Quell the Riots

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Quell the Riots [E5-M1]
AT-Corridor Battle-First Contact.png
Chroniton 12 | 16 | 22
Episode
5 - Ethical Alternatives
Mission
1st
Type
Away Team
Next >
Mission Rewards

Quell the Riots is the first mission in Episode 5, Ethical Alternatives. It takes place on Terra Nova in the Terra Nova system.

Mission Walkthrough

  Quell the Riots's Information Quell the Riots's Structure
Introduction: Put a stop to riots incited by the Terra Prime movement.
Rioting on this scale threatens the well-being of many human colonists.
Quell the Riots structure.png
Chroniton Cost: 12 | 16 | 22 Chroniton
Suggested
Traits
:
Notes: One reward node requires a Human with Command.
Many choices: Captain Sisko, Wrathful Khan and Captain Janeway are the strongest 3 choices.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Stop Riots from Spreading
Impose Martial Law
A. AT-Corridor Battle-First Contact.png
Command Command
123 | 275 | 559
Trait bonus for tired crew:
(+23 | +51 | +104)
(+29 | +64 | +131)
No other traits provide a bonus.
Uncommon Kotra ★★
Rare Quantum Chronometer ★★★
Rare Translation Algorithm ★★★
[Character]⁠ successfully explained to the citizenry the need to invoke martial law.
[Character]⁠ failed to explain Starfleet's motive for imposing martial law, sowing suspicion among the colonists.
2.
Diffuse Riot Hot Spots
Open Dialogue With Riot Leaders
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
123 | 275 | 559
Trait bonus for tired crew:
(+23 | +51 | +104)
(+29 | +64 | +131)
No other traits provide a bonus.
Uncommon Communicator ★★
Rare First Contact Protocol ★★★
Rare Ceti Eel ★★★
[Character]⁠ has opened a line of communication with a Terra Prime leader, and further talks could be arranged.
[Character]⁠ failed to find enough common ground to gain the trust of a Terra Prime leader, and talks fell apart.
Broadcast Soothing Music
B. AT-Klingon Warrior Arrested.png
Science Science
123 | 275 | 559
Trait bonus for tired crew:
(+23 | +51 | +??)
(+29 | +64 | +??)
No other traits provide a bonus.
Uncommon Field Rations ★★
Rare Star Empire Icon ★★★
Uncommon Seven's Suit ★★
[Character]⁠ successfully set comm panels to broadcast pleasant and relaxing music, to calm rioters.
[Character]⁠ failed to lull the rioters with music. The tactic was derided as 'Starfleet mind control'.
3.
Develop a Plan to Stop the Rioting
Implement Immediate Concessions
A. AT-Courtroom Procedings.png
Command Command
123 | 275 | 559
Human Trait bonus for tired crew:
(+23 | +51 | +104)
(+29 | +64 | +131)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ freed Terra Prime detainees as a concession. The anger in the city has subsided to a degree.
[Character]⁠'s opening statement during the dialogue with the Terra Prime leaders irritated many of the citizens.
Seal Off Vulnerable City Sectors
B. AT-Federation Brig with Prisoner.png
Engineering Engineering
123 | 275 | 559
Trait bonus for tired crew:
(+23 | +51 | +??)
(+29 | +64 | +??)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ successfully used the emergency seawall barriers to isolate districts from each other.
[Character]⁠ failed to think of a way to isolate the rioting districts. The rioting continues.
4.
Restore Order in City
Negotiate With Terra Prime Leaders
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
123 | 275 | 559
Choose 3.A Trait bonus for tired crew:
(+23 | +51 | +??)
(+29 | +64 | +??)
No other traits provide a bonus.
Uncommon Astrometric Chart ★★
Rare Science Experiment ★★★
Rare Science Experiment ★★★
[Character]⁠ promised the Terra Prime leaders a summit meeting with the remaining members of the Federation Council.
[Character]⁠ failed to assure the Terra Prime leaders that they would be taken seriously. Riots flare again.
Use Psychology On Rioters
B. AT-Spock Mindmelds Picard.png
Science Science
123 | 275 | 559
Trait bonus for tired crew:
(+23 | +51 | +??)
(+29 | +64 | +??)
No other traits provide a bonus.
Uncommon Phaser Type 2 (TMP) ★★
Rare Scalpel ★★★
Uncommon Kemocite ★★
[Character]⁠ redirected the rioters anger long enough for the violence to diffuse and security to regain control.
[Character]⁠ failed to get the rioters to consider the effects of their action. The rioting continues.
Capture Key Riot Instigators
C. AT-Andorians Chased By Federation.png
Security Security
123 | 275 | 559
Choose 3.B Trait bonus for tired crew:
(+23 | +51 | +??)
(+29 | +64 | +??)
No other traits provide a bonus.
Uncommon NX-01 Cap ★★
Rare Power Cell ★★★
Uncommon Reman Knife ★★
[Character]⁠ successfully led Starfleet security teams into barricaded areas, and overwhelmed the rioters.
[Character]⁠'s leadership of the Starfleet security teams led to a series of setbacks. The rioting continued for days.
Our away team successfully put a stop to Terra Prime rioting in Federation space.
There will be a public discussion about Starfleet's right to intervene in humanity's civil matters, but peace has been restored.
Our away team failed to handle the Terra Prime rioting appropriately. Many Terrans are disturbed that despite so many of their resources being devoted to Starfleet, freedoms are being trampled and rioting holds sway.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Quell the Riots Normal
By: Steve, SleepingDragon, Chapey & bntracy (+ more)
Date(s): June – February 2017
Runs: 110   Cost/Run: 12 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Incense ★★★ 15>>

Rare Incense ★★★

Average (mean) runs per drop: 8

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

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

That is, 1 in 100 players may not see this item
drop at all even after 32 runs.

Also, a run dropping only this item is expected
per 11,000 runs or so.

88.0Statistical Strength: Somewhat unreliable

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

58.46 — 177.88
>>
7.3
Uncommon Isolinear Chips ★★ 19>>

Uncommon Isolinear Chips ★★

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 5,200 runs or so.

69.5Statistical Strength: Somewhat unreliable

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

48.04 — 125.43
>>
5.8
Common Database (Panel) 149>>

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 11 runs or so.

8.9Statistical Strength: Very reliable

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

7.9 — 10.08
>>
0.7
Basic Emitter Crystal 147>>

Basic Emitter Crystal

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.

9.0Statistical Strength: Very reliable

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

8 — 10.24
>>
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: Quell the Riots Elite
By: Siguard, R'nali, Crunch & Joker41NAM (+1 more)
Date(s): Jun 2016, Mar 2017
Runs: 24   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Bloodwine 10>>

Basic Bloodwine

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 370 runs or so.

38.4Statistical Strength: Somewhat unreliable

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

24.14 — 93.89
>>
2.4
Super Rare Microconnector ★★★★ 2>>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):

79.86 — Infinity
>>
12
Rare Synthesized Polymer ★★★ 1>>Unable to display streak info due to insufficient sample size. 384.0Statistical Strength: Nearly useless

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

128 — Infinity
>>
24
Common Optronic Circuit 30>>

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.

12.8Statistical Strength: Fairly reliable

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

9.99 — 17.8
>>
0.8
Basic Polyalloy 29>>

Basic Polyalloy

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.

13.2Statistical Strength: Fairly reliable

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

10.27 — 18.62
>>
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.

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

Mission tested: Quell the Riots Epic
By: Crunch, ct, ChewableCPP & Joker41NAM (+1 more)
Date(s): March 2017 - May 2018
Runs: 49   Cost/Run: 22 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Subprocessor ★★★★ 12>>

Super Rare Subprocessor ★★★★

Average (mean) runs per drop: 5

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

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

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 1,800 runs or so.

89.8Statistical Strength: Somewhat unreliable

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

57.76 — 201.95
>>
4.1
Rare Clothing Pattern ★★★ 30>>

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.

35.9Statistical Strength: Fairly reliable

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

27.08 — 53.38
>>
1.6
Rare Sensor ★★★ 43>>

Rare Sensor ★★★

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 40 runs or so.

25.1Statistical Strength: Fairly reliable

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

19.94 — 33.76
>>
1.1
Uncommon Clothing Pattern ★★ 62>>

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
  • 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 13 runs or so.

17.4Statistical Strength: Fairly reliable

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

14.56 — 21.57
>>
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.

Several drop rates and item drops got adjusted on 2017/03/15. As this DropTest is likely affected, old data has been removed or commented out.
The old costs/unit were: (no data).


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
789
29
923
?
1004
34
Crew XP 76 96 108
Training
XP
Warp 1
Warp 10
 ?
?
 ?
?
 ?
?
Credits
Credits
regular
Warp 1
900
?
1200
?
1652
?