Under New Management

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Under New Management [E2-M1]
AT-Deflector Dish-First Contact.png
Chroniton 4 | 6 | 14
Episode
2 - Never Forgive, Never Forget
Mission
1st
Type
Away Team
Next >
Mission Rewards

Under New Management is the first mission in Episode 2, Never Forgive, Never Forget. It takes place on Deep Space Nine in the Bajoran system.

Mission Walkthrough

  Under New Management's Information Under New Management's Structure
Introduction: Bajoran crew members have take Deep Space Nine by force.
Retake the station and restore order!
Under New Management structure.png
Chroniton Cost: 4 | 6 | 14 Chroniton
Suggested
Traits
:
Notes: Choosing path 3.A results in only 2 rewards, instead of 3.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Avoid Raising Intruder Alert
Board Station Undetected
A. AT-Deflector Dish-First Contact.png
Command Command
42 | 91 | 199
Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
No Rewards at this Node
Thanks to [Character]⁠, the Bajorans are totally unaware Deep Space Nine has been boarded.
[Character]⁠ and the away team are on the station, but cannot guarantee they have not tripped an alarm.
2.
Find Inside Help to Lure Bajorans
Enlist Quark to Aid You
A. AT-Dinner with the Enemy-The Undiscovered Country.png
Diplomacy Diplomacy
42 | 91 | 199
Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
Basic Klingon Warnog
Uncommon Tricorder Mark VII ★★
Rare Incense ★★★
[Character]⁠ has obtained Quark's full cooperation in retaking Deep Space Nine.
[Character]⁠ could only get Quark to commit to not giving the away team up to the Bajorans.
Bypass DS9 Security
B. AT-Federation Brig with Prisoner.png
Engineering Engineering
42 | 91 | 199
Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
Constellation Class Schematic (x5)
Constellation Class Schematic (x10)
Uncommon Clothing Pattern ★★
[Character]⁠ has made contact with Captain Sisko and formulated a plan of attack.
[Character]⁠ was unable to tell Captain Sisko anything other than help has arrived.
3.
Lure Bajorans to Ambush Location
Create Distraction at Quark's
A. AT-Disguised By Kissing.png
Command Command
42 | 91 | 199
Choose 2.A Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to lure the hostile Bajoran crew into Quark's with a manufactured disturbance!
Fewer hostile Bajoran crew came to Quark's as [Character]⁠ desired... but the away team must deal with those who did.
Beam Bajorans to Holosuite
B. AT-Musketeer La Forge.png
Science Science
42 | 91 | 199
Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
Uncommon Tactical Alert ★★
Uncommon NX-01 Cap ★★
Rare Synthesized Polymer ★★★
[Character]⁠ has beamed most of the Bajoran crew to a holosuite recreation of Deep Space Nine, they are none the wiser!
[Character]⁠ has beamed most of the Bajoran crew to the holosuite, but the recreation of Deep Space Nine is not exact.
Disable Key Station Systems
C. AT-Sabotage Cardassians.png
Engineering Engineering
42 | 91 | 199
Choose 2.B Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
Uncommon Temporal Prime Directive ★★
Uncommon NX-01 Cap ★★
Super Rare Microconnector ★★★★
[Character]⁠ has disabled many key systems across Deep Space Nine, forcing the Bajoran crew to respond!
[Character]⁠ did not manage to actually disable the systems, but the odd behavior has drawn some Bajoran crew anyway.
4.
Defeat Bajorans to Free Deep Space Nine
Subdue Hostile Bajoran Crew
A. AT-Corridor Battle-First Contact.png
Command Command
42 | 91 | 199
Trait bonus for tired crew:
(+8 | +19 | +41)
(+11 | +24 | +52)
No other traits provide a bonus.
Uncommon Civilian Medical Clothing ★★
Uncommon Desktop Monitor (ENT) ★★
Common Synthesized Polymer
[Character]⁠ has forced the majority of hostile Bajoran crew to surrender. Most of the station is back under control.
[Character]⁠'s plan failed to subdue the Bajoran mutineers. Deep Space Nine remains under hostile control.
We have freed Deep Space Nine from a hostile takeover by its Bajoran crew members. Their motives remain a mystery.
We were forced to retreat from Deep Space Nine. The crew will regroup and make a second attempt to free the station later.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chances

Mission tested: Under New Management Normal
By: Siguard, Lunchb0x, Tygra Dax & CodeHydro (+ more)
Date(s): May 2016 – Mar 2018
Runs: 1181   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Authorization Code 128>>

Common Authorization Code

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)
  • 21 runs in 10 percent of cases
  • 42 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 41 runs.

Also, a run dropping only this item is expected
per 21,000 runs or so.

36.9Statistical Strength: Very reliable

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

31.45 — 44.66
>>
9.2
Common Identification Code 120>>

Common Identification Code

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)
  • 23 runs in 10 percent of cases
  • 45 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 44 runs.

Also, a run dropping only this item is expected
per 26,000 runs or so.

39.4Statistical Strength: Very reliable

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

33.38 — 47.98
>>
9.8
Basic Graviton Emitter 980>>

Basic Graviton Emitter

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.

4.8Statistical Strength: Very reliable

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

4.57 — 5.1
>>
1.2
Basic Photon Grenade 1036>>

Basic Photon Grenade

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.

4.6Statistical Strength: Very reliable

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

4.33 — 4.81
>>
1.1
Basic Plasma Torch 1279>>

Basic Plasma Torch

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.

3.7Statistical Strength: Very reliable

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

3.54 — 3.87
>>
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.

Choosing path 3.A results in only 2 rewards, instead of 3.

Mission tested: Under New Management Elite
By: Koba44, Tygra Dax, Captain deMarco & Crunch (+ more)
Date(s): June 2016 – Aug 2018
Runs: 8886   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Neutron Microscope 1348>>

Common Neutron Microscope

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.

39.6Statistical Strength: Very reliable

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

37.56 — 41.77
>>
6.6
Common Field Rations 1609>>

Common Field Rations

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 4,500 runs or so.

33.1Statistical Strength: Very reliable

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

31.61 — 34.82
>>
5.5
Common Database (Panel) 8307>>

Common 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
  • 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.

6.4Statistical Strength: Very reliable

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

6.3 — 6.54
>>
1.1
Basic Alcohol 15394>>

Basic Alcohol

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 5.2 runs or so.

3.5Statistical Strength: Very reliable

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

3.43 — 3.5
>>
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.

Choosing path 3.A results in only 2 rewards, instead of 3.

Mission tested: Under New Management Epic
By: Crunch, Iknamur & Joker41NAM
Date(s): March 2017 – May 2017
Runs: 60   Cost/Run: 14 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Phaser Type 1 ★★ 15>>

Uncommon Phaser Type 1 ★★

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 1,700 runs or so.

56.0Statistical Strength: Somewhat unreliable

Range of average cost per
Uncommon Phaser Type 1 ★★
within 2 standard deviations
(~95.5% confidence):

37.44 — 111.07
>>
4
Super Rare Polyalloy ★★★★ 2>>

Super Rare Polyalloy ★★★★

Average (mean) runs per drop: 30

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

  • 21 runs in 50 percent of cases (median)
  • 69 runs in 10 percent of cases
  • 138 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 137 runs.

Also, a run dropping only this item is expected
per 730,000 runs or so.

420.0Statistical Strength: Nearly useless

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

174.26 — Infinity
>>
30
Rare Clothing Pattern ★★★ 2>>

Rare Clothing Pattern ★★★

Average (mean) runs per drop: 30

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

  • 21 runs in 50 percent of cases (median)
  • 69 runs in 10 percent of cases
  • 138 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 137 runs.

Also, a run dropping only this item is expected
per 730,000 runs or so.

420.0Statistical Strength: Nearly useless

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

174.26 — Infinity
>>
30
Uncommon Microconnector ★★ 46>>

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 60 runs or so.

18.3Statistical Strength: Fairly reliable

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

14.55 — 24.52
>>
1.3
Common Power Cell 115>>

Common Power Cell

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 3.8 runs or so.

7.3Statistical Strength: Very reliable

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

6.57 — 8.23
>>
0.5

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.

Choosing path 3.A results in only 2 rewards, instead of 3.
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: 55.0, 777.0, 256.7, 15.7, and 7.9.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
230
10
532
22
882
32
Crew XP 24 48 88
Training
XP
Warp 1
Warp 10
50
?
100
1010
 ?
?
Credits
Credits
regular
Warp 1
300
210
452
315
1052
?