Control Over Chaos

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Control Over Chaos [E5-M9]
AT-Shuttlecraft Under Attack.png
Chroniton 12 | 16 | 22
Episode
5 - Ethical Alternatives
Mission
9th
Type
Away Team
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Mission Rewards

Control Over Chaos is the ninth mission in Episode 5, Ethical Alternatives. It takes place at Cor Caroli II in the Cor Caroli system.

Mission Walkthrough

  Control Over Chaos's Information Control Over Chaos's Structure
Introduction: Rescue Smiley O'Brien from the planet surface before Terran Empire and Section 31 agents get to him first.
Control Over Chaos structure.png
Chroniton Cost: 12 | 16 | 22 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Avoid Tractor Beam
Shadow Enemy Shuttle to Avoid Lock
A. AT-Shuttlecraft Under Attack.png
Command Command
138 | 299 | 634
Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
Uncommon Wrist Tricorder ★★
Uncommon Massage Oil ★★
Uncommon Gravitic Caliper ★★
[Character]⁠ was able to shadow another descending shuttle, avoiding the tractor beam from the Terran Empire vessel.
[Character]⁠'s failed to shadow the shuttle close enough and was delayed by the Terran Empire starship's tractor beam.
2.
Delay Enemy Strike Teams
Rig Portable Forcefield
A. AT-Federation Brig with Prisoner.png
Engineering Engineering
138 | 299 | 634
Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ ably deployed a portable forcefield forcing Smiley O'Brien's pursuers to find a different path.
[Character]⁠ was not able to deploy the portable focefield in time to do much good.
Place Stun Trap
B. AT-Sabotage Cardassians.png
Security Security
138 | 299 | 634
Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ stunned a group of attackers tracking down Smiley O'Brien, buying him additional time to escape.
[Character]⁠ failed to overpower a group of attackers tracking down Smiley O'Brien. He'll need more help to survive.
3.
Rendezvous with Smiley O'Brien
Secure Defensible Rendezvous
A. AT-Corridor Battle-First Contact.png
Security Security
138 | 299 | 634
Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
Uncommon Klingon Armor (TNG) ★★
Uncommon Phaser Type 2 (DS9) ★★
Rare Casing ★★★
[Character]⁠ secured a series of grid coordinates, and gave Smiley O'Brien the directions to reach them.
[Character]⁠ neither reached the coordinates nor was able to update Smiley O'Brien on a backup rendezvous point.
Deliver Coded Coordinates
B. AT-Back Alley Trade.png
Science Science
138 | 299 | 634
Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
Uncommon Covert Contacts ★★
Uncommon Latinum Tooth Sharpener ★★
Rare Security Codes ★★★
[Character]⁠ successfully encrypted a message for Smiley O'Brien. He rendezvoused with the away team.
[Character]⁠ failed to adjust the communications well enough to reach Smiley O'Brien's, greatly delaying the rendezvous.
4.
Rescue Smiley O'Brien
Emergency Shuttle Lift-Off
A. AT-Shuttlecraft Under Attack.png
Command Command
138 | 299 | 634
Choose 3.A

Pilot
or
Maverick

Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
Uncommon Authorization Code ★★
Uncommon Furs ★★
Uncommon Ushaan-tor ★★
[Character]⁠ deftly piloted the shuttlecraft via remote to the rendezvous, facilitating Smiley O'Brien's rescue.
[Character]⁠ failed to reach the rendezvous with the remotely piloted shuttlecraft. The mission was forced to abort.
Boost Transporter Lock
B. AT-Transporter Room.png
Engineering Engineering
138 | 299 | 634
Trait bonus for tired crew:
(+?? | +56 | +120)
(+?? | +71 | +151)
No other traits provide a bonus.
Uncommon Backpack ★★
Uncommon Neurocortical Monitor ★★
Rare Single Pot Whiskey ★★★
[Character]⁠ has successfully boosted the transporter lock on Smiley O'Brien, facilitating his rescue.
[Character]⁠ failed to get any kind of useful transporter lock onto Smiley O'Brien. The mission was forced to abort.
The away team successfully retrieved 'Smiley' O'Brien in the nick of time, before the two opposing groups of agents could get to him.
He begins to recount the story of the superweapon project he was working on.
The away team blundered into several deadly ambushes, and failed to keep 'Smiley' O'Brien from either of the two opposing groups of agents searching for him.
We've lost contact with him.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Control Over Chaos Normal
By: Middlehead, Chapey Chapey, Tzito & bntracy (+2 more)
Date(s): Sep 2016 – Aug 2018
Runs: 200   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Synthesized Polymer ★★★ 17>>

Rare Synthesized Polymer ★★★

Average (mean) runs per drop: 12

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

  • 9 runs in 50 percent of cases (median)
  • 27 runs in 10 percent of cases
  • 54 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 53 runs.

Also, a run dropping only this item is expected
per 44,000 runs or so.

141.2Statistical Strength: Somewhat unreliable

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

95.48 — 270.74
>>
11.8
Uncommon Isolinear Chips ★★ 41>>

Uncommon Isolinear Chips ★★

Average (mean) runs per drop: 5

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

  • 4 runs in 50 percent of cases (median)
  • 11 runs in 10 percent of cases
  • 22 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 21 runs.

Also, a run dropping only this item is expected
per 3,100 runs or so.

58.5Statistical Strength: Fairly reliable

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

44.97 — 83.83
>>
4.9
Common Clothing Pattern 300>>

Common 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 8 runs or so.

8.0Statistical Strength: Very reliable

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

7.4 — 8.71
>>
0.7
Basic Furs 242>>

Basic Furs

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 15 runs or so.

9.9Statistical Strength: Very reliable

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

9.02 — 11.01
>>
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: Control Over Chaos Elite
By: WaldoMag, Iknamur & Middlehead
Date(s): February 2017
Runs: 36   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Microconnector ★★★★ 3>>Unable to display streak info due to insufficient sample size. 192.0Statistical Strength: Nearly useless

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

89.56 — Infinity
>>
12
Rare Expansion Module ★★★ 3>>Unable to display streak info due to insufficient sample size. 192.0Statistical Strength: Nearly useless

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

89.56 — Infinity
>>
12
Uncommon Clothing Pattern ★★ 29>>

Uncommon 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 52 runs or so.

19.9Statistical Strength: Fairly reliable

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

15.06 — 29.17
>>
1.2
Common Spices 32>>

Common Spices

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 38 runs or so.

18.0Statistical Strength: Fairly reliable

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

13.87 — 25.64
>>
1.1
Basic Power Cell 41>>

Basic Power Cell

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.

14.1Statistical Strength: Fairly reliable

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

11.26 — 18.66
>>
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.

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

Mission tested: Control Over Chaos Epic
By: Titan
Date(s): March 2017
Runs: 46   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Alcohol ★★★★ 8>>

Super Rare Alcohol ★★★★

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)
  • 13 runs in 10 percent of cases
  • 26 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 25 runs.

Also, a run dropping only this item is expected
per 5,100 runs or so.

126.5Statistical Strength: Very unreliable

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

74.91 — 406.5
>>
5.8
Rare Incense ★★★ 34>>

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 67 runs or so.

29.8Statistical Strength: Fairly reliable

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

22.92 — 42.45
>>
1.4
Rare Clothing Pattern ★★★ 28>>

Rare Clothing Pattern ★★★

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)
  • 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 120 runs or so.

36.1Statistical Strength: Fairly reliable

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

27 — 54.65
>>
1.6
Uncommon Expansion Module ★★ 68>>

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 8.4 runs or so.

14.9Statistical Strength: Very reliable

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

12.68 — 18
>>
0.7

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.

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: -.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
841
31
943
33
1024
34
Crew XP 84 96 112
Training XP
at Warp 1+10
 ?
?
 ?
?
 ?
?
Credits Credits
Credits at Warp 1
900
?
1200
?
1652
?