This is my CMDR Aebram Game Play Journal.

A friend recruited me to play Elite Dangerous for some multi-crew and join in doing other joint content play. I've played Elite Dangerous once before when the franchise first launched its first release, so I started with some familiarity. I went forward using Google-Fu for some tips; tricks and advice on many questions and some how-to(s).

After playing for a week+ days and hours. I was taken out to a RES zone with my Sidewinder for some fast bounty credits under escort of some online friends. This was the quick cash power gaming story to help the new guy out. Thanks to my friends (+1 Rep) This was helpful but not for the obvious benefit to upgrade my ship. Fast was not always the most rewarding when experiencing MMO games. There is a high to moderate level of learning curve here and the awakening the game does have a grind factor to afford rebuys, upgrades and collecting materials for engineering, unlocking guardian modules and weapons, and the subtly how Frontier allowed the players to earn through casual play and enough missions to keep you endlessly busy.

SO, here is the nee player to new player advice. I strongly recommend the AspX ship over the DBX. Of course, the DBX has a superior jump range but the poor multi-role functionality of the DBX comes ahead. For instance, a DBX can mathematically reach amazing jump range, however, when later equipping the Guardian FSB uses up an optional internal Slot 5 - and the DBX has limited slots to the AspX - which has more versatility shifting to different game styles of play with hot-swapping the optional internal Slot 6 and 3 for cargo, cargo + limpets, 64t extra fuel for exploration + an extra SRV besides the standard 2G SRV + Surface Scanner equipped in the available Slot 2s. This is the significant difference between the DBX and AspX; and this multi-role functionality when new players are getting their feet wet traveling the galaxy trumps excessive jump range.

With my current engineered with the gFSD (rank 5) AspX laden jump range is 50.39 (loaded) and 57.68 unladen. With the 64t extra fuel with my choice of a 3A fuel scoop, I coulf trek as far as 950 LY before having a coffee break to refuel. So. new players, this is why I recommend the AspX and you can multi-crew and equip 4 SRVs where you can conduct joint effort objectives. Such, as unlocking the gFSB or mentoring a friend with some hands on how-tos.

Note: Frontier allows shared data discoveries and unlocks, which means farming out obelisks with a friend is doable, exploring systems is doable, and joint surface expeditions are doable. There still needs some more shared qualities for multi-crew and improved upon scenarios where another player can leave multi-crew without disconnects. However, these nuances may be fixed later.

What's next? Ship combat? Deciding to theme my next ship with a persona, I needed Imperial rank for an iCourier. As my goal was to create the "Get Smart(™)" spy ship for the operation and assassination missions. The iCourier is a sleek and fast ship. To launch "Agent 86(™)" to space needed more materials.

AspX Engineering Mods:
  • FSD r5 Long Range + Mass Manager

Note: A plausible change would be to install a 4A gPP that generates the same power as a 5A PP but with less weight which may improve the ship's range some.

The two farm site commendations used were Orrere, the Anaconda Crash, and HIP 12099, Jameson Crash. Update 6.01 seemed to have broken Dav's Hope where there wasn't any manufactured materials found. What to do? This no material spawn at Dav's Hope actually turned out to be good, in which I discovered the alternative method to scavenge Degraded, Encoded and High Grade Emission [Threat 0] signals. You can use Collector Limpets but I found this method cumbersome, as AI of the Limpets was fairly dumb. SO, I mastered the open cargo hold scooping method. Not being able to gather materials at Dav's Hope made the process slower but still doable.

The AspX has a convenient centerline cockpit with an excellent view while navigating debris. A quick tip is to use your the Data Link target to help align your ship up the material on the forward view than move slowly move forward using the cargo box target. On the AspX, the object will move directly under the cockpit location and into the cargo bay. I strongly recommend a thrust speed no greater than 10 or your course corrections will be too great. Encoded Emissions have a chance for Encoded materials, so that's a boon along with the random Manufactured mats. Once you have mastered the speed and approach to cargo scooping, you can swoop all the materials and jump back into super cruise. Also. Online suggests you find ones with 25+ minute timers but I've found where, as long as your drop from super cruise into the location before the last timer ticks to zero, then you still get access to the location spawn.

There are some online tips and advice on how to use the Galaxy map to find these "Unknown Signal Source." Honestly, I trekked around using the "Road 2 Riches" pathfinder to map out a route where I am doing exploration, and checking the systems for these signals. Of course, I could have gone to specific boom systems to improve my odds, however, my choice was to multitask my game plan and explore the different systems using the website while gathering materials for my iCourier. Also. Selling exploration discoveries help build reputation with different power play factions.

My iCourier was eventually engineered with the following setup and modules:
  • r3 Dirty Drives + Distribution Drive
  • r5 Long Range + Mass Manager
  • Installed gPP for an amazing 20.40w
  • two r5 Oversized 2F multi-cannon + one Corrosive Shells experimental mod
  • r4 Rapid Fire + Thermal Shock pulse laser
  • r5 Thermal Resistant + Fast Recharge 3c bi-weave
  • three r3 Reinforced Shield Boosters
  • two gShield Reinforcement Modules
  • r3 gFSB to improve travel range

All agents have some type of gizmos. I thought with the Thermal Shock and Corrosive Shells experiment would assist the Imperial "agent" ship persona to impose a limitation and debuff against my opponents in combat.

I feel the Imperial "agent" ship performs well for its size and weapon loadout while retaining a 27ly jump range. Except that I did need to change some key bindings to maximize my ship's agility and speed. On that note, I hope Frontier will let PCs setup two configuration sets of key bindings for each control category.

Now that I've played and have a sound ship for exploration and utility, and my "agent" persona ship for some introduction to ship combat and enough jump range (27 LYs) for missions; I am wondering what my next ship will be.

Does anyone have more information about the other system events? E.g. Weapons Fire on the signals, Convoys,...

Also. How to understand the power play faction menus better? E.g. which of the systems will help earn merits with what activities. It wasn't very clear, so I am guessing that I'm missing some context understanding.

Also. Is there a compiled list of the different mini game activities outside the mission board? I get the piracy and bounty hunting type gambits but Im more curious to learn about the other or hidden nuances activities for a new player check out.

I am still green behind the ears with ship to ship combat, so I'm not ready for the Arena content play yet. Many online posts warn against "gankers" in open play; not that I'm against this type of risky-hostile environment but I also don't have the credits to rebuy anytime someone has an itch to be a needless jerk e.g. a helpless combat rating versus a veteran dangerous player. Yes. I've used the Solo play option but this is also an MMO, so curious what else is out there while sharing the same Galaxy.
 
Asp is better for long distance exploring travelling out of the bubble. The DBX is better as a taxi for getting around in the bubble. It's not just about jump range. Landing space (footprint), scooping ability, speed and controlability also have to be taken into consideration. Attempts to multi-role ships are a waste of time. You can make money and rank so fast now that you can get whatever ships you want. Multi-role ships are always compromised in all of their characteristics, while as non-multi-role can be optimised for specific tasks. It was different in the old days before we could transport ships from station to station or fleet carrier.
 
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