Newcomer / Intro Advice for new players: Self perpetuating problem.

This thread is good advice for anyone starting out and wanting to play open.

It's the same game 150LY away but it's a more friendly game.
 
I'd keep the unmodified stock Sidey and use it for PVP practise. No financial risk involved. And it teaches you to face superior opponents, even if you are badly equipped.
 
Hi, I've been playing in Open Play exclusively since the game released and I have never been pirated.
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I've played a bit slowly, only working up to a Type-6 so far. But the secret is really this:
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Like any other career choice, Piracy has a profit equation. For traders the equation is like so:
HourlyIncome = ProfitMargin*Volume*DeliveriesPerHour*InterdictionsPerHour*AverageCargoLossPerInterdiction*AverageRepairLoss*AverageAmmoLoss
Traders have to maximize profit, volume, and deliveries per hour while minimizing interdictions, cargo given, repairs and ammo.
For Pirates:
HourlyIncome = AverageVolumePerInterdiction*InterdictionsPerHour*AverageRepairCost*AverageAmmoCosts
Pirates have to maximize volume and interdictions while minimizing repairs and ammo.
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The biggest secret is simply this - controlling how often you get interdicted. The goal between the pirate and the trader are at direct cross purposes on this one point - how often interdiction occurs.
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For a pirate, they need lots of targets, lots of traffic, lots of potential victims. For the trader, they need precisely the opposite; more traffic means more competition for cargo, docking ports, and an increased likelihood that a pirate is nearby.
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Traders want to avoid interdictions in open play? Get away from populated systems. Doing so changes the math:
With fewer interdiction targets per hour, piracy becomes much less profitable per hour.
 
I never thought about this before, but this is very good advise.
Virtually every other online multiplayer game starts you off in a noob-friendly "safe zone", so I can see why so many people would expect it. Here you have people thinking "omg, if it's this difficult in the starter zone, imagine what it's like in the harder areas!".
Guess it takes a bit to accept or understand that there are no levels or 'zones' in ED. Just an open galaxy.... a really, really big galaxy!
 
Safer mode would be solo, but that does not stop NPC's from showing you things you need to learn. Seeing is doing, lots you read about, but different when you come to do it yourself.
I trained in solo and built up a ship before entering online play, and then when my own way.

Part of the game is risk, and learning for yourself.
 
Safer mode would be solo, but that does not stop NPC's from showing you things you need to learn. Seeing is doing, lots you read about, but different when you come to do it yourself.
I trained in solo and built up a ship before entering online play, and then when my own way.

Part of the game is risk, and learning for yourself.


Join the mobius pve group. All the fun of open but no player on player problems
 
You will realize in time a sidewinder is just an escape pod for an Anaconda. If you want a real 'sleeper' ship get an A spec Cobra.

YUM Cobras, my favorite food!

LESTINO: There's other people in Open? I have seen on radar only, maybe 4 people since game release.

Bring on the griefers and exploiters, they are canned dogfood waiting to be opened up :)
 
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yep

Two nights of 4 to 5 hours playing each. So I would say I have played for 10 or so hours. I did all the tutorials and changed a lot of my mouse and keyboard bindings and have them the way I like it. I am okay at targeting ships and can keep the cross hairs on them.

Just like the reddit post of "what I learned in 10 hours of play" I too learned a few things I wish I knew before I started.

1. Jumping to stars has a limit base on your "cargo load" and your Power house and your fuel and your Jump drive.
Example, I jumped to a star system took a job to carry TEA right back to the star I just came from. Guess what I could not jump back to that star because it was now out of range.
Took me like an hour of research to find this little fact out.

2. I got interdicted and I laughed as all I had was my crappy sidewinder with no upgrades at all. SO I did a kamikaze right into his canape. I hope it cost him a lot of repairs. I just restarted and took a new trade job that I could get to then.

3. I ran across an active fighting zone.... don't go in with a sidewinder.... I quickly got out of there.

4. Read the mission carefully. It looks like a simple hauling mission but it really is a trade mission where you have to go get an item and deliver it back to that system. The problem is trying to find that item like "non lethal weapons". Finding that that item is 78907098709 ly away and you can only make 5 ly long jumps makes the mission stupid to do.

advice #1

Buy an upgrade of your jump drive as soon as possible to allow you to make longer jumps. Then buy anything else that helps make your jump ability even longer like power plant upgrades... ect.
 
Two nights of 4 to 5 hours playing each. So I would say I have played for 10 or so hours. I did all the tutorials and changed a lot of my mouse and keyboard bindings and have them the way I like it. I am okay at targeting ships and can keep the cross hairs on them.

Just like the reddit post of "what I learned in 10 hours of play" I too learned a few things I wish I knew before I started.

1. Jumping to stars has a limit base on your "cargo load" and your Power house and your fuel and your Jump drive.
Example, I jumped to a star system took a job to carry TEA right back to the star I just came from. Guess what I could not jump back to that star because it was now out of range.
Took me like an hour of research to find this little fact out.

2. I got interdicted and I laughed as all I had was my crappy sidewinder with no upgrades at all. SO I did a kamikaze right into his canape. I hope it cost him a lot of repairs. I just restarted and took a new trade job that I could get to then.

3. I ran across an active fighting zone.... don't go in with a sidewinder.... I quickly got out of there.

4. Read the mission carefully. It looks like a simple hauling mission but it really is a trade mission where you have to go get an item and deliver it back to that system. The problem is trying to find that item like "non lethal weapons". Finding that that item is 78907098709 ly away and you can only make 5 ly long jumps makes the mission stupid to do.

advice #1

Buy an upgrade of your jump drive as soon as possible to allow you to make longer jumps. Then buy anything else that helps make your jump ability even longer like power plant upgrades... ect.

Careful tiger...

To get the maximum range for jumps you will need:

The largest class of FSD, for a sidey that is 2. Get the highest rated '2' and that is 'A'
for EVERY other module get a 'D' rated of whatever class you like. The D rated are the lightest modules for any given class, weight is the key factor here. Power only has to be sufficient to run the modules, it will not increase your jump range.
Make your ship light, dont fit a huge fuel tank, you are just humping that stuff about.

Most importantly, only plan your jump after you have re-fueled or traded and your weight is final. The Nav computer only calculates for the ship weight at time of calculation.
 
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