Difference between revisions of "An Infinite Welcome"

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(Mission Walkthrough)
(Mission Walkthrough)
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| BonusTraitA = {{triple|Counselor|Physician|89|186|275}}
 
| BonusTraitA = {{triple|Counselor|Physician|89|186|275}}
 
| ItemRewardA = {{item|Medkit|1}}<br>{{item|Neurocortical Monitor|2}}<br>{{item|Prime Directive|3}}
 
| ItemRewardA = {{item|Medkit|1}}<br>{{item|Neurocortical Monitor|2}}<br>{{item|Prime Directive|3}}
| SuccessA    =  
+
| SuccessA    = {{char}}  conducts wellness checks on the crew to ensure the disorientation won't endanger the ship.
 
| FailA      =  
 
| FailA      =  
 
}}
 
}}
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| BonusTraitA = {{triple|Costumed|Q|89|186|275}}
 
| BonusTraitA = {{triple|Costumed|Q|89|186|275}}
 
| ItemRewardA =  
 
| ItemRewardA =  
| SuccessA    = [Character]⁠ hangs ahat on a nearby coatrack. The coatrack transforms into the Nexus, and the hat into a floundering ship.
+
| SuccessA    = [Character]⁠ hangs a hat on a nearby coatrack. The coatrack transforms into the Nexus, and the hat into a floundering ship.
 
| FailA      =  
 
| FailA      =  
  
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| BonusTraitA = {{triple|Mirror Universe|Brutal|89|186|275}}
 
| BonusTraitA = {{triple|Mirror Universe|Brutal|89|186|275}}
 
| ItemRewardA = {{item|Alcohol|1}}<br>{{currency|dil}} 75<br>{{item|Identification Code|4}}
 
| ItemRewardA = {{item|Alcohol|1}}<br>{{currency|dil}} 75<br>{{item|Identification Code|4}}
| SuccessA    =
+
| SuccessA    = {{char}} sits down to watch the television, and realizes everything on it predates the temporal anomaly crisis.
 
| FailA      =  
 
| FailA      =  
  
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| BonusTraitA = {{triple|Telepath|Civilian|89|186|275}}
 
| BonusTraitA = {{triple|Telepath|Civilian|89|186|275}}
 
| ItemRewardA = {{item|Gravimetric Scanner|1}}<br>{{item|Science Lesson|3}}<br>{{currency|hon}} 100
 
| ItemRewardA = {{item|Gravimetric Scanner|1}}<br>{{item|Science Lesson|3}}<br>{{currency|hon}} 100
| SuccessA    =  
+
| SuccessA    = {{char}} approaches a large book on a podium. Despite the book's thickness and age, every page appears to be blank.
 
| FailA      =  
 
| FailA      =  
 
}}
 
}}

Revision as of 19:03, 13 July 2019

An Infinite Welcome [E10-M5]
AT-Astrometrics View-Generations.png
Chroniton 16 | 20 | 24
Episode
10 - Shadow of a Doubt
Mission
5th
Type
Away Team
< Prev Next >
Mission Rewards

An Infinite Welcome is the fifth mission in Episode 10, Shadow of a Doubt. It takes place at Anomaly in the Quirinus System.

Mission Walkthrough


  An Infinite Welcome's Information An Infinite Welcome's Structure (Colors Info)
Introduction: Q has invited you to enter the Continuum, represented by a door that presumably leads to a house. Enter and explore!
Hang Your HatDiplomacy
Watch Television

Requires:
Mirror Universe
or
Brutal

Rare Rewards:
Common Alcohol
Dilithium 75
Super Rare Identification Code ★★★★

DiplomacyCommon
Reorient Crew and Ship

Rare Rewards:
Common Medkit
Uncommon Neurocortical Monitor ★★
Rare Prime Directive ★★★

MedicineCommon
Wipe Your Feet

Rare Rewards:
Common Medical Scanner
Pike's U.S.S. Enterprise Schematic (x75)
Super Rare Medical Experiment ★★★★

MedicineCommon
Search Couch CushionsSecurity
Examine the Book

Rare Rewards:
Common Gravimetric Scanner
Rare Science Lesson ★★★
honor 100

ScienceCommon
Close the Door

Requires:
Undercover Operative
or
Investigator

Security
Put Your Feet Up

Rare Rewards:
Common Tactical Alert
Rare Bajoran PADD ★★★
Dilithium 175

CommandCommon
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
The Door
Reorient Crew and Ship
A. AT-Astrometrics View-Generations.png
Medicine Medicine
354 | 743 | 1097
Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
Common Medkit
Uncommon Neurocortical Monitor ★★
Rare Prime Directive ★★★
[Character]⁠ conducts wellness checks on the crew to ensure the disorientation won't endanger the ship.
Choice Failure Message
2.
The Foyer
Hang Your Hat
A. AT-Musketeer La Forge.png
Diplomacy Diplomacy
354 | 743 | 1097
Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
No Rewards at this Node
[Character]⁠ hangs a hat on a nearby coatrack. The coatrack transforms into the Nexus, and the hat into a floundering ship.
Choice Failure Message
Wipe Your Feet
B. AT-Survive Acid Pond.png
Medicine Medicine
354 | 743 | 1097
Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
Common Medical Scanner
Pike's U.S.S. Enterprise Schematic (x75)
Super Rare Medical Experiment ★★★★
Choice Success Message
Choice Failure Message
Close the Door
C. AT-Federation Brig with Prisoner.png
Security Security
354 | 743 | 1097
Undercover Operative
or
Investigator
Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
No Rewards at this Node
Choice Success Message
Choice Failure Message
3.
The Living Room
Watch Television
A. AT-Bridge-War-Games.png
Diplomacy Diplomacy
354 | 743 | 1097
Choose 2.A

Mirror Universe
or
Brutal

Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
Common Alcohol
Dilithium 75
Super Rare Identification Code ★★★★
[Character]⁠ sits down to watch the television, and realizes everything on it predates the temporal anomaly crisis.
Choice Failure Message
Search Couch Cushions
B. AT-Bolian Repairs Console.png
Security Security
354 | 743 | 1097
Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
No Rewards at this Node
Choice Success Message
Choice Failure Message
Put Your Feet Up
C. AT-Dinner with the Enemy-The Undiscovered Country.png
Command Command
354 | 743 | 1097
Choose 2.C Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
Common Tactical Alert
Rare Bajoran PADD ★★★
Dilithium 175
Choice Success Message
Choice Failure Message
4.
The Study
Examine the Book
A. AT-Artifact Discussion.png
Science Science
354 | 743 | 1097
Trait bonus for tired crew:
(+71 | +148 | +220)
(+89 | +186 | +275)
Common Gravimetric Scanner
Rare Science Lesson ★★★
honor 100
[Character]⁠ approaches a large book on a podium. Despite the book's thickness and age, every page appears to be blank.
Choice Failure Message
Mission Passed Message
Mission Failed Message


Mission Rewards


Rare Rewards


Rare Rewards
Normal
Elite
Epic

Standard Rewards


Standard Rewards
Normal
Elite
Epic

Drop Chance


Mission tested: An Infinite Welcome Normal
By: middlehead
Date(s): July 2019 – July 2019
Runs: 10   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Incense ★★★★ 1>>Unable to display streak info due to insufficient sample size. 160.0Statistical Strength: Nearly useless

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

53.33 — Infinity
>>
10
Rare Casing ★★★ 11>>

Rare Casing ★★★

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.

14.6Statistical Strength: Somewhat unreliable

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

9.77 — 28.41
>>
0.9
Rare Relay ★★★ 1>>Unable to display streak info due to insufficient sample size. 160.0Statistical Strength: Nearly useless

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

53.33 — Infinity
>>
10
Uncommon Clothing Pattern ★★ 13>>

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
  • 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 12 runs or so.

12.3Statistical Strength: Somewhat unreliable

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

8.64 — 21.39
>>
0.8
Basic Furs 4>>

Basic Furs

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 420 runs or so.

40.0Statistical Strength: Nearly useless

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

20.55 — 752.79
>>
2.5
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.

Warning 2: Above results flagged as preliminary due to small sample size.

Mission tested: An Infinite Welcome Elite
By: Koba44 & Darxide
Date(s): July 2019 – July 2019
Runs: 50   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Identification Code 31>>

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 110 runs or so.

32.3Statistical Strength: Fairly reliable

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

24.42 — 47.51
>>
1.6
Super Rare Power Cell ★★★★ 8>>

Super Rare Power Cell ★★★★

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
  • 29 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 28 runs.

Also, a run dropping only this item is expected
per 6,600 runs or so.

125.0Statistical Strength: Very unreliable

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

73.95 — 403.61
>>
6.3
Uncommon Incense ★★ 48>>

Uncommon 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)
  • 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 31 runs or so.

20.8Statistical Strength: Fairly reliable

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

16.82 — 27.37
>>
1
Common Incense 63>>

Common 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 13 runs or so.

15.9Statistical Strength: Fairly reliable

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

13.31 — 19.66
>>
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.

Mission tested: An Infinite Welcome Epic
By: Koba44
Date(s): July 2019 – July 2019
Runs: 20   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Sensor ★★★★ 8>>

Super Rare Sensor ★★★★

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 420 runs or so.

60.0Statistical Strength: Very unreliable

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

36.06 — 178.48
>>
2.5
Rare Microconnector ★★★ 8>>

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)
  • 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 420 runs or so.

60.0Statistical Strength: Very unreliable

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

36.06 — 178.48
>>
2.5
Uncommon Emitter Crystal ★★ 19>>

Uncommon Emitter Crystal ★★

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.

25.3Statistical Strength: Fairly reliable

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

18.27 — 40.91
>>
1.1
Uncommon Polyalloy ★★ 25>>

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 14 runs or so.

19.2Statistical Strength: Fairly reliable

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

14.68 — 27.75
>>
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.


Other Rewards


Notes