Cytherian Highway

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Cytherian Highway [E3-M2]
AT-Artifact Discussion.png
Chroniton 8 | 12 | 18
Episode
3 - From On High
Mission
2nd
Type
Away Team
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Mission Rewards

Cytherian Highway is the second mission in Episode 3, From On High. It takes place at The Caretaker's Array in the Omicron Theta system.

Mission Walkthrough

  Cytherian Highway's Information Cytherian Highway's Structure
Introduction: To reach the Cytherian homeworld, you must initiate a controlled subspace distortion - without destroying your ship in the process!
Cytherian Highway structure.png
Chroniton Cost: 8 | 12 | 18 Chroniton
Suggested
Traits
:
Notes: Follow 2B -> 3C to get 4 rewards

Rare reward requires ~(?/300/?)

Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Find Theoretical Starting Point
Decipher Cytherian Research Notes
A. AT-Artifact Discussion.png
Science Science
75 | 180 | 395
Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
Uncommon Synthesized Polymer ★★
Rare Spices ★★★
Super Rare Relay ★★★★
[Character]⁠ has a basic understanding of the Cytherian data, but a specialist is required to move forward.
[Character]⁠ cannot make heads or tails of the Cytherian data. Perhaps a specialist will know where to begin.
2.
Convince Leading Researcher to Help
Appeal to Researcher's Pride
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
75 | 180 | 395
Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ convinced the researcher only she could provide the answers. An AI is needed to assist in the procedure.
The researcher agreed to help only if [Character]⁠ would write the foreword for her next paper.
Help with Formula Breakthrough
B. AT-Transporter Room.png
Science Science
75 | 180 | 395
Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
Uncommon Poker Cards ★★
Uncommon Bloodwine ★★
Rare Power Cell ★★★
[Character]⁠'s fresh eyes helped the researcher with a formula she was struggling with. She will help.
[Character]⁠'s offended the researcher by even offering to help. She agrees only after the promise of later favors.
3.
Develop AI to Manage Subspace Burst
Create Subspace Ship Network for AI
A. AT-Astrometrics View-Generations.png
Engineering Engineering
75 | 180 | 395
Choose 2.A Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
Uncommon Hypospray (TNG) ★★
Uncommon Psychology Text ★★
Rare Expansion Module ★★★
[Character]⁠ managed to create a subspace network of ship computers to house the AI necessary for the calculations.
After much time and wasted effort, [Character]⁠ manages to cobble together an unstable network to house the AI.
Create Positron Matrix to House AI
B. AT-Borg Accessing Console.png
Medicine Medicine
75 | 180 | 395
Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to create a positron matrix to house the AI needed to perform the subspace distortion.
[Character]⁠'s position matrix is subpar, but it will house the AI needed to perform the subspace distortion.
Create Positronic Brain Interface
C. AT-Cybernetic Brain Surgery.png
Science Science
75 | 180 | 395
Choose 2.B

Android
or
Cyberneticist

Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
Uncommon Starfleet Command Uniform (TOS) ★★
Uncommon Boxing Gloves ★★
Nova Class Schematic (x5)
[Character]⁠'s positronic brain is now interfaced with the AI. The crew may attempt the procedure when ready.
[Character]⁠'s positronic brain is nearly overloaded trying to interface with the AI. The procedure must be quick!
4.
Execute Subspace Distortion Travel
Stabilize Matter Flux
A. AT-Federation Brig with Prisoner.png
Science Science
75 | 180 | 395
Choose
3.A or 3.B
Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
Uncommon Starfleet Medicine Uniform (VOY) ★★
Uncommon IDIC ★★
Uncommon Interlink ★★
[Character]⁠ uses a modulated forcefield to prevent a matter flux catastrophe. The ship reaches Cytheria safely!
[Character]⁠ was forced to cancel the subspace distortion travel attempt due to unmanageable matter fluctuations.
Pilot Ship Through Distortion
B. AT-Shuttlecraft Under Attack.png
Command Command
75 | 180 | 395
Trait bonus for tired crew:
(+14 | +34 | +75)
(+18 | +43 | +94)
No other traits provide a bonus.
Uncommon Self-sealing Stem Bolt ★★
Uncommon Stun Grenade ★★
Uncommon Astrometric Chart ★★
[Character]⁠ expertly piloted the ship through the subspace distortion. The ship reaches Cytheria safely!
[Character]⁠ failed to pilot the starship safely and was forced to terminate the attempt.
The crew was able to successfully create a subspace distortion allowing travel to the Cytherian's homeworld. We hope to make contact with this powerful race shortly...
The crew failed to create a subspace distortion which would allow travel to the Cytherian's homeworld. We must try again if we are to ever reach the Cytherians.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Cytherian Highway Normal
By: Dharkus, Captain deMarco, Koba44 & The Sisko1 (+ more)
Date(s): Jun 2016 – Jan 2018
Runs: 782   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Backpack 556>>

Common Backpack

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 1,000 runs or so.

11.3Statistical Strength: Very reliable

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

10.45 — 12.19
>>
1.4
Uncommon Polyalloy ★★ 296>>

Uncommon Polyalloy ★★

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 12,000 runs or so.

21.1Statistical Strength: Very reliable

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

19.03 — 23.76
>>
2.6
Common Furs 1152>>

Common 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 54 runs or so.

5.4Statistical Strength: Very reliable

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

5.19 — 5.7
>>
0.7
Basic Microconnector 1124>>

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
  • 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 60 runs or so.

5.6Statistical Strength: Very reliable

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

5.31 — 5.84
>>
0.7

Average cost per unit assumes 4 standard rewards per run.

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

Follow 2B -> 3C to get 4 rewards

Mission tested: Cytherian Highway Elite
By: IndianaJonesy, VAdm. Nairne, Chapey & bntracy (+ more)
Date(s): June 2016–May 2018
Runs: 136   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Casing ★★★ 17>>

Rare Casing ★★★

Average (mean) runs per drop: 8

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

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

That is, 1 in 100 players may not see this item
drop at all even after 36 runs.

Also, a run dropping only this item is expected
per 1,000,000 runs or so.

96.0Statistical Strength: Somewhat unreliable

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

64.96 — 183.86
>>
8
Uncommon Interlink ★★ 48>>

Uncommon Interlink ★★

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

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 16,000 runs or so.

34.0Statistical Strength: Fairly reliable

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

26.65 — 46.95
>>
2.8
Common Expansion Module 243>>

Common 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)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

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

Also, a run dropping only this item is expected
per 25 runs or so.

6.7Statistical Strength: Very reliable

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

6.13 — 7.43
>>
0.6
Basic Clothing Pattern 236>>

Basic 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 28 runs or so.

6.9Statistical Strength: Very reliable

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

6.3 — 7.67
>>
0.6

Average cost per unit assumes 4 standard rewards per run.

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

Follow 2B -> 3C to get 4 rewards

Mission tested: Cytherian Highway Epic
By: Treasigh & Joker41NAM
Date(s): March 2017 – March 2017
Runs: 23   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Writing PADD (TNG) ★★ 10>>

Uncommon Writing PADD (TNG) ★★

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 7,200 runs or so.

41.4Statistical Strength: Somewhat unreliable

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

25.87 — 103.59
>>
2.3
Super Rare Alcohol ★★★★ 4>>

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 280,000 runs or so.

103.5Statistical Strength: Nearly useless

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

52.18 — 6226.82
>>
5.8
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)
  • 7 runs in 10 percent of cases
  • 13 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 17,000 runs or so.

51.8Statistical Strength: Very unreliable

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

30.82 — 161.4
>>
2.9
Uncommon Expansion Module ★★ 18>>

Uncommon Expansion Module ★★

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 680 runs or so.

23.0Statistical Strength: Somewhat unreliable

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

16.14 — 40.01
>>
1.3
Common Spices 52>>

Common 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)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

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

Also, a run dropping only this item is expected
per 9.8 runs or so.

8Statistical Strength: Very reliable

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

6.72 — 9.76
>>
0.4

Average cost per unit assumes 4 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
573
23
820
30
963
33
Crew XP 52 80 150
Training
XP
Warp 1
Warp 10
 ?
?
 ?
?
 ?
?
Credits
Credits
regular
Warp 1
600
?
900
?
1350
?

Notes