Ruinous Staycation

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Ruinous Staycation [E10-M3]
AT-Corridor Explosion.png
Chroniton 16 | 20 | 24
Episode
10 - Shadow of a Doubt
Mission
3rd
Type
Away Team
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Mission Rewards
Your little blue marble. Obviously, this is not the Continuum. Scan for anomalies, or whatever you would do. Give me a moment to shake out my fingers.
~ Q

Ruinous Staycation is the third mission in Episode 10, Shadow of a Doubt. It takes place on Earth in the Terran System.

Mission Walkthrough


  Ruinous Staycation's Information Ruinous Staycation's Structure (Colors Info)
Introduction: Q's attempt to take you tothe Continuum has brought you back to Earth instead. Deal with anomalies onboard while Q determines what went wrong.
Synthesize Anti-Aging Serum

Rare Rewards:
Common Spices
Rare Hypospray ★★★
Super Rare Biological Sample Kit ★★★★

MedicineCommon
Add Tertiary Failsafes

Requires:
Jury Rigger
or
Cyberneticist

Rare Rewards:
Common Engineering Lesson
Uncommon Isomodulator ★★
Dilithium 150

EngineeringCommon
Direct Containment Measures

Rare Rewards:
Common Duotronic Probe
Uncommon Flux Coupler ★★
Super Rare Sensor ★★★★

EngineeringCommon
Quarantine and ObserveMedicine
Manipulate Ship ChronitonsScience
Appeal to Q

Rare Rewards:
Common Authorization Code
honor 75
Pike's U.S.S. Enterprise Schematic (x100)

CommandCommon
Volunteer as Test Subject

Requires:
Resourceful
or
Android

Command
Manipulate Personal Chronitons

Rare Rewards:
Common Micro-Optic Drill
Dilithium 100
Super Rare Database (Panel) ★★★★

ScienceCommon
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Notes: Choose path 3.A → 4.A to receive 4 rewards.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Prevent Warp Core Breach
Direct Containment Measures
A. AT-Corridor Explosion.png
Engineering Engineering
342 | 718 | 1060
Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
Common Duotronic Probe
Uncommon Flux Coupler ★★
Super Rare Sensor ★★★★
[Character]⁠ proves the stuff of chief engineer legend, deftly commanding the crew to avoid warp core breach.
Choice Failure Message
2.
Research Rapid Aging
Quarantine and Observe
A. AT-Federation Brig with Prisoner.png
Medicine Medicine
342 | 718 | 1060
Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
No Rewards at this Node
[Character]⁠ convinces all rapidly aging crewmen to remain in Sickbay, where their symptoms can be documented.
Choice Failure Message
Volunteer as Test Subject
B. AT-Musketeer La Forge.png
Command Command
342 | 718 | 1060
Resourceful
or
Android
Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
No Rewards at this Node
Though the experience may permanently degrade their program, [Character]⁠ selflessly volunteers for tests.
Choice Failure Message
3.
Stop Rapid Aging
Synthesize Anti-Aging Serum
A. AT-Under Surgery.png
Medicine Medicine
342 | 718 | 1060
Choose 2.A Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
Common Spices
Rare Hypospray ★★★
Super Rare Biological Sample Kit ★★★★
[Character]⁠ finally has a breakthrough! The serum is replicated, administered, and stops the crew's aging.
Choice Failure Message
Manipulate Personal Chronitons
B. AT-Astrometrics View-Generations.png
Science Science
342 | 718 | 1060
Choose 2.B Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
Common Micro-Optic Drill
Dilithium 100
Super Rare Database (Panel) ★★★★
[Character]⁠ goes down to the molecular level, manipulating the crew's chronitons to restore them to the right age.
Choice Failure Message
4.
Slow Ship Degradation
Add Tertiary Failsafes
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
342 | 718 | 1060
Choose 3.A

Jury Rigger
or
Cyberneticist

Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
Common Engineering Lesson
Uncommon Isomodulator ★★
Dilithium 150
[Character]⁠'s quick thinking slows the ship's degredation, but it cannot be stopped....
Choice Failure Message
Manipulate Ship Chronitons
B. AT-Deflector Dish-First Contact.png
Science Science
342 | 718 | 1060
Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
No Rewards at this Node
[Character]⁠ again does with the impossible, rewinding the ship back to its present state. But will the degradation simply start over?
Choice Failure Message
5.
Save the Ship
Appeal to Q
A. AT-Kreetassans Apology-Enterprise.png
Command Command
342 | 718 | 1060
Trait bonus for tired crew:
(+68 | +142 | +210)
(+85 | +178 | +263)
Common Authorization Code
honor 75
Pike's U.S.S. Enterprise Schematic (x100)
[Character]⁠'s pleas snap Q out of his introspection. He snaps his fingers and saves your ship!
Choice Failure Message
"Apologies," Q says. "But I think I've got all the kinks worked out now. Let's try that again. One, two, three... Continuum!"
Mission Failed Message


Mission Rewards


Rare Rewards


Rare Rewards
Normal
Elite
Epic

Standard Rewards


Standard Rewards
Normal
Elite
Epic

Drop Chance


Mission tested: Ruinous Staycation Normal
By: Koba44 & middlehead
Date(s): July 2019 – July 2019
Runs: 43   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Gravimetric Scanner 70>>

Common Gravimetric Scanner

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 36 runs or so.

9.8Statistical Strength: Very reliable

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

8.3 — 12.05
>>
0.6
Super Rare Relay ★★★★ 3>>

Super Rare Relay ★★★★

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 11,000,000 runs or so.

229.3Statistical Strength: Nearly useless

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

106.77 — Infinity
>>
14.3
Rare Database (Panel) ★★★ 8>>

Rare Database (Panel) ★★★

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
  • 25 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 24 runs.

Also, a run dropping only this item is expected
per 210,000 runs or so.

86.0Statistical Strength: Very unreliable

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

50.81 — 279.66
>>
5.4
Rare Synthehol ★★★ 41>>

Rare Synthehol ★★★

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 310 runs or so.

16.8Statistical Strength: Fairly reliable

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

13.18 — 23.09
>>
1
Basic Spices 50>>

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
  • 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 140 runs or so.

13.8Statistical Strength: Fairly reliable

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

11.11 — 18.08
>>
0.9

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.

Mission tested: Ruinous Staycation Elite
By: middlehead, Dithay, WaldoMag & KirkFox
Date(s): July 2019 – Nov 2019
Runs: 114   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Furs ★★★★ 19>>

Super Rare Furs ★★★★

Average (mean) runs per drop: 6

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

  • 5 runs in 50 percent of cases (median)
  • 14 runs in 10 percent of cases
  • 28 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 27 runs.

Also, a run dropping only this item is expected
per 330,000 runs or so.

120.0Statistical Strength: Somewhat unreliable

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

82.78 — 218.05
>>
6
Rare Synthesized Polymer ★★★ 83>>

Rare Synthesized Polymer ★★★

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 910 runs or so.

27.5Statistical Strength: Fairly reliable

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

22.92 — 34.28
>>
1.4
Uncommon Incense ★★ 179>>

Uncommon Incense ★★

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 42 runs or so.

12.7Statistical Strength: Very reliable

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

11.41 — 14.42
>>
0.6
Uncommon Expansion Module ★★ 175>>

Uncommon 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)
  • 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 46 runs or so.

13Statistical Strength: Very reliable

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

11.65 — 14.79
>>
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.

Mission tested: Ruinous Staycation Epic
By: middlehead, Dithay & plim123
Date(s): July 2019 – Dec 2019
Runs: 28   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Backpack ★★ 37>>

Uncommon Backpack ★★

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 84 runs or so.

18.2Statistical Strength: Fairly reliable

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

14.3 — 24.89
>>
0.8
Super Rare Synthesized Polymer ★★★★ 7>>

Super Rare Synthesized Polymer ★★★★

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

That is, 1 in 100 players may not see this item
drop at all even after 17 runs.

Also, a run dropping only this item is expected
per 66,000 runs or so.

96.0Statistical Strength: Very unreliable

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

55.32 — 362.56
>>
4
Rare Isolinear Chips ★★★ 16>>

Rare Isolinear Chips ★★★

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 2,400 runs or so.

42.0Statistical Strength: Somewhat unreliable

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

28.67 — 78.5
>>
1.8
Uncommon Microconnector ★★ 52>>

Uncommon 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)
  • 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 22 runs or so.

12.9Statistical Strength: Very reliable

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

10.73 — 16.23
>>
0.5

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


Notes


ItemError.png BUG: There is typo in the title of Step 4: "Degredation" instead of "Degradation"
reported: 2019-07-12