Incompatible With Life

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Incompatible With Life
[UF-M2]
Incompatible With Life.png
Tickets 1
Cadet Challenge
The United Federation
Mission
2nd
Type
Away Team
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Mission Rewards

Incompatible With Life is the second mission in Cadet Challenge The United Federation. It takes place at Gralik in the Xindus system.

Mission Walkthrough

  Incompatible With Life's Information Incompatible With Life's Structure
Introduction: A group of Benzite officers are in danger after they were transported via temporal anomaly onto an NX-class ship.
Help the crew ensure their survival!
Incompatible With Life structure.png
Tickets Cost: 1 Tickets per run
Suggested
Traits
:
Notes: ItemError.png BUG: According to the forum, the bonus for 4.B for Borg is bugged on epic, giving only 8 instead of 65 points. [1]
reported: 2016/08/30
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Triage Benzite Officers
Create Holographic Environment
A. AT-Musketeer La Forge.png
Medicine Medicine
70 | 205 | 310
Adv: 70 | 210 | 320
Trait bonus for tired crew:
(+16 | +24 | +52)
(+20 | +30 | +65)
No other traits provide a bonus.
Adv: 20 | 35 | 65
Common Science Experiment
Uncommon Civilian Diplomatic Clothing ★★
Rare Klingon House Crest ★★★
[Character]⁠ has quarantined the most critical patients in a holographic environment that can support them.
[Character]⁠ did not act quickly enough. Several Benzite officers are lost to the ship's human-only environment.
2.
Set Up Temporary Support
Fashion Breathing Apparatus
A. AT-Bolian Repairs Console.png
Engineering Engineering
70 | 205 | 310
Adv: 105 | 205 | 330
Trait bonus for tired crew:
(+16 | +24 | +52)
(+20 | +30 | +65)
No other traits provide a bonus.
Adv: 20 | 35 | 65
No Rewards at this Node
[Character]⁠ has created a rudimentary breathing apparatus for the Benzites that will allow them to survive for a few hours.
[Character]⁠'s apparatus fail miserably, and the Benzite officers remain dependent on sickbay to keep them alive.
Trade for Breathing Apparatus
B. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
70 | 205 | 310
Adv: 105 | 205 | 330
Trait bonus for tired crew:
(+16 | +24 | +52)
(+20 | +30 | +65)
No other traits provide a bonus.
Adv: 20 | 35 | 65
No Rewards at this Node
[Character]⁠ secures breathing apparatus from some passing traders that will keep the Benzites alive for a few hours.
[Character]⁠ is unable to strike a deal with some passing traders. The Benzite officers remain dependent on sickbay.
3.
Deal with Dissenters
Guard Ailing Benzites
A. AT-Corridor Explosion.png
Security Security
70 | 205 | 310
Adv: 85 | 190 | 330
Trait bonus for tired crew:
(+16 | +24 | +52)
(+20 | +30 | +65)

Adv: No trait bonuses.
Common D'k tahg
Uncommon Linguistic Database ★★
Rare Klingon Disruptor Rifle ★★★
[Character]⁠ has ensured no resentful officers can take their frustrations out on the Benzites.
[Character]⁠ falls asleep on duty, and a Benzite officer is accosted by an angry crew member.
4.
Retrofit NX-Class Ship
Upgrade Life Support
A. AT-Scotty In Jefferies Tube.png
Medicine Medicine
70 | 205 | 310
Adv: 70 | 210 | 320
Trait bonus for tired crew:
(+16 | +24 | +52)
(+20 | +30 | +65)
No other traits provide a bonus.
Adv: 20 | 30/35 | 65
No Rewards at this Node
[Character]⁠ has brought the NX-class ship up to twenty-fourth century standards. All Starfleet officers can breathe easy.
There are many dicey moments where life support fails while [Character]⁠ is working, but eventually upgrades are complete.
Synthesize New Atmosphere
B. AT-Astrometrics View-Generations.png
Science Science
70 | 205 | 310
Adv: 105 | 205 | 330
Trait bonus for tired crew:
(+16 | +24 | +??)
(+20 | +30 | +65[1])
No other traits provide a bonus.
Adv: 20 | 35 | 65[1]
No Rewards at this Node
[Character]⁠ has found an acceptable oxygen-nitrogen-based atmosphere for the Benzite officers.
[Character]⁠ has been unable to find an acceptable oxygen-nitrogen mix. The Benzite officers are given breathing apparatus.
5.
Arrest Saboteur
Wrestle Crewman to the Brig
A. AT-Federation Brig with Prisoner.png
Security Security
70 | 205 | 310
Adv: 85 | 190 | 310
Trait bonus for tired crew:
(+16 | +24 | +52)
(+20 | +30 | +65)

Adv: No trait bonuses.
Common Raktajino
Uncommon Bat'leth ★★
Klingon K'Vort Bird-of-Prey Schematic (x10)
[Character]⁠ has permanently confined this angry officer to the brig, ensuring the safety of the Benzites and the retrofit.
The angry officer breaks loose of [Character]⁠'s hold, sabotaging the retrofit!
We have successfully retrofitted an NX-class ship to support all Starfleet officers regardless of species, and the Benzites will be joining the crew permanently.
We have thus far been thwarted in our attempts to retrofit the NX-class ship, and the lives of the Benzite officers onboard hang in the balance.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite

Standard Rewards

Drop Chance

Mission tested: Incompatible With Life Normal
By: Chapey, WaldoMag, Treasigh & Joker41NAM
Date(s): July 2016 – March 2017
Runs: 68   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Basic Bajoran Earring 54>>

Basic Bajoran Earring

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 54 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.02 — 1.64
>>
1.3
Basic Poisoned Drink 42>>

Basic Poisoned Drink

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 110 runs or so.

1.6Statistical Strength: Fairly reliable

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

1.27 — 2.24
>>
1.6
Basic Physiostimulator 61>>

Basic Physiostimulator

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 37 runs or so.

1.1Statistical Strength: Fairly reliable

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

0.92 — 1.42
>>
1.1
Basic Interlink 47>>

Basic Interlink

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 82 runs or so.

1.5Statistical Strength: Fairly reliable

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

1.15 — 1.95
>>
1.4

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: Incompatible With Life Elite
By: CodeHydro, Koba44, Hasteur & WaldoMag (+ more)
Date(s): June 2016 – Apr 2018
Runs: 74   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Common Bat'leth 59>>

Common Bat'leth

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 53 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.03 — 1.62
>>
1.3
Common Central Command Insignia 50>>

Common Central Command Insignia

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 88 runs or so.

1.5Statistical Strength: Fairly reliable

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

1.18 — 1.97
>>
1.5
Basic Quantum Chronometer 56>>

Basic Quantum Chronometer

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 62 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.07 — 1.72
>>
1.3
Basic Medical Experiment 57>>

Basic Medical Experiment

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 59 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.06 — 1.68
>>
1.3

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.

Additionally, you receive 2 to 3 Super Rare Advanced Tactical Training ★★★★, averaging at about 2.6 so far for 7 runs. (One run excluded above due to non-standard reward)

Mission tested: Incompatible With Life Epic
By: Koba44, benignreality & Joker41NAM
Date(s): August & September 2016
Runs: 97   Cost/Run: 1 Tickets
Item Units Tickets / unit Runs/Drop
Uncommon Star Empire Icon ★★ 60>>

Uncommon Star Empire Icon ★★

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 110 runs or so.

1.6Statistical Strength: Fairly reliable

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

1.31 — 2.1
>>
1.6
Common Klingon House Crest 79>>

Common Klingon House Crest

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 50 runs or so.

1.2Statistical Strength: Very reliable

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

1.03 — 1.52
>>
1.2
Common Central Command Insignia 74>>

Common Central Command Insignia

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 61 runs or so.

1.3Statistical Strength: Fairly reliable

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

1.09 — 1.64
>>
1.3
Basic Physiostimulator 78>>

Basic Physiostimulator

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.

1.2Statistical Strength: Fairly reliable

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

1.04 — 1.54
>>
1.2

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

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
573
23
789
29
861
31
Crew XP 55 75 85
Credits Credits 600 900 1050


  1. 1.0 1.1 1.2 https://forums.disruptorbeam.com/stt/viewthread/55276/