One Future Ends

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One Future Ends
[E7-M7]
AT-Astrometrics View-Generations.png
Chroniton 16 | 22 | 24
Episode
7 - When Falcons Clash
Mission
7th
Type
Away Team
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Mission Rewards

One Future Ends is the seventh mission in Episode 7, When Falcons Clash. It takes place in Arloff IX in the Arloff System.

Mission Walkthrough

  One Future Ends's Information One Future Ends's Structure
Introduction: As Telek R'Mor arrives at the rendezvous point, a temporal rift has suddenly appeared. Scan this newly-formed temporal anomaly for signs of trouble.
One Future Ends structure.png
Chroniton Cost: 16 | 22 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Scan Temporal Rift
Attempt Chronometric Scan
A. AT-Astrometrics View-Generations.png
Science Science
195 | 444 | 830
Trait bonus for tired crew:
(+?? | +87 | +163)
(+?? | +109 | +204)
No Rewards at this Node
[Character]⁠'s chronometric scan came back positive, the temporal rift connects to a point on a future timeline.
Choice Failure Message
2.
Deal with Interphase Shock Phenomenon
Replicate Theragen Doses
A. AT-Under Surgery.png
Medicine Medicine
195 | 444 | 830
Exobiology
or
Nurse
Trait bonus for tired crew:
(+?? | +87 | +??)
(+?? | +109 | +??)
Common Medical Experiment
Uncommon Novel ★★
Rare Sensor ★★★
Choice Success Message
Choice Failure Message
Restrain Irrational Crewmembers
B. AT-Klingon Warrior Arrested.png
Security Security
195 | 444 | 830
Trait bonus for tired crew:
(+38 | +?? | +163)
(+48 | +?? | +204)
Common Hypospray (TNG)
Uncommon Imperial Guard Emblem ★★
Rare Alcohol ★★★
[Character]⁠ successfully restrained a bridge crew member that succumbed to the effects of interphase shock.
Choice Failure Message
3.
Measure Rift Fluctuations
Attempt Subspace Field Survey
A. AT-Astrometrics View-Generations.png
Engineering Engineering
195 | 444 | 830
Trait bonus for tired crew:
(+38 | +87 | +??)
(+48 | +109 | +??)
Common Identification Code
Uncommon Expansion Module ★★
Rare Casing ★★★
[Character]⁠ was able to measure the rift's changing influence over time by reading the ship's subspace field strength.
Choice Failure Message
Attempt Gravimetric Flux Scan
B. AT-Bolian Repairs Console.png
Science Science
195 | 444 | 830
Choose 2.B

Prodigy
or
Quantum Mechanics

Trait bonus for tired crew:
(+36 | +83 | +156)
(+46 | +104 | +195)
Common Klingon Warnog
Uncommon KCA Icon ★★
Rare Alcohol ★★★
[Character]⁠ successfully determined that the rift's rate of gravimetric flux is increasing.
Choice Failure Message
4.
Take Evasive Action
Try Evasive Action
A. AT-Shuttlecraft Under Attack.png
Command Command
195 | 444 | 830
Trait bonus for tired crew:
(+?? | +87 | +??)
(+?? | +109 | +??)
Common Dermal Regenerator
Uncommon Isolinear Chips ★★
Uncommon Klingon House Crest ★★
[Character]⁠ ordered evasive action, at the moment it became clear that the rift began expanding.
Choice Failure Message
Our ship successfully maneuvered out of the fluctuation radius of the temporal rift, and is now giving it a wide berth. Sensors are picking up a mass reading within, possibly the size of a starship.
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: One Future Ends Normal
By: Middlehead, SleepingDragon, Siguard & bntracy
Date(s): Oct 2016 – May 2018
Runs: 47   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Spices ★★★★ 3>>

Super Rare Spices ★★★★

Average (mean) runs per drop: 16

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

  • 11 runs in 50 percent of cases (median)
  • 36 runs in 10 percent of cases
  • 72 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 71 runs.

Also, a run dropping only this item is expected
per 100,000 runs or so.

250.7Statistical Strength: Nearly useless

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

116.78 — Infinity
>>
15.7
Rare Clothing Pattern ★★★ 8>>

Rare Clothing Pattern ★★★

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)
  • 14 runs in 10 percent of cases
  • 27 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,500 runs or so.

94.0Statistical Strength: Very unreliable

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

55.65 — 302.45
>>
5.9
Uncommon Microconnector ★★ 37>>

Uncommon Microconnector ★★

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 55 runs or so.

20.3Statistical Strength: Fairly reliable

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

15.84 — 28.36
>>
1.3
Common Gold-Pressed Latinum 38>>

Common Gold-Pressed Latinum

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 51 runs or so.

19.8Statistical Strength: Fairly reliable

Range of average cost per
Common Gold-Pressed Latinum
within 2 standard deviations
(~95.5% confidence):

15.48 — 27.42
>>
1.2
Basic Clothing Pattern 55>>

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
  • 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 17 runs or so.

13.7Statistical Strength: Fairly reliable

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

11.29 — 17.34
>>
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.

Mission tested: One Future Ends Elite
By: Joker41NAM, CMO Zoidberg & Middlehead
Date(s): Dec 2017 – Apr 2018
Runs: 118   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Authorization Code ★★ 15>>

Uncommon Authorization Code ★★

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)
  • 18 runs in 10 percent of cases
  • 36 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 35 runs.

Also, a run dropping only this item is expected
per 13,000 runs or so.

173.1Statistical Strength: Somewhat unreliable

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

114.91 — 350.38
>>
7.9
Rare Database (Panel) ★★★ 85>>

Rare Database (Panel) ★★★

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 72 runs or so.

30.5Statistical Strength: Very reliable

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

25.68 — 37.68
>>
1.4
Uncommon Clothing Pattern ★★ 123>>

Uncommon 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
  • 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 24 runs or so.

21.1Statistical Strength: Very reliable

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

18.42 — 24.71
>>
1
Uncommon Relay ★★ 131>>

Uncommon Relay ★★

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 20 runs or so.

19.8Statistical Strength: Very reliable

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

17.4 — 23.01
>>
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.

Mission tested: One Future Ends Epic
By: koba44
Date(s): Jan 2018 – Feb 2018
Runs: 36   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Pattern Enhancer ★★ 16>>

Uncommon Pattern Enhancer ★★

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 310 runs or so.

54.0Statistical Strength: Somewhat unreliable

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

36.89 — 100.68
>>
2.3
Super Rare Relay ★★★★ 8>>

Super Rare Relay ★★★★

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)
  • 10 runs in 10 percent of cases
  • 20 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 19 runs.

Also, a run dropping only this item is expected
per 2,500 runs or so.

108.0Statistical Strength: Very unreliable

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

64.15 — 341.32
>>
4.5
Rare Sensor ★★★ 45>>

Rare Sensor ★★★

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 14 runs or so.

19.2Statistical Strength: Fairly reliable

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

15.63 — 24.9
>>
0.8
Uncommon Clothing Pattern ★★ 39>>

Uncommon 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
  • 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 21 runs or so.

22.2Statistical Strength: Fairly reliable

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

17.62 — 29.82
>>
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.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
923
33
1004
#
#
#
Crew XP 96 # #
Training
XP
Warp 1
Warp 10
 ?
?
 ?
?
 ?
?
Credits
Credits
regular
Warp 1
1200
?
1652
?
 ?
?

Notes

  • Node difficulties for One Future Ends were updated in a server push on January 19, 2017, along with all other missions in Episodes 4-7. Difficulty was brought down across the board, both to allow more players to finish current content and to allow room for future expansion.