Temporary Hold

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Temporary Hold [E2-M15]
AT-Sabotage Cardassians.png
Chroniton 6 | 10 | 16
Episode
2 - Never Forgive, Never Forget
Mission
15th
Type
Away Team
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Mission Rewards

Temporary Hold is the fifteenth mission in Episode 2, Never Forgive, Never Forget. It takes place at Cardassia Prime in the Cardassian system.

Mission Walkthrough

  Temporary Hold's Information Temporary Hold's Structure
Introduction: Michael Eddington is being held by the Cardassians, who claim to be curing his mental instability.
Infiltrate their facility to learn the truth.
Temporary Hold structure.png
Chroniton Cost: 6 | 10 | 16 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Get Inside Facility
Enter Facility Undetected
A. AT-Sabotage Cardassians.png
Command Command
68 | 149 | 335
Trait bonus for tired crew:
(+13 | +29 | +66)
(+17 | +37 | +83)
No other traits provide a bonus.
Uncommon ODN Recoupler ★★
Uncommon Novel ★★
Super Rare Synthesized Polymer ★★★★
[Character]⁠ has found a way inside the facility that will not alert its Cardassian security team.
[Character]⁠ tripped several alarms, and had to silence the facility's security team in order to move on.
2.
Locate Michael Eddington
Explore via Guided Tour
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
68 | 149 | 335
Cardassian
or
Changeling
No trait bonuses. Uncommon Heavy Scanner ★★
Uncommon Science Experiment ★★
Rare Database (Panel) ★★★
[Character]⁠ used Cardassian credentials to convince the staff to provide a guided tour.
[Character]⁠ was unable to convince the staff to provide a tour, and had to wander alone.
Decrypt Facility Blueprints
B. AT-Scotty In Jefferies Tube.png
Engineering Engineering
68 | 149 | 335
Trait bonus for tired crew:
(+13 | +29 | +66)
(+17 | +37 | +83)
No other traits provide a bonus.
Uncommon Tricorder (TOS) ★★
Uncommon Tricorder (TOS) ★★
Super Rare Emitter Crystal ★★★★
[Character]⁠ used the facility's access tubes to get the layout and locate Michael Eddington.
[Character]⁠ became lost several times in the facility's access tubes, but eventually found Michael Eddington.
3.
Secure Eddington Safely
Calm Unstable Eddington
A. AT-Klingon Warrior Arrested.png
Diplomacy Diplomacy
68 | 149 | 335
Trait bonus for tired crew:
(+13 | +29 | +66)
(+17 | +37 | +83)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to calm the unstable Eddington with words alone, allowing him to be sedated.
[Character]⁠ was unable to calm Eddington with words alone, and had to wrestle him to the ground.
Subdue Unstable Eddington
B. AT-Klingon Warrior Arrested.png
Security Security
68 | 149 | 335
Trait bonus for tired crew:
(+13 | +29 | +66)
(+17 | +37 | +83)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ wrestled Eddington to the ground, allowing him to be sedated.
[Character]⁠ finally forced Eddington into submission, but not without being injured in the scuffle.
4.
Deal with Eddington's Captor
Arrest Crell Moset
A. AT-Federation Brig with Prisoner.png
Security Security
68 | 149 | 335
Trait bonus for tired crew:
(+13 | +29 | +66)
(+17 | +37 | +83)
No other traits provide a bonus.
Uncommon Emergency Transporter Armband ★★
Uncommon Authorization Code ★★
Rare Emitter Crystal ★★★
[Character]⁠ has prevented Crell Moset from escaping via backup or transporter, allowing him to be arrested.
[Character]⁠ was unable to prevent Crell Moset from escaping the facility.
We have infiltrated a Cardassian medical facility, where we found Michael Eddington under the care of Cardassian war criminal Crell Moset. I must now decide both of their fates...
We were unable to infiltrate a Cardassian medical facility where we believe the unstable Michael Eddington is being held against his will. We must learn the truth in order to continue this mission.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Temporary Hold Normal
By: Tygra Dax, Captain deMarco, Chapey & Koba44 (+ more)
Date(s): July 2016 – Nov 2018
Runs: 1235   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Variable Field Damper 951>>

Basic Variable Field Damper

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.

7.8Statistical Strength: Very reliable

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

7.38 — 8.25
>>
1.3
Basic Particle Rifle 974>>

Basic Particle Rifle

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.

7.6Statistical Strength: Very reliable

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

7.21 — 8.05
>>
1.3
Uncommon Gold-Pressed Latinum ★★ 188>>

Uncommon Gold-Pressed Latinum ★★

Average (mean) runs per drop: 7

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

  • 5 runs in 50 percent of cases (median)
  • 15 runs in 10 percent of cases
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 7,700 runs or so.

39.4Statistical Strength: Very reliable

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

34.51 — 45.95
>>
6.6
Common Isolinear Chips 565>>

Common Isolinear Chips

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 280 runs or so.

13.1Statistical Strength: Very reliable

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

12.17 — 14.22
>>
2.2
Basic Optronic Circuit 1027>>

Basic Optronic Circuit

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.

7.2Statistical Strength: Very reliable

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

6.85 — 7.62
>>
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.

Mission tested: Temporary Hold Elite
By: Jlieser, bntracy, Chapey & Joker41NAM (+ more)
Date(s): June – October 2016
Runs: 202   Cost/Run: 10 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Backpack ★★ 21>>

Uncommon Backpack ★★

Average (mean) runs per drop: 10

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

  • 7 runs in 50 percent of cases (median)
  • 22 runs in 10 percent of cases
  • 44 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 43 runs.

Also, a run dropping only this item is expected
per 24,000 runs or so.

96.2Statistical Strength: Somewhat unreliable

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

67.31 — 168.51
>>
9.6
Rare Microconnector ★★★ 20>>

Rare Microconnector ★★★

Average (mean) runs per drop: 11

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

  • 7 runs in 50 percent of cases (median)
  • 23 runs in 10 percent of cases
  • 46 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 45 runs.

Also, a run dropping only this item is expected
per 28,000 runs or so.

101.0Statistical Strength: Somewhat unreliable

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

70.13 — 180.4
>>
10.1
Uncommon Alcohol ★★ 31>>

Uncommon Alcohol ★★

Average (mean) runs per drop: 7

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

  • 5 runs in 50 percent of cases (median)
  • 15 runs in 10 percent of cases
  • 30 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 29 runs.

Also, a run dropping only this item is expected
per 7,500 runs or so.

65.2Statistical Strength: Fairly reliable

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

48.26 — 100.28
>>
6.5
Uncommon Synthesized Polymer ★★ 24>>

Uncommon Synthesized Polymer ★★

Average (mean) runs per drop: 9

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

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

That is, 1 in 100 players may not see this item
drop at all even after 37 runs.

Also, a run dropping only this item is expected
per 16,000 runs or so.

84.2Statistical Strength: Somewhat unreliable

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

60.1 — 140.37
>>
8.4
Common Subprocessor 510>>

Common Subprocessor

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
  • 1 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 0 runs.

Also, a run dropping only this item is expected
per 1.7 runs or so.

4Statistical Strength: Very reliable

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

3.83 — 4.11
>>
0.4

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: Temporary Hold Epic
By: WaldoMag, The Sisko1, drshhep & Siguard (+1 more)
Date(s): September 2016 – February 2017
Runs: 15   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Synthesized Polymer ★★★★ 2>>Unable to display streak info due to insufficient sample size. 120.0Statistical Strength: Nearly useless

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

50.04 — Infinity
>>
7.5
Rare Incense ★★★ 4>>

Rare Incense ★★★

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
  • 17 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 16 runs.

Also, a run dropping only this item is expected
per 1,400 runs or so.

60.0Statistical Strength: Nearly useless

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

30.53 — 1729.47
>>
3.8
Uncommon Polyalloy ★★ 12>>

Uncommon Polyalloy ★★

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.

20.0Statistical Strength: Somewhat unreliable

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

13.33 — 40
>>
1.3
Common Incense 14>>

Common Incense

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 33 runs or so.

17.1Statistical Strength: Somewhat unreliable

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

11.83 — 31.09
>>
1.1
Basic Spices 13>>

Basic Spices

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 41 runs or so.

18.5Statistical Strength: Somewhat unreliable

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

12.53 — 35.03
>>
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.

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


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
469
19
717
27
943
33
Crew XP 44 68 96
Training
XP
Warp 1
Warp 10
 ?
885
145
?
 ?
?
Credits
Credits
regular
Warp 1
452
315
752
525
1200
?