Difference between revisions of "Starved for Attention"

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(Other Rewards)
m (Mission Walkthrough)
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| SkillReqA  = {{triple|ENG|61|591|xxx}}
 
| SkillReqA  = {{triple|ENG|61|591|xxx}}
 
| OtherReqA  =  
 
| OtherReqA  =  
| BonusTraitA = {{triple|Jury Rigger|Starfleet|12|xxx|xxx|nobonus=all}}
+
| BonusTraitA = {{triple|Jury Rigger|Starfleet|12|116|xxx|nobonus=all}}
 
| ItemRewardA =  
 
| ItemRewardA =  
 
| SuccessA    = [Character] outfits both ship and shuttle with cloaking tech, ensuring the Kelpiens see nothing out of the ordinary in the sky.
 
| SuccessA    = [Character] outfits both ship and shuttle with cloaking tech, ensuring the Kelpiens see nothing out of the ordinary in the sky.
Line 50: Line 50:
 
| SkillReqA  = {{triple|dip|61|591|xxx}}
 
| SkillReqA  = {{triple|dip|61|591|xxx}}
 
| OtherReqA  =  
 
| OtherReqA  =  
| BonusTraitA = {{triple|Communicator|Diplomat|12|xxx|xxx|nobonus=all}}
+
| BonusTraitA = {{triple|Communicator|Diplomat|12|116|xxx|nobonus=all}}
 
| ItemRewardA = Normal: {{item|Hand Scanner (DSC)|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| ItemRewardA = Normal: {{item|Hand Scanner (DSC)|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| SuccessA    =  
 
| SuccessA    =  
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| SkillReqB  = {{triple|sec|61|591|xxx}}
 
| SkillReqB  = {{triple|sec|61|591|xxx}}
 
| OtherReqB  =  
 
| OtherReqB  =  
| BonusTraitB = {{triple|Brutal|Tactician|12|xxx|xxx|nobonus=all}}
+
| BonusTraitB = {{triple|Brutal|Tactician|12|116|xxx|nobonus=all}}
 
| ItemRewardB = Normal: {{item|Phaser Pistol|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| ItemRewardB = Normal: {{item|Phaser Pistol|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| SuccessB    =  
 
| SuccessB    =  
Line 72: Line 72:
 
| SkillReqA  = {{triple|med|61|591|xxx}}
 
| SkillReqA  = {{triple|med|61|591|xxx}}
 
| OtherReqA  =  
 
| OtherReqA  =  
| BonusTraitA = {{triple|Costumed|Physician|12|xxx|xxx|nobonus=all}}
+
| BonusTraitA = {{triple|Costumed|Physician|12|116|xxx|nobonus=all}}
 
| ItemRewardA =  
 
| ItemRewardA =  
 
| SuccessA    = [Character] utilizes both practical disguise and holographic wearables to disguise the away team as Kelpiens.
 
| SuccessA    = [Character] utilizes both practical disguise and holographic wearables to disguise the away team as Kelpiens.
Line 81: Line 81:
 
| SkillReqB  = {{triple|sci|61|591|xxx}}
 
| SkillReqB  = {{triple|sci|61|591|xxx}}
 
| OtherReqB  = {{cl/locked|Kelpien}} '''or''' {{cl/locked|Desperate}}
 
| OtherReqB  = {{cl/locked|Kelpien}} '''or''' {{cl/locked|Desperate}}
| BonusTraitB = {{triple|Kelpien|Desperate|12|xxx|xxx|nobonus=all}}
+
| BonusTraitB = {{triple|Kelpien|Desperate|12|116|xxx|nobonus=all}}
 
| ItemRewardB = Normal: {{item|Science Badge|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| ItemRewardB = Normal: {{item|Science Badge|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| SuccessB    = [Character] constructs and programs several cloakable drone scanners, allowing the away team to explore the village remotely.
 
| SuccessB    = [Character] constructs and programs several cloakable drone scanners, allowing the away team to explore the village remotely.
Line 90: Line 90:
 
| SkillReqC  = {{triple|dip|61|591|xxx}}
 
| SkillReqC  = {{triple|dip|61|591|xxx}}
 
| OtherReqC  =  
 
| OtherReqC  =  
| BonusTraitC = {{triple|Resourceful|Crafty|xxx|xxx|xxx|nobonus=all}}
+
| BonusTraitC = {{triple|Resourceful|Crafty|12|116|xxx|nobonus=all}}
 
| ItemRewardC =  
 
| ItemRewardC =  
 
| SuccessC    =  
 
| SuccessC    =  
Line 103: Line 103:
 
| SkillReqA  = {{triple|med|61|591|xxx}}
 
| SkillReqA  = {{triple|med|61|591|xxx}}
 
| OtherReqA  =  
 
| OtherReqA  =  
| BonusTraitA = {{triple|Federation|Geneticist|9|xxx|xxx|nobonus=all}}
+
| BonusTraitA = {{triple|Federation|Geneticist|12|116|xxx|nobonus=all}}
 
| ItemRewardA = Normal: {{item|Medical Badge|0}}<br>Elite: {{item||}}<br> Epic: {{item||}}
 
| ItemRewardA = Normal: {{item|Medical Badge|0}}<br>Elite: {{item||}}<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.  
Line 112: Line 112:
 
| SkillReqB  = {{triple|dip|61|591|xxx}}
 
| SkillReqB  = {{triple|dip|61|591|xxx}}
 
| OtherReqB  =  
 
| OtherReqB  =  
| BonusTraitB = {{triple|Vulcan|Empath|xxx|xxx|xxx|nobonus=all}}
+
| BonusTraitB = {{triple|Vulcan|Empath|12|116|xxx|nobonus=all}}
 
| ItemRewardB =  
 
| ItemRewardB =  
 
| SuccessB    =  
 
| SuccessB    =  
Line 121: Line 121:
 
| SkillReqC  = {{triple|sci|61|591|xxx}}
 
| SkillReqC  = {{triple|sci|61|591|xxx}}
 
| OtherReqC  =  
 
| OtherReqC  =  
| BonusTraitC = {{triple|Astrophysicist|Exomycologist|xxx|xxx|xxx|nobonus=all}}
+
| BonusTraitC = {{triple|Astrophysicist|Exomycologist|12|116|xxx|nobonus=all}}
 
| ItemRewardC =  
 
| ItemRewardC =  
 
| SuccessC    = [Character] is able to obtain samples of every crop grown by the village, and determines they are in poor health.
 
| SuccessC    = [Character] is able to obtain samples of every crop grown by the village, and determines they are in poor health.
Line 133: Line 133:
 
| SkillReqA  = {{triple|SEC|61|591|xx}}
 
| SkillReqA  = {{triple|SEC|61|591|xx}}
 
| OtherReqA  =  
 
| OtherReqA  =  
| BonusTraitA = {{triple|Tactician|Starfleet|12|xxx|xxx|nobonus=all}}
+
| BonusTraitA = {{triple|Tactician|Starfleet|12|116|xxx|nobonus=all}}
 
| ItemRewardA =  
 
| ItemRewardA =  
 
| SuccessA    = Completely hidden from view of the village, [Character] orders three to beam up with the Kelpiens none the wiser.
 
| SuccessA    = Completely hidden from view of the village, [Character] orders three to beam up with the Kelpiens none the wiser.

Revision as of 14:41, 10 December 2018

Starved for Attention [I-M5]
AT-Deflector Dish-First Contact.png
Chroniton 4 | 20 | 24
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.
Chroniton Cost: 4 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Disguise Ship
Retrofit Cloaking Technology
A. AT-Deflector Dish-First Contact.png
Engineering Engineering
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
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.
StepTitle
Consult Saru about Village
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
Normal: Basic Hand Scanner (DSC)
Elite: [[]]
Epic: [[]]
Choice Success Message
Choice Failure Message
Evade Detection During Search
B. AT-Hiding from Nausicans.png
Security Security
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
Normal: Basic Phaser Pistol
Elite: [[]]
Epic: [[]]
Choice Success Message
Choice Failure Message
3.
StepTitle
Disguise as Kelpiens
A. AT-Vulcan Hiding From Romulans.png
Medicine Medicine
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
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. AT-Back Alley Trade.png
Science Science
61 | 591 | xxx
Kelpien or Desperate Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
Normal: Basic Science Badge
Elite: [[]]
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. AT-Peacekeepers and Rioters.png
Diplomacy Diplomacy
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
No Rewards at this Node
Choice Success Message
Choice Failure Message
4.
Investigate Famine
Collect Kelpien Samples
A. AT-Under Surgery.png
Medicine Medicine
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
Normal: Basic Medical Badge
Elite: [[]]
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. AT-Spock Mindmelds Picard.png
Diplomacy Diplomacy
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
No Rewards at this Node
Choice Success Message
Choice Failure Message
Collect Crop Samples
C. AT-Andorian 'Planted'.png
Science Science
61 | 591 | xxx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
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. AT-Transporter Room.png
Security Security
61 | 591 | xx
Trait bonus for tired crew:
(+9 | +92 | +??)
(+12 | +116 | +xxx)
No other traits provide a bonus.
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


Rare Rewards
Elite
Epic
  • [[]]
  • [[]]
  • [[]]
  • [[]]

Standard Rewards


Standard Rewards
Elite
Epic
  • [[]]
  • [[]]
  • [[]]
  • [[]]
  •  

Drop Chance


Mission tested: Starved for Attention Normal
By: middlehead
Date(s): Dec 2018 – Dec 2018
Runs: 30   Cost/Run: 4 Chroniton
Item Units Chroniton / unit 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,
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 11 runs or so.

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,
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 16 runs or so.

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 due to insufficient sample size. 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,
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 5.3 runs or so.

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 Elite
By: middlehead
Date(s): Dec 2018 – Dec 2018
Runs: 21   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Alcohol ★★★★ 5>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 5

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

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

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 71 runs or so.

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,
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 22 runs or so.

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,
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 7.8 runs or so.

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,
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 10 runs or so.

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.

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

Mission tested: Starved for Attention Epic
By: middlehead & WaldoMag
Date(s): Jan 2019 – Jan 2019
Runs: 11   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 8>>

Uncommon 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
  • 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 7.6 runs or so.

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 due to insufficient sample size. 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,
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 7.6 runs or so.

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,
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 30 runs or so.

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
Normal Elite Epic
Capt XP 1st-Run
Repeat
314


Crew XP 30
Training
XP
Warp 1
Warp 10



Credits
Credits
regular
Warp 1
300