.26
>>
6.7
Rare Interlink ★★★ 35>>

Rare Interlink ★★★

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 40 runs or so.

25.1Statistical Strength: Fairly reliable

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

19.56 — 35.2
>>
1.1
Uncommon Isolinear Chips ★★ 33>>

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
  • 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 48 runs or so.

26.7Statistical Strength: Fairly reliable

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

20.55 — 37.97
>>
1.2
Uncommon Relay ★★ 46>>

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
  • 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.

19.1Statistical Strength: Fairly reliable

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

15.52 — 24.93
>>
0.9

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: Trust Issues Epic
By: SleepingDragon, Titan, Crunch & Terfin (+1 more)
Date(s): March 2017 – April 2017
Runs: 119   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Compression Rifle 54>>

Basic Compression Rifle

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 290 runs or so.

52.9Statistical Strength: Fairly reliable

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

42.27 — 70.62
>>
2.2
Super Rare Alcohol ★★★★ 33>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,300 runs or so.

86.6Statistical Strength: Fairly reliable

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

64.97 — 129.59
>>
3.6
Rare Spices ★★★ 131>>

Rare Spices ★★★

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 20 runs or so.

21.8Statistical Strength: Very reliable

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

19.14 — 25.33
>>
0.9
Uncommon Incense ★★ 139>>

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
  • 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 17 runs or so.

20.6Statistical Strength: Very reliable

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

18.14 — 23.69
>>
0.9

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
943
33
1004
34
#
#
Crew XP 96 112 #
Training
XP
Warp 1
Warp 10
?
?
?
?
?
?
Credits
Credits
regular
Warp 1
1200
?
1652
?
?
?