Organian Aid

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Organian Aid [E3-M4]
AT-Kreetassans Apology-Enterprise.png
Chroniton 8 | 12 | 18
Episode
3 - From On High
Mission
4th
Type
Away Team
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Mission Rewards

Organian Aid is the fourth mission in Episode 3, From On High. It takes place at Organia in the Organian system.

Mission Walkthrough

  Organian Aid's Information Organian Aid's Structure
Introduction: The Organians possess the unique ability to detect rifts in the spacetime continuum.
Convince them the reward will be worth the physical cost.
Organian Aid structure.png
Chroniton Cost: 8 | 12 | 18 Chroniton
Suggested
Traits
:
Notes: You will receive only 2 rewards instead of 3 when choosing path 2.A → 3 → 4.B.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Address Organian Council
Beseech Council to Consider Help
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
89 | 189 | 425
Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
Common Phaser Type 1
Rare Database (Panel) ★★★
Super Rare Sensor ★★★★
[Character]⁠ was able to convince the Organians to hear out their plea. The council stated their protocol as a barrier.
[Character]⁠ was unconvincing to the Organians and was forced to beg. The council stated their protocol as a barrier.
2.
Refute Organian Protocol
Show Results of Inaction in Holodeck
A. AT-Musketeer La Forge.png
Science Science
89 | 189 | 425
Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ created a convincing holodeck program to refute the Organian's protocol. Their pain remains a barrier.
[Character]⁠ tried to demonstrate via holo program the consequences of inaction but failed.
Challenge Flaws in Protocol
B. AT-Courtroom Procedings.png
Diplomacy Diplomacy
89 | 189 | 425
Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
Uncommon Isolinear Rod ★★
Rare Database (Panel) ★★★
Super Rare Spices ★★★★
[Character]⁠ used their wits to refute the Organians' protocol of inaction. The physical cost remains a barrier.
[Character]⁠ bumbled an attempt to refute the Organians protocol of inaction. The physical cost remains a barrier.
Future Effect: +8 Difficulty
3.
Alleviate Organian Pain
Create Insulator Force Field
A. AT-Transporter Room.png
Science Science
89 | 189 | 425
Choose 2.A Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
Uncommon 3d Chess Set ★★
Rare Optronic Circuit ★★★
Super Rare Clothing Pattern ★★★★
[Character]⁠ created a forcefield which insulates the pain effects from the discordance to the Organians.
[Character]⁠ failed to create a field on a level equal to the Organian's pain receptors. Its effects will be minimal.
Develop Anesthetic for Discordance
B. AT-Under Surgery.png
Medicine Medicine
89 | 189 | 425
Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
Uncommon Encoded Communique ★★
Rare Microconnector ★★★
Super Rare Furs ★★★★
[Character]⁠ quickly discovered a new way to deaden the effects of the pain experienced by the Organians.
[Character]⁠ struggled to discover a way to mitigate the pain experienced by the Organians from the discordance.
4.
Secure Organian Help
Capture Organian in Forcefield
A. AT-Federation Brig with Prisoner.png
Security Security
89 | 189 | 425
Step 3.A
Successful
Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
Uncommon Plasma Rifle ★★
Uncommon Alcohol ★★
Super Rare Polyalloy ★★★★
[Character]⁠ used the insulator forcefield to capture an Organian to map the discordance. The mission may proceed!
[Character]⁠ attempted to capture an Organian but they escaped! The Organians order us out of their space.
Convince Organian Volunteers
B. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
89 | 189 | 425
Trait bonus for tired crew:
(+17 | +36 | +84)
(+22 | +46 | +105)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ found sympathetic Organians willing to help the crew map the time discordance using their sensitivity.
[Character]⁠ failed to find any Organians willing to help map the time discordance. We were asked to leave.
Thanks to the crew's efforts, the Organians will be accompanying us to map the time discordance. This could be key to unlocking its mysteries.
The crew failed to enlist the Organians to help. The loss of this opportunity could be devastating.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Organian Aid Normal
By: Cpt Nichols, Jauranna, R'nali & Captain deMarco (+ more)
Date(s): June 2016 - Aug 2018
Runs: 493   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Pattern Enhancer 285>>

Common Pattern Enhancer

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
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 140 runs or so.

13.8Statistical Strength: Very reliable

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

12.51 — 15.49
>>
1.7
Uncommon Sensor ★★ 136>>

Uncommon Sensor ★★

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,300 runs or so.

29.0Statistical Strength: Very reliable

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

24.93 — 34.67
>>
3.6
Common Clothing Pattern 512>>

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
  • 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.

7.7Statistical Strength: Very reliable

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

7.19 — 8.3
>>
1
Basic Optronic Circuit 546>>

Basic Optronic Circuit

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.

7.2Statistical Strength: Very reliable

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

6.76 — 7.75
>>
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: Organian Aid Elite
By: Siguard, bntracy & Joker41NAM
Date(s): July – October 2016
Runs: 43   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Power Cell ★★★ 3>>

Rare Power Cell ★★★

Average (mean) runs per drop: 15

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

  • 10 runs in 50 percent of cases (median)
  • 33 runs in 10 percent of cases
  • 66 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 65 runs.

Also, a run dropping only this item is expected
per 80,000 runs or so.

172.0Statistical Strength: Nearly useless

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

80.16 — Infinity
>>
14.3
Uncommon Expansion Module ★★ 15>>

Uncommon Expansion Module ★★

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 640 runs or so.

34.4Statistical Strength: Somewhat unreliable

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

23.13 — 67.1
>>
2.9
Common Optronic Circuit 53>>

Common Optronic Circuit

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.

9.7Statistical Strength: Fairly reliable

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

8.03 — 12.35
>>
0.8
Basic Spices 58>>

Basic 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)
  • 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 11 runs or so.

8.9Statistical Strength: Fairly reliable

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

7.44 — 11.06
>>
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.

Mission tested: Organian Aid Epic
By: Dharkus, Terfin, Octarolakh & Middlehead
Date(s): Nov 2016 – May 2018
Runs: 84   Cost/Run: 18 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Backpack ★★ 30>>

Uncommon Backpack ★★

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 590 runs or so.

50.4Statistical Strength: Fairly reliable

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

37.52 — 76.76
>>
2.8
Super Rare Database (Panel) ★★★★ 4>>

Super Rare Database (Panel) ★★★★

Average (mean) runs per drop: 21

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

  • 15 runs in 50 percent of cases (median)
  • 48 runs in 10 percent of cases
  • 96 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 95 runs.

Also, a run dropping only this item is expected
per 250,000 runs or so.

378.0Statistical Strength: Nearly useless

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

189.57 — 63062.43
>>
21
Rare Interlink ★★★ 16>>

Rare Interlink ★★★

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)
  • 12 runs in 10 percent of cases
  • 24 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 23 runs.

Also, a run dropping only this item is expected
per 3,900 runs or so.

94.5Statistical Strength: Somewhat unreliable

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

63.64 — 183.43
>>
5.3
Uncommon Relay ★★ 70>>

Uncommon Relay ★★

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 47 runs or so.

21.6Statistical Strength: Fairly reliable

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

17.95 — 27.12
>>
1.2
Common Database (Panel) 132>>

Common Database (Panel)

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 7 runs or so.

11.5Statistical Strength: Very reliable

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

10.22 — 13.02
>>
0.6

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
594
24
841
31
#
34
Crew XP 56 84 #
Training
XP
Warp 1
Warp 10
 ?
?
 ?
?
 ?
?
Credits
Credits
regular
Warp 1
600
?
900
?
1350
?