Difference between revisions of "Starved for Attention"
Trojanneil (talk | contribs) (→Mission Walkthrough) |
Middlehead (talk | contribs) (This node DOES NOT have the same bonuses as the others. I don't know why they did one differently, but they did.) |
||
Line 103: | Line 103: | ||
| SkillReqA = {{triple|med|61|591|1073}} | | SkillReqA = {{triple|med|61|591|1073}} | ||
| OtherReqA = | | OtherReqA = | ||
− | | BonusTraitA = {{triple|Federation|Geneticist| | + | | BonusTraitA = {{triple|Federation|Geneticist|9|92||nobonus=all}} |
| ItemRewardA = Normal: {{item|Medical Badge|0}}<br>Elite: {{item|Medical Lesson|1}}<br> Epic: {{item||}} | | ItemRewardA = Normal: {{item|Medical Badge|0}}<br>Elite: {{item|Medical Lesson|1}}<br> Epic: {{item||}} | ||
| SuccessA = [Character]'s Kelpien heritage allows them to get close enough to obtain samples from the Kelpien villagers. | | SuccessA = [Character]'s Kelpien heritage allows them to get close enough to obtain samples from the Kelpien villagers. |
Revision as of 11:47, 18 December 2018
Starved for Attention [I-M5] | |
---|---|
![]() | |
![]() | |
Distress Calls Infinity | |
Mission 5th |
Type Away Team |
< Prev | Next > |
Mission Rewards |
“ | My people know nothing of starships or transporters. I've been unable to contact them since I joined Starfleet, though I've kept up to date on studies of my homeworld. The latest ones are disturbing. They suggest my people are starving. | ” |
~ Lieutenant Commander Saru |
Starved for Attention is the fifth mission in the Infinity Distress Calls series. It takes place on Infinity in the Simpson system.
Mission Walkthrough
Starved for Attention's Information | Starved for Attention's Structure (Colors Info) | |
---|---|---|
Introduction: | Saru fears his village–which is pre-warp and unaware of Starfleet's existence–is suffering through a famine. Discreetly investigate the situation. | |
![]() |
4 | 20 | 24 ![]() | |
Suggested Traits: |
Step | Choices | Skill Req | Other Req | Bonus Traits | Rare Reward |
---|---|---|---|---|---|
1. Disguise Ship |
Retrofit Cloaking Technology A. ![]() |
Engineering ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
No Rewards at this Node |
[Character] outfits both ship and shuttle with cloaking tech, ensuring the Kelpiens see nothing out of the ordinary in the sky. | |||||
Choice Failure Message | |||||
2. Navigate Planet Surface |
Consult Saru about Village A. ![]() |
Diplomacy ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
Normal: Basic Hand Scanner (DSC) Elite: Common Operations Badge ★ Epic: [[]] |
[Character]'s sensitivity to Saru's situation allows the commander to open up about his past. | |||||
Choice Failure Message | |||||
Evade Detection During Search B. ![]() |
Security ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
Normal: Basic Phaser Pistol Elite: Common Phaser Rifle ★ Epic: [[]] | |
[Character] utilizes ancient techniques to ensure there is no trail to follow as the away team moves through the wilderness | |||||
Choice Failure Message | |||||
3. Explore Saru's Village |
Disguise as Kelpiens A. ![]() |
Medicine ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
No Rewards at this Node |
[Character] utilizes both practical disguise and holographic wearables to disguise the away team as Kelpiens. | |||||
Choice Failure Message | |||||
Rig Drone Scanners B. ![]() |
Science ![]() 61 | 591 | 1073 |
Kelpien or Desperate | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
Normal: Basic Science Badge Elite: Common Hand Scanner (DSC) ★ Epic: [[]] | |
[Character] constructs and programs several cloakable drone scanners, allowing the away team to explore the village remotely. | |||||
Choice Failure Message | |||||
Enter as Kelpien Local C. ![]() |
Diplomacy ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
No Rewards at this Node | |
[Anij]'s Kelpien heritage allows them to walk into the village unencumbered. | |||||
Choice Failure Message | |||||
4. Investigate Famine |
Collect Kelpien Samples A. ![]() |
Medicine ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+7 | +73 | +??)(+9 | +92 | +??) |
Normal: Basic Medical Badge Elite: Common Medical Lesson ★ Epic: [[]] |
[Character]'s Kelpien heritage allows them to get close enough to obtain samples from the Kelpien villagers. | |||||
Choice Failure Message | |||||
Sense Feelings of Hunger B. ![]() |
Diplomacy ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
No Rewards at this Node | |
[Character] can sense many memories of pain from hunger, fear of scarcity, worry about the future. | |||||
Choice Failure Message | |||||
Collect Crop Samples C. ![]() |
Science ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
No Rewards at this Node | |
[Character] is able to obtain samples of every crop grown by the village, and determines they are in poor health. | |||||
Choice Failure Message | |||||
5. Return to Ship Undetected |
Find Hidden Transport Site A. ![]() |
Security ![]() 61 | 591 | 1073 |
— | Trait bonus for tired crew: (+9 | +92 | +168)(+12 | +116 | +211) |
No Rewards at this Node |
Completely hidden from view of the village, [Character] orders three to beam up with the Kelpiens none the wiser. | |||||
Choice Failure Message | |||||
We have unfortunately confirmed Saru's fears that his homeworld is suffering through a famine. Many more Kelpiens will die unless something is done. | |||||
Mission Failed Message |
Mission Rewards
Rare Rewards

- Basic Science Badge
- Basic Medical Badge
- Basic Phaser Pistol
- Basic Hand Scanner (DSC)

- Common Operations Badge ★
- Common Medical Lesson ★
- Common Phaser Rifle (DSC) ★
- Common Hand Scanner (DSC) ★

- Uncommon Tactical Alert ★★
- Uncommon Encoded Communique ★★
- Uncommon Medical Experiment ★★
- Uncommon Science Lesson ★★
Standard Rewards

- Basic Micro-Optic Drill
- Basic Microconnector
- Basic Optronic Circuit
- Basic Clothing Pattern

- Super Rare Alcohol ★★★★
- Rare Power Cell ★★★
- Uncommon Alcohol ★★
- Common Isolinear Chips ★

- Uncommon Pattern Enhancer ★★
- Super Rare Furs ★★★★
- Rare Sensor ★★★
- Uncommon Subprocessor ★★
Drop Chance
Mission tested: Starved for Attention ![]() [edit]
| |||
By: middlehead Date(s): Dec 2018 – Dec 2018 | |||
Item | Units | ![]() |
Runs/Drop |
---|---|---|---|
Basic Micro-Optic Drill | 18>> Basic Micro-Optic Drill 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
|
6.7Statistical Strength: Somewhat unreliable Range of average cost per Basic Micro-Optic Drill within 2 standard deviations (~95.5% confidence): 4.77 — 11.07>> |
1.7 |
Basic Microconnector | 15>> Basic Microconnector 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
|
8.0Statistical Strength: Somewhat unreliable Range of average cost per Basic Microconnector within 2 standard deviations (~95.5% confidence): 5.51 — 14.57>> |
2 |
Basic Optronic Circuit | 1>>Unable to display streak info |
120.0Statistical Strength: Nearly useless Range of average cost per Basic Optronic Circuit within 2 standard deviations (~95.5% confidence): 40 — Infinity>> |
30 |
Basic Clothing Pattern | 26>> Basic Clothing Pattern 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
|
4.6Statistical Strength: Fairly reliable Range of average cost per Basic Clothing Pattern within 2 standard deviations (~95.5% confidence): 3.56 — 6.57>> |
1.2 |
Average cost per unit assumes 2 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: Starved for Attention ![]() [edit]
| |||
By: middlehead Date(s): Dec 2018 – Dec 2018 | |||
Item | Units | ![]() |
Runs/Drop |
---|---|---|---|
Super Rare Alcohol ★★★★ | 5>> Super Rare Alcohol ★★★★ 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
|
84.0Statistical Strength: Nearly useless Range of average cost per Super Rare Alcohol ★★★★ within 2 standard deviations (~95.5% confidence): 45.41 — 558.8>> |
4.2 |
Rare Power Cell ★★★ | 9>> Rare Power Cell ★★★ Average (mean) runs per drop: 3 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
|
46.7Statistical Strength: Somewhat unreliable Range of average cost per Rare Power Cell ★★★ within 2 standard deviations (~95.5% confidence): 29.2 — 116.12>> |
2.3 |
Uncommon Alcohol ★★ | 15>> Uncommon Alcohol ★★ 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
|
28.0Statistical Strength: Somewhat unreliable Range of average cost per Uncommon Alcohol ★★ within 2 standard deviations (~95.5% confidence): 19.73 — 48.2>> |
1.4 |
Common Isolinear Chips ★ | 13>> Common Isolinear Chips ★ 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
|
32.3Statistical Strength: Somewhat unreliable Range of average cost per Common Isolinear Chips ★ within 2 standard deviations (~95.5% confidence): 22.03 — 60.56>> |
1.6 |
Average cost per unit assumes 2 standard rewards per run. |
Mission tested: Starved for Attention ![]() [edit]
| |||
By: middlehead & WaldoMag Date(s): Jan 2019 – Jan 2019 | |||
Item | Units | ![]() |
Runs/Drop |
---|---|---|---|
Uncommon Pattern Enhancer ★★ | 8>> Uncommon Pattern Enhancer ★★ 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
|
33.0Statistical Strength: Somewhat unreliable Range of average cost per Uncommon Pattern Enhancer ★★ within 2 standard deviations (~95.5% confidence): 20.92 — 78.08>> |
1.4 |
Super Rare Furs ★★★★ | 2>>Unable to display streak info |
132.0Statistical Strength: Nearly useless Range of average cost per Super Rare Furs ★★★★ within 2 standard deviations (~95.5% confidence): 55.46 — Infinity>> |
5.5 |
Rare Sensor ★★★ | 8>> Rare Sensor ★★★ 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
|
33.0Statistical Strength: Somewhat unreliable Range of average cost per Rare Sensor ★★★ within 2 standard deviations (~95.5% confidence): 20.92 — 78.08>> |
1.4 |
Uncommon Subprocessor ★★ | 4>> Uncommon Subprocessor ★★ Average (mean) runs per drop: 3 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
|
66.0Statistical Strength: Nearly useless Range of average cost per Uncommon Subprocessor ★★ within 2 standard deviations (~95.5% confidence): 34.27 — 889.73>> |
2.8 |
Average cost per unit assumes 2 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. |
Other Rewards
Currency Rewards |
![]() |
![]() |
![]() | |
---|---|---|---|---|
Capt XP | 1st-Run Repeat |
314 |
||
Crew XP | 30 | |||
Training XP |
Warp 1 Warp 10 |
|||
Credits![]() |
regular Warp 1 |
300 |