So you just finished downloading Elite: Dangerous. You've played through the tutorials a bit, enough to be able to get from point A to point B, while maybe shooting some things along the way. You're sitting in some random hangar, in some random corner of the galaxy, looking at what you were given, which is the equivalent of a Geo Metro, $20 and a full tank of gas. All you know is you want to make your mark on the galaxy, but you have no clue where to start.
You'll have a better idea after reading this.
First things first, you need to make some scratch. The Sidewinder is better than...well,...floating in a space suit, but you're going to need more than what it can provide fairly quickly. The best thing I can recommend is to figure out what you enjoy doing, and then find ways to get paid to do it.
Universal tips:
If you break the law – assault/murder an innocent, shoot a System authority vessel(space cop), get scanned with stolen goods, fuck around IN ANY WAY with a space station(seriously those guys need to calm down), you get a fine. If you do not pay that fine within the time limit on your Transaction screen – typically 24 hours – that fine turns into a bounty on your head. That bounty means that any space cop will shoot you on sight, and anybody in that system that scans you has a free pass to shoot you dead. Once you ARE dead, that bounty gets taken from your wallet. Try not to get bounties on your head unless it's in some tiny independent system you don't plan to visit much in the future.
Whenever you're planning to go on anything more than a short, planned trip, ALWAYS PUT ON A FUEL SCOOP. It allows you to scoop fuel by flying close to certain stars. Not having enough fuel to make the next jump means you're blowing yourself up and going back to the station, so this is a “better safe than sorry” thing.
Always have a spare pile of cash lying around. If you bring up your info panels and look at the panel to your right, on the left side you should see your Rebuy Cost, or how many credits it will take to buy your ship exactly like it is when it blows up(and it WILL blow up one way or another at first. Unless you're the next incarnation of Christopher Blair or something.) Don't be that guy that gets his Cobra, misjudges how big it is, and crashes it on the way out of the dock without enough money to replace it.
(I'm not speaking from experience NEXT TIP)
Targeting a ship and keeping it in LOS will start to scan it. Scanning a ship will tell you all sorts of useful information about it, but the most important thing is that assaulting a ship that isn't fully scanned will earn you a fine unless you're in a lawless system. Don't jump the gun! Wait until the scan finishes.
There are tons of extra tools you can use to help you with particular career paths, but this one anyone can use. Once you start getting above a certain light year range, the in game route planner starts having some difficulties. This tool is very handy for planning long range trips.
When you're putting gear on your ship, look at the bottom right corner. There is a section that shows how much power you're drawing when all your hardpoints are on. If that number is bigger than your total power output, and your turn on your hardpoints, everything will shut down. Including your oxygen. Either get smaller equipment, buy a bigger power drive, or do some power management on your right hand info screen, under “Modules”. Things that you can safely put under priority 3 a.k.a. First things to lose power are: frame shift drive(You're not going to be using this much in combat, and if you need to odds are you're probably already dead), cargo scoop, fuel scoop, discovery scanner.
Regarding docking(Thanks, Cog!):
If you like shooting:
Undock from your station, enter supercruise and start looking for Unidentified Signal Sources. When you find one and get close enough to exit supercruise, start scanning all the ships that are there. Odds are, some of them will be Wanted, and have a bounty on their heads. You have full sanction to shoot the shit out of them. Once they are naught but space dust, you will have a claim to their bounty. Return to any station aligned with that faction(you can check which faction will pay the bounty on your Transaction tab), then once you've docked, go to the Contacts section, and take your hard earned space-bucks. You can haul in more than one bounty at once, but if you die, all your bounty claims vanish, so don't push your luck too much at first.Pro tip: if any of your victims drop some cargo, and you have room in your hold, you can always try hauling in whatever random stuff they dropped, but A. It won't earn you very much at all, B. Any cargo that you yourself did not buy is considered Stolen, so if you get scanned on the way into the station you'll get some hefty fines, and C. The station has to have a Black Market present to sell stolen goods. Not all of them do.
In terms of armaments, lasers (Pulse is > ROF, < damage than Burst, which is > ROF and < damage than Beam) are excellent at killing shields, and cannons are excellent at destroying hulls. Missiles are dumbfire and can be expensive, but back a hell of a wallop. Fixed weapons have the least power draw, but only shoot where you're aiming. Gimballed weapons can track a target somewhat reliably, but they suck more juice, and their accuracy depends on how good your sensors are. Turret weapons are the most energy hungry and most dependent on good sensors, but they have three modes: Act like fixed weapons, free fire on my target, or free fire at any hostile. You can also look at the Bulletin Board for missions to kill ships of a certain faction, but they can often require you to jump between a few systems looking for the right folks to shoot, and that's just wasting valuable killin' time. Protip: Any bulletin board mission that's asking you to kill a particular named ship, and offering 150k+ for it, is asking you to kill an Anaconda. That is the largest ship in the game right now. Odds are good that if you are reading this little guide, that's a bit out of your reach, but feel free to try.
Before too long of this, you'll earn the scratch to get yourself in an Eagle, or as TOG likes to call it, “the space Zero”. This thing can turn fight like no other, and is more armed and armored than the Sidewinder. Once you've got some proper guns and gear on it, you can consider finding a planet with rings. These rings have places called “Resource Extraction Zones” on them, which is a fancy way of saying “lots of rocks, and lots of miners shooting those rocks, and lots of pirates hunting those miners, and a few space cops on duty hunting those pirates”. It's pretty much a turkey shoot, and you'll see all kinds of wanted ships. The space cops will often help you kill the pirates, and the longer you stay in a zone, the tougher the pirates that will come along, and the higher the bounty you get from killing them. From there, you will be able pretty quickly to move into the cream of fighting ships right now - the Viper. Fastest thing in the game, with some Class 2 weapon mounts for more punch than you've ever had before. If anything starts giving you trouble, you can just shunt all power to engines and boom away from them, then turn around and make a strafing run right back.
From here, you can keep bounty hunting, or you can decide to go the pirate route. If you do, invest in cargo hatch mines – it is much faster and more reliable than battering down the ship with your guns. Then once the ship is dead or fled, scoop up the tasty remains, and take back to black market of choice. Try to do this in either Anarchy or small independent systems, though, as you'll rack up fines like woah anywhere else. If you want to try piracy, go for a more well rounded ship with some cargo space, like the Cobra.
If you like trading:
Well if you're reading this, you already know the basic rule: Buy low, Sell high. To help you find out exactly WHERE is low and high, you're going to need some assistance. Unless you're just a masochist. Slopey's Best Profit Calculator is the most widely used tool, and is pretty comprehensive. You can sort out which stations are buying what goods for how much and how far they are from you, and you can see what will bring the most profit if you're going from one particular station to another. Word of warning, though, all the data is crowd sourced, so trust, but verify.
When you start, you're going to have to make do with what you've got. Your best bet is to find the bulletin board trading missions, which often give you the goods they want traded, and you only have to schlep it a system or two. A bit of that to build some capital(Thanks, General_Armchair!), and you should be making good time to get into either an Adder or Hauler as soon as possible(an Adder is a bit more multi-purpose, whereas a hauler is...hopefully self-explanatory). Strip out everything that isn't a cargo hold, then throw in more cargo holds. You will want to upgrade your Frame Shift Drive as quickly as you can, as a larger FSD means a larger jump distance, which means less time in between trading posts.
After that, you're going to want to be doing some Rare Goods trading, which is the more lucrative option until you get to the ships that can haul ~100 tons of cargo. Certain stations have rare goods for sale in their markets, which you can identify since the name of the good always has the name of the station in it, and is a lighter yellow color. Rare Goods sell for higher the further away you sell them from the point of purchase, topping off at around 140 light years or so. There's a number of good rare trade routes floating around here that you can find, but here is a decent route that doesn't require too souped up of a ship. If you want to, you can keep your discovery scanner on the first leg of your trade route, so you can scan stars and make a bit of side cash on the way.
If you feel like trading bulk goods, you're not going to be making much cash until you get past that 100 ton mark. But the guide listed in the OP will help you squeeze out every credit(Thanks, Cog!):
The fuel scoop tip goes doubly for you. It'd suck to have to lose a hold full of goodies that you've already put down creds for just because you misread your gas tank.
If you like exploring:
Go wherever the hell you want to, man. Every ship comes with a basic Discovery Scanner at purchase. This is what allows you to scan stars. Actually using the discovery scanner – toggling to that weapon group, then holding the trigger until you hear the power of the bass – reveals all celestial bodies to you within 500 ls of your position. You can scan all of those planets and asteroid clusters to add some more value to your scan, but it does not add very much at all until you get the Detailed Surface Scanner on your ship. For now, your best bet is just pinging once, while you are scanning the main star, and then moving on. You have to be at least 20 light years away from the system you scanned before you can sell its data at any Universal Cartographers contact at any station. Just don't let too big a pile accrue: you lose all your scan data if your ship goes poof. The intermediate and advanced Discovery Scanners have a larger reveal range – the advanced scanner revealing everything in the whole damn system.
You're probably going to want to go for all purpose ships like the Adder and Cobra, as exploring on its own isn't likely to do much more than pay for your gas without the expensive modules on your ship.
Basic chart is in the OP(Thanks, Cog!)
If you like mining:
Get a mining laser and Refinery on your ship. Find space rocks, preferably planetary rings. Don't bother trying to go to the exact resource extraction site(Thanks, Rius!). Shoot the rocks until little chunks fall out. Scoop up the little chunks, and tell your refinery to get to work. If you see Palladium, you're hitting paydirt. The sites that you are looking for will scan as Pristine Metallic. A kind Internet gentleman is keeping a
gallery of sites that are confirmed to be Pristine Mettalic. Also, you should invest in a bigger refinery as soon as you can.(Thanks, Basil!)
If you like smuggling:
You rogue, you. You're going to want speed and cargo capacity over all else. The unidentified signals that end up being nothing but floating cargo are going to be your lifeblood at first, until you can more reliably take cargo from others(see: Pirating and shooting). Other vital equipment: Chaff and Heat Sink launchers.
Here's your gameplan, after you accrue a hold full of ill gotten gains: First of all, MAKE SURE THERE'S A BLACK MARKET AT THE STATION YOU'RE DOCKING AT. I've found it's a lot harder to avoid getting scanned on the way out than the way in, so if there's no black market at the station, you're either trashing your haul, or flying like a motherfucker trying to get out of there.
This needs to be tested more, but it seems to me that when you're approaching the dock from supercruise, if you approach it while you are between the dock and the planet it orbits, you'll have a higher chance to drop out of supercruise facing the dock entrance. Once you drop out, put all your pips in your engine, and line yourself up with the dock entrance as best you can. Then gun it. At 7.5 km out(10 km for the bigger stations - thanks Trace!), you are able to request docking clearance. Once you get to about 5 km, start running Silent(Delete by default). This vastly reduces the range that cops can scan you. But you start building heat very quickly, and you lose your shields, which is why HOPEFULLY you lined yourself up before you started this. Once the heat starts getting too much(~120% is when you should consider doing it), pop a heat sink to buy yourself some more time. If some cop does start to scan you, and you think he'll pop you before you can get into the dock and break line of sight, then throw some chaff to disrupt his scan. Hell, you can throw it anyway if you want to, you have enough of it. Once you're actually inside the dock, you're typically safe, and can exit Silent Running, although I still wouldn't dawdle trying to get to your landing pad.
Posts
(thanks for making the thread GnomeTank).
For those of you who haven't been receiving the Elite: Dangerous newsletters, they sent out some concept art for the Imperial Courier yesterday.
I want one to go with my Imperial Clipper.
I wonder how good its jump capabilities will be? Right now the humble Hauler is my best long-jumper for commodity price-scouting.
Armchair: 4098-3704-2012
I think I have it sitting around. I'll dropbox it and send you a link.
edit: Nope, my backup is from before his guide was put into the OP. Sorry guys.
For those who had been playing but decided to hang up their helmet, the 1.2 release had drastically improved the bounty payouts for combat kills and the RES now spawns a variety of ship types to gank so trading is not the only way to advance yourself financially. They also improved exploration payout, but I can't tell you by how much as I've been having to much fun shooting shit to experiment. Finally there is a new combat ship that is a step above the Viper (arguably?), the Vulture. 2 Large hardpoints, maneuverable, slightly slower than a Viper/Cobra for ~5M credits. I've not played around enough with mine to come to a final conclusion, seems good so far, but not sure if it truly replaces the Viper due to the slight speed advantage and greater loadout flexibility you get in a Viper.
I've not tried the wings multiplayer stuff yet either... I need to change that, but not sure when I'll have time to group up with some folks to try it, reviews I've read seem very positive on it so far though!
I see that the Fer-de-Lance manages to mount a Huge weapon hardpoint on a vessel capable of operating out of Medium pads. I don't think anything else short of the Anaconda has a Huge hardpoint.
Armchair: 4098-3704-2012
Coming in for a landing:
Berthed in the hangar:
A lil' sundiving:
I tried to get one of going into hyperspace, but the camera controls went all weird when the countdown started and the angle wasn't very good. Sadly, it won't let you go to external cam while in hyperspace, you're locked into the cockpit view.
I bought an Eagle to fight in and I'm going to use my Cobra to haul for them. I already spent a good bit of time at a low intensity conflict zone with some others. This is the first real PvP I've sought out since the beta and man I'd forgotten how much fun it is to fight other players. The Feds are getting shellacked right now, so if you feel like misbehaving and you want a wingman hit me up if you are in Lugh.
edit: Oh yeah I took a couple of pics with the new external camera too.
So you just finished downloading Elite: Dangerous. You've played through the tutorials a bit, enough to be able to get from point A to point B, while maybe shooting some things along the way. You're sitting in some random hangar, in some random corner of the galaxy, looking at what you were given, which is the equivalent of a Geo Metro, $20 and a full tank of gas. All you know is you want to make your mark on the galaxy, but you have no clue where to start.
You'll have a better idea after reading this.
First things first, you need to make some scratch. The Sidewinder is better than...well,...floating in a space suit, but you're going to need more than what it can provide fairly quickly. The best thing I can recommend is to figure out what you enjoy doing, and then find ways to get paid to do it.
Universal tips:
Whenever you're planning to go on anything more than a short, planned trip, ALWAYS PUT ON A FUEL SCOOP. It allows you to scoop fuel by flying close to certain stars. Not having enough fuel to make the next jump means you're blowing yourself up and going back to the station, so this is a “better safe than sorry” thing.
Always have a spare pile of cash lying around. If you bring up your info panels and look at the panel to your right, on the left side you should see your Rebuy Cost, or how many credits it will take to buy your ship exactly like it is when it blows up(and it WILL blow up one way or another at first. Unless you're the next incarnation of Christopher Blair or something.) Don't be that guy that gets his Cobra, misjudges how big it is, and crashes it on the way out of the dock without enough money to replace it.
(I'm not speaking from experience NEXT TIP)
Targeting a ship and keeping it in LOS will start to scan it. Scanning a ship will tell you all sorts of useful information about it, but the most important thing is that assaulting a ship that isn't fully scanned will earn you a fine unless you're in a lawless system. Don't jump the gun! Wait until the scan finishes.
There are tons of extra tools you can use to help you with particular career paths, but this one anyone can use. Once you start getting above a certain light year range, the in game route planner starts having some difficulties. This tool is very handy for planning long range trips.
When you're putting gear on your ship, look at the bottom right corner. There is a section that shows how much power you're drawing when all your hardpoints are on. If that number is bigger than your total power output, and your turn on your hardpoints, everything will shut down. Including your oxygen. Either get smaller equipment, buy a bigger power drive, or do some power management on your right hand info screen, under “Modules”. Things that you can safely put under priority 3 a.k.a. First things to lose power are: frame shift drive(You're not going to be using this much in combat, and if you need to odds are you're probably already dead), cargo scoop, fuel scoop, discovery scanner.
Regarding docking(Thanks, Cog!):
If you like shooting:
In terms of armaments, lasers (Pulse is > ROF, < damage than Burst, which is > ROF and < damage than Beam) are excellent at killing shields, and cannons are excellent at destroying hulls. Missiles are dumbfire and can be expensive, but back a hell of a wallop. Fixed weapons have the least power draw, but only shoot where you're aiming. Gimballed weapons can track a target somewhat reliably, but they suck more juice, and their accuracy depends on how good your sensors are. Turret weapons are the most energy hungry and most dependent on good sensors, but they have three modes: Act like fixed weapons, free fire on my target, or free fire at any hostile. You can also look at the Bulletin Board for missions to kill ships of a certain faction, but they can often require you to jump between a few systems looking for the right folks to shoot, and that's just wasting valuable killin' time. Protip: Any bulletin board mission that's asking you to kill a particular named ship, and offering 150k+ for it, is asking you to kill an Anaconda. That is the largest ship in the game right now. Odds are good that if you are reading this little guide, that's a bit out of your reach, but feel free to try.
Before too long of this, you'll earn the scratch to get yourself in an Eagle, or as TOG likes to call it, “the space Zero”. This thing can turn fight like no other, and is more armed and armored than the Sidewinder. Once you've got some proper guns and gear on it, you can consider finding a planet with rings. These rings have places called “Resource Extraction Zones” on them, which is a fancy way of saying “lots of rocks, and lots of miners shooting those rocks, and lots of pirates hunting those miners, and a few space cops on duty hunting those pirates”. It's pretty much a turkey shoot, and you'll see all kinds of wanted ships. The space cops will often help you kill the pirates, and the longer you stay in a zone, the tougher the pirates that will come along, and the higher the bounty you get from killing them. From there, you will be able pretty quickly to move into the cream of fighting ships right now - the Viper. Fastest thing in the game, with some Class 2 weapon mounts for more punch than you've ever had before. If anything starts giving you trouble, you can just shunt all power to engines and boom away from them, then turn around and make a strafing run right back.
From here, you can keep bounty hunting, or you can decide to go the pirate route. If you do, invest in cargo hatch mines – it is much faster and more reliable than battering down the ship with your guns. Then once the ship is dead or fled, scoop up the tasty remains, and take back to black market of choice. Try to do this in either Anarchy or small independent systems, though, as you'll rack up fines like woah anywhere else. If you want to try piracy, go for a more well rounded ship with some cargo space, like the Cobra.
If you like trading:
When you start, you're going to have to make do with what you've got. Your best bet is to find the bulletin board trading missions, which often give you the goods they want traded, and you only have to schlep it a system or two. A bit of that to build some capital(Thanks, General_Armchair!), and you should be making good time to get into either an Adder or Hauler as soon as possible(an Adder is a bit more multi-purpose, whereas a hauler is...hopefully self-explanatory). Strip out everything that isn't a cargo hold, then throw in more cargo holds. You will want to upgrade your Frame Shift Drive as quickly as you can, as a larger FSD means a larger jump distance, which means less time in between trading posts.
After that, you're going to want to be doing some Rare Goods trading, which is the more lucrative option until you get to the ships that can haul ~100 tons of cargo. Certain stations have rare goods for sale in their markets, which you can identify since the name of the good always has the name of the station in it, and is a lighter yellow color. Rare Goods sell for higher the further away you sell them from the point of purchase, topping off at around 140 light years or so. There's a number of good rare trade routes floating around here that you can find, but here is a decent route that doesn't require too souped up of a ship. If you want to, you can keep your discovery scanner on the first leg of your trade route, so you can scan stars and make a bit of side cash on the way.
If you feel like trading bulk goods, you're not going to be making much cash until you get past that 100 ton mark. But the guide listed in the OP will help you squeeze out every credit(Thanks, Cog!):
The fuel scoop tip goes doubly for you. It'd suck to have to lose a hold full of goodies that you've already put down creds for just because you misread your gas tank.
You're probably going to want to go for all purpose ships like the Adder and Cobra, as exploring on its own isn't likely to do much more than pay for your gas without the expensive modules on your ship.
Basic chart is in the OP(Thanks, Cog!)
If you like mining:
Here's your gameplan, after you accrue a hold full of ill gotten gains: First of all, MAKE SURE THERE'S A BLACK MARKET AT THE STATION YOU'RE DOCKING AT. I've found it's a lot harder to avoid getting scanned on the way out than the way in, so if there's no black market at the station, you're either trashing your haul, or flying like a motherfucker trying to get out of there.
This needs to be tested more, but it seems to me that when you're approaching the dock from supercruise, if you approach it while you are between the dock and the planet it orbits, you'll have a higher chance to drop out of supercruise facing the dock entrance. Once you drop out, put all your pips in your engine, and line yourself up with the dock entrance as best you can. Then gun it. At 7.5 km out(10 km for the bigger stations - thanks Trace!), you are able to request docking clearance. Once you get to about 5 km, start running Silent(Delete by default). This vastly reduces the range that cops can scan you. But you start building heat very quickly, and you lose your shields, which is why HOPEFULLY you lined yourself up before you started this. Once the heat starts getting too much(~120% is when you should consider doing it), pop a heat sink to buy yourself some more time. If some cop does start to scan you, and you think he'll pop you before you can get into the dock and break line of sight, then throw some chaff to disrupt his scan. Hell, you can throw it anyway if you want to, you have enough of it. Once you're actually inside the dock, you're typically safe, and can exit Silent Running, although I still wouldn't dawdle trying to get to your landing pad.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Just now entered a system with 57 astronomical objects and sure enough, one of them is an earth-like planet. It's 270,000 ls away. Aaaaand someone has discovered it already. It'll still probably be worth going over, 10 to 30k is still money in the bank, but I'm sorta bumming out. 1,300ly away from civilized space and all the cool stuff is being taken, and none of the boring stuff.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Also there is the Wings update which includes improvements to the Signals encounter system including graded encounters by signal strength. Weak signals are likely to be single ships or salvage for example. RES have a better variety of ships to encounter and bounty payouts have been boosted. Lots of good stuff if you have been away for a while. Just make sure you get familiarized with the way shield cell banks function now if you are used to depending on them. They've had their performance tune just a little bit.
Armchair: 4098-3704-2012
3ds friend code: 2981-6032-4118
that's
huh
what is water magma?
Armchair: 4098-3704-2012
And the whole upgrade to the comms system is a big step in the right direction too. There is still lots of room for improvements there, but everything is much more dependable and better organized now.
And now more pictures.
But if everyone is going to be supporting Crimson State in Lugh I guess I might as well.
Still though, seems like most of the conflicts are going to be one-sided since almost everyone wants to see the system flip.
Is anyone organizing specific nights to meet up and tackle conflict zones/SSS's?
And really it seems up in the air at this point. There is two weeks of fighting ahead of us in Lugh, it could go either way. Also I've heard rumors of a Farrgut class Fed battlewagon in the area. That thing will make a mark.
Honestly the biggest reason I want to support the Fed is because those cruisers make it ridiculously easy to farm combat vouchers.
Armchair: 4098-3704-2012
I will also say save going into the conflict zones in Open for a pure PvP experience. You'll want wingmates too.
And two of my Viper with her fangs out.
Undiscovered too
I'm psyched to get back to a spaceport and sell this info.
200cr per shot.
6200cr for full refill.
Time to spend it in Elite since I've barely played it the last couple of updates... and to see how far away Lugh is from my current position.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
On a side note, the update to combat bonds and bounties is so nice. About an hour in a super active RES netted me 1.5 mil. Combat feels a lot more rewarding now
I was planning on working towards a vulture but I think I might wait and see what kind of nerf it gets hit with first