Elite / Frontier Elite Plus

I’m afraid I’ll not be joining you in your flight through the Elite Plus firmament - for one thing my reactions are far too slow to cope with what I’ve seen in your videos 😅

The other reason is that I don’t have the nostalgic drive to try it out - when I got a PC it was all about FE2 & Doom. Once I’ve reached Elite in FFE (probably sometime in 2022), I’m toying with the idea of going back to BBC Elite and playing what I wasn’t rich enough to play back in the day - I started out on the truncated Acorn Electron version.

It’s a pity you haven’t any wingmen to compare tactics with - just the backseat passengers like me along for the ride 👍
:)

Dear Arioch. You are my spiritual wingman regardless of differences in a platform of expression. I stalk your efforts just like you do mine.
When I played Frontier, I enjoyed the feel of vastness it gave (some 4000-4500 kills, counted. Imperial career with IMP Courier etc. Medals and such), But because I was already addicted to PC Elite Plus I always felt that everything in the game wasn't right. At least for me. To get emotionally and intellectually too invested.
Similar feelings I had with Oolite (with lots of OXPs). Elite New Kind project is still 'Deadly', something I could imagine to continue, or restart with systematic approach. However...

Now it seems that there will be only two big goals for me left in Elite Plus. To become 'Triple Elite' while documenting exactly what happens between 60K Promotion and the Hit counter overflow, and making a speedrun record that would force future "usurper Jamesons" XD to develop the skill level needed to a level of something unforeseen. Also, after these goals I'd like to end active career of Nothoria into the 9th Galaxy by fully cartographing it, and then joining to edible art student cohorts of Rama.

4th Retirement will be likely the last... unless some codemonkey comes with a minor mod to the game allowing the set of 256 explorable galaxies, in which case I would happily leave Vanilla Elite Plus behind...

Angus Duggan's Elite is the version I could imagine to be the project of my post-EP retirement enterprises.

Happy for you being around. :)
 
NEW Speedrun World Record to Elite from the start of the game: 1:40:44 with 1030 hits at Leesti by Commander Subotai

Full Viper tactics run.

New record was 7th or 8th attempt of the morning, when suffering from severe hangover. Time control problems were enormous. In Finland we shifted to summer time/daylight saving last night and I had to change the clock on a wall before starting speedrunning. I managed somehow dislodge its battery and I noticed that the clock was not ticking only after some 20-30 minutes of flying (Yes. In speedruns its generally nice to know when the run started :D), forcing me to go out from the full screen mode to check from the OBS screen recorder's timer how much time I had actually spent already. I also once accidentally pushed some button on a keyboard causing non-intended drop from the full screen mode and drop of Elite Plus/DosBOX window to the subbar of the browser window. That nearly caused the death, and I panicked and lost the already bad rhythm of play.

Generally the run felt very clumsy and I made totally unnecessary flying maneuvers and laser firing accuracy was sometimes horrible. Near the end of the run I jumped to Diso to check how many kills I already had, only to lost the "manual" hit count soon after due the inability to keep focus on, thus when knowing already that the time would be under the last record time nevertheless, I made it sure that next docking will result Elite promotion by shooting more Vipers than would've been needed (1030). To make it sure. Without those extra kills this would've been Sub-1h40min run. Vast majority of all hits were Police Vipers.

I'm 100% sure this record will be relatively easy to break with better physical, mental, and motivational states of being.


TIMELINE

0:00:00 Newbie Jameson at LAVE, Fore Pulse Lasers, 3 missiles, and 100 Credit
0:00:10 Selling Fore Pulse Laser and missile, buying Fuel Scoop
0:00:27 Hyperspace to LEESTI
0:01:07 Scooping fuel at Leesti (star)
0:02:05 Promotion to 'Mostly Harmless' with 3 hits. Buying 4 missiles and Cargo Bay Extension
0:03:52 Promotion to 'Poor' with 8 hits. Buying 4 missiles and ECM-System
0:06:23 Promotion to 'Average' with 15 hits. Buying Aft Mining Laser and 3 missiles
0:08:30 Buying 4 missiles
0:10:56 Promotion to 'Above Average' with 25 hits. Selling Cargo Bay Extension, buying Extra Energy unit and 4 missiles
0:11:29 Starting Viper killings by shooting Leesti Dodecahedron station
1:30:15 Hyperspace to DISO
1:31:19 Promotion to 'Deadly' with 935 hits. Buying Fuel
1:31:57 Starting Viper killings by shooting Diso Coriolis station
1:39:05 Hyperspace to LEESTI
1:40:44 Promotion to 'ELITE' with 1030 hits. Buying fuel and missile.
1:41:08 Saving the game as Subotai.cdr

Anyway. The new record is always new record, and feeling is good even the run was overall not very optimized... Really. It was rather Meh! :)

PS. Funny thing. Since I started speedrun Elite Plus years ago I've cut over hour from the record. I considered the first, original Speedrun record of 2h 42m 59s to be incredibly good time. Now it looks like a total waste of a hour. Paradigm change to 'Viper tactics' made previous 'Traditional' runs feel and look like a slow milk delivery walks in a park. I struggled years (and countless attempts) to break that first record, but within last 13 months I've made new WR five times, and I honestly think that the sixth time won't be too far in the future either, because the current record left so much room to make it better.

Viper tactics feels much more stressful than traditional anarchy grinder to speedrun the game, but it is also so much more efficient that traditional method cannot anymore compete with it anyway. Progress. Time needed for a kill was average: 6044 seconds / 1030 Hits = 5.87 seconds per kill. Average kill efficiency per minute was 10.23 kills/minute.

EDIT/ADD: Noticed that the first Elite Plus record at Speedrun.com was submitted with wrong date of playing. Corrected date moved the date of play almost a year backwards meaning that it took over 6 years to break that old record. The date is now same in both Youtube and Speedrun.com.
 

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Hit efficiency comparison of speedrun records

Commander Awesome: (Traditional), 9779s (100.00%), 1021 Hits -------> 9.58 Seconds/Hit (100.00%) ---> 6.26 Hits/Minute (100.00%)
Commander Polybius: (Traditional), 9390s (96.02%), 1024 Hits ----------> 9.17 Seconds/Hit (95.72%) ----> 6.54 Hits/Minute (104.47%), Time saved: 0:06:29
Commander Hannibal: (Traditional), 8075s (82.57%), 1000 Hits ---------> 8.08 Seconds/Hit (84.34%) -----> 7.43 Hits/Minute (118.69%), Time saved: 0:21:55
Commander Zamzara: (Traditional), 7564s (77.35%), 1005 Hits ---------> 7.53 Seconds/Hit (78.60%) -----> 7.97 Hits/Minute (127.32%), Time saved: 0:08:31
Commander McZieman: (Hybrid Viper), 6455s (66.01%), 1012 Hits ----> 6.38 Seconds/Hit (66.60%) -----> 9.41 Hits/Minute (150.32%), Time saved: 0:18:29
Commander Subotai: (Pure Viper), 6044s (61.81%), 1030 Hits ---------> 5.87 Seconds/Hit (61.27%) ----> 10.23 Hits/Minute (163.42%), Time saved: 0:06:51

All efficiency percentages relative to Commander Awesome's stats. Times saved relative to previous record.

Commander Zamzara is the most optimized 'Traditional' method speedrun. The first and badly optimized Commander Subotai's 'Pure Viper' record time relative to Zamzara's time was 79.90%, and hit efficiency per minute was 28.36% better. 'Hybrid Viper' strategies are hard to compare, because proportions of time spent with Traditional and Viper tactics directly influence to the Hit efficiency. Also, Traditional method is plagued by much higher randomness with ship RNG because over 10% of ships in an anarchic system can be Worms and Ferdelances from which GalCop doesn't award official hit, meaning that commanders using Traditional tactical scheme actually, and inevitably shoot more ships than their Elite Promotion messages show, and more shot ships means more time spent regardless of is the hit awarded or not. Extra time spent to shoot these ships lower commanders' hit efficiency in a direct ratio of appearance percentage of these ships. Instead Pure Viper tactics at peaceful Leesti (Corporate State) does suffer from that RNG-aspect much less. Only occasional appearing Worms have a negligible negative RNG impact over a span of generally much faster and shorter Pure Viper runs; statistical average hit point accumulation rate seems to contain much less random haze compared to Traditional strategy at the Anarchy.

With further optimized 'Pure Viper' records the hit efficiency will increase. How much exactly is yet to be seen.

The era of 'Traditional' tactical method speedruns is clearly gone hit efficiency-wise. Farewell Home Sweet Riedquat! Those native "Harmless rodents" didn't appreciate enough all those efforts of making New Elite commanders in their lovely system as fast as possible. The system was doomed not to be a proper cradle of WR Elites from the start, but hundreds of Jamesons still tried it, most of them failing spectacularly.

Only four pilots, Elite Commanders Awesome, Polybius, Hannibal, and Zamzara ever held the highly esteemed WR with their Elite Badges decorated with the special 'T'.

The rank-and-files of Elite Federation's Elite Plus commanders will forever remember those four for their historical achievement. o7 * Sniff *
 
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Midnight blog on the new horizons of Viper tactics In Elite Plus speedrunning

Writing this comment in a middle of night because the last record effectively F'd up my sleeping rhythm, because of nearly continuous thinking processes it started about the relevant topics related to it. That combined with rather strict time schedules at work (renovations, currently "speedrunning" with a floor lamination) messed up seriously my night sleep.

There are several questions about 'Pure Viper' tactics and Viper killing scheme more generally I don't have yet fully formed conceptions, due lack of experience or knowledge, and skill. Few of most intriguing questions that arose my mind at the work was:

Is it possible to combine 'Viper tactics' and more traditional approach i.e. shooting scores of hunters and pirates (and traders) in a system of a government type which allows both endless stream of Police Vipers but also constant stream of incoming hunters, pirates, and occasional traders? Could it be possible to compress more hits to a time unit if phasing rounds of Viper killings in away that still allow some shield regeneration and laser cooling while still using that time also for shooting other ships on a radar? Does those other ships prevent effective Viper massacre by the fact that there can be only at max 7 ships on the radar screen simultaneously, and does those ships (particularly hunters) form a level of risk that isn't acceptable simultaneously in a conjunction of confronting assaulting Vipers (that can easily kill you if not decimated fast enough)? Can such scenario produce higher overall hit efficiency rate regardless of increased amount of zero-hit ships (Worms and Ferdelances)? What government type(s) would be best suitable for testing these things (Anarchies at least are unsuitable because their stations doesn't launch Vipers when shot at)?

Legal rating is irrelevant in Viper tactics as it is always FUGITIVE from that moment onwards you start using it in a run, regardless of the system and government type, but that legal status generally change hunters' and lone patrolling Vipers' default response to more aggressive. Lone Vipers attack immediately, and simultaneously also when Viper killing round is ongoing with a station's Vipers.

Does such tactical scheme benefit from, or require to have both Aft and Fore Mining Lasers equipped, as tail gunning of other ships than Vipers cannot freely happen if your Cobra MkIII is heading toward the planet/station already alerted? Having both slots equipped with Mining Lasers would give higher freedom in movement directions. Furthermore, there would be lasers for both Shields arcs allowing shooting from intact arc: if Aft shields are depleted, Fore shields can be still full allowing a moment of energy bank regeneration even if someone is shooting at you. Is constant changing of firing window too cumbersome to get included to the routine, effectively?

It is already pretty clear that using both lasers to incoming Vipers is highly risky business as a time window for successful turning of Aft toward to and speeding away from incoming Vipers is critical thing between several kills... and an untimely Death, but that same doesn't necessarily apply to other ships on a radar screen. Better routine and training in Viper tactics could change the present conceptions about these things, though.

In 'Pure Viper' runs at peaceful systems (Corporate States and Democracies) you don't get practically any income from anything you do, if concentrating only to hit efficiency by Viper shooting. However, it is easy to see how useful both Escape Capsule and Energy Bomb would be in certain situations. Hunters and point blank range (the range you don't ever prefer to give for Vipers) shot traders would give some source of income amidst the general strategy of total economic pauperism...

Is ECM-System even needed if conducting Pure Viper at Corporate State? Only ships shooting missiles would be those same Vipers you concentrate your all efforts...

These arisen questions aren't fully explored because I considered them largely irrelevant in the frames of traditional (LAVE-LEESTI-RIEDQUAT) approach to speedrunning.

The Beginning of the Epoch of Viper Tactics changed (is changing) my perception about these topics. Good Night.

EDIT: some typos

ADD: Some initial test results.

'ECM-less Pure Viper CS'
in Leesti is indeed possible strategy. I attempted to make a new record, but died at 42:21 in the run. The death of Jameson wasn't because of a missile but due bad aiming accuracy in a situation when there was at least 6 Vipers shooting simultaneously. The start was short, only 8:56 before the first shot at the station, but I think it was still unnecessarily long and unoptimized for ECM-less run. The failed attempt was 7th restart of the session, all previous attempts interrupted due bad ship and loot RNG, and/or bad missile and scooping accuracy. For 'ECM-less Pure Viper CS' runs the start for getting necessary equipment shouldn't take more than 7-8 minutes, with near optimal RNG probably Sub-7 min.

'ECM-less Pure Viper CS' (= Corporate State) is clearly valid, realistic and potentially very efficient tactical scheme. You need only about 2300 Credits to get Aft Mining Laser and Extra Energy Unit, and as long as you concentrate only to Vipers, their missiles won't be real threat because you must effectively shoot the ships through them. If you miss a missile, you miss also the ship that fired it, and bad aiming with laser equals death anyway. Missiles won't even get near to your ship before your ship is floating space debris orbiting Leesti by Vipers lasers if you miss them too much and too long.,.

For this Viper tactics the hyperspace route is either LAVE-LEESTI-DISO or LAVE-LEESTI-DISO-LEESTI. You don't want to fly without ECM-System in a harsh, savage, and violent system. LOL.

First impressions about Multi-Governments and Dictatorships didn't give much hopes for integrating successfully traditional approach to Viper tactics, but this scenario needs further testing.
 
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NEW ELITE PLUS SPEEDRUN WORLD RECORD

1:38:13 by Commander Vasquez with 1011 Hits at Leesti

Category: Elite, Any% - From the start of the game to ELITE Promotion
Tactics: Pure Viper (FS, AML, EEU, ECM, EB)
Hyperspace route: LAVE - LEESTI - DISO - LEESTI
Time of equipping the ship: 14:15
Hit efficiency: 5.83 Seconds/Hit (5893 seconds / 1011 Hits) and 10.29 Hits/Minute
Time saved from the previous world record (CDR Subotai): 2:31

This was 13th attempt of the night after coming back from the work and taking few hours nap. I further tested 'ECM-less Pure Viper CS' tactics, but after I had failed two longer attempts (33:32 and 30:40) before the record breaking run I decided to lengthen the start by acquiring Energy Bomb to have it as a safety measure. It proved to be useful, thought unfortunately early into the run (22:14) because then suddenly emerged situation was critically near the death. That Energy Bomb detonation gave inspiration for Commander's name (then still yet another Jameson) as Aliens -franchise's character Colonial Marine Smartgun operator, PFC Jenette Vasquez popped up immediately to my mind (that last stand scene where she and Lt. Gorman commit suicide by explosion in an air ducts after wounded, out of ammunition and cornered by xenomorphs). Happy for Vasquez she survived this time. :D

Naturally, this new record is still unoptimized. Several minutes were lost at the start of the run what would be in theory possible even if considering time needed for Energy Bomb acquisition as necessary time spending (it proved to be in hindsight), and there was several minor lapses in maintaining the grinding rhythm. The end was instead rather good, regardless of extra jump to Leesti because of still missing kills; 'Deadly' promotion at Diso with only 953 hits. Estimating accumulated kills is still difficult as there aren't yet much statistical material for making calculations on the topic. This run produced also that kind of necessary source for statistical needs.

Optimizing the speedrun is always rather time consuming thing to do. Slowly but surely...

"GAME OVER MAN! GG!" (said with tone of Hudson) :D


TIMELINE

0:00:00 Newbie Jameson (Harmless, 0 hits) at LAVE with Fore Pulse Laser, 3 Missiles, and 100 Credits.
0:00:10 Selling missile and Fore Pulse Laser, buying Fuel Scoop.
0:00:23 Hyperspace to LEESTI
0:01:49 Promotion to 'Mostly Harmless' with 3 Hits. Buying Cargo Bay Extension and 4 Missiles.
0:02:33 Scooping fuel at LEESTI (star).
0:04:33 Promotion to 'Average' with 10 hits. Buying Aft Mining Laser and 4 Missiles.
0:07:33 Buying 4 Missiles.
0:09:39 Promotion to 'Above Average' with 24 Hits. Buying Extra Energy Unit and 2 Missiles.
0:11:45 Buying 4 Missiles.
0:13:35 Promotion to 'Competent' with 35 Hits. Selling Cargo Bay Extension, buying Energy Bomb, ECM-System and 2 Missiles. (Equipping of the ship completed)
0:14:15 Shooting LEESTI Dodecahedron station and starting 'Viper tactics'.
0:22:14 Near Death situation. Emergency detonation of Energy Bomb.
1:30:35 Hyperspace to DISO
1:32:44 Promotion to 'Deadly' with 953 Hits. Buying fuel.
1:33:10 Shooting DISO Coriolis station and continuing 'Viper tactics'.
1:37:25 Hyperspace to LEESTI
1:38:13 Promotion to 'ELITE' with 1011 Hits. NEW WR!!! Buying fuel.
1:38:28 Saving the game as Vasquez.cdr

Right on Commanders!

Edit: Timeline of the run added.
 
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[self-censored drunken rant was here. Space reserved for other uses]...

Live blog for following Friday night session to break the speedrun world record.

Progression

1st attempt (6:09pm): Death by bad scooping at 1:10
2nd attempt (6:10pm): Death by bad scooping at <1.00
3rd attempt (6:11pm): Interrupted by bad ship/loot RNG at 2:25
4th attempt (6:14pm): Interrupted by bad ship/loot RNG at 2:10
5th attempt (6:17pm): Interrupted by bad ship/loot RNG at <1:00

Pause: Going to a shop to buy more beer. 24 pack of 'Pirkka III-Olut' added to the equipment.

6th attempt (6:58): Death by Vipers at 16:45. The start was very good. AFM, EEU, 4M and EB equipped under 9 mins (Shot at the station 9:06). EB detonation too early, only 10:12 in the run...

You already see the pattern. How it always goes. For one decent start, the game on average must be restarted several times per session, and even then critical minutes after the successful start are the most dangerous ones as you must search your rhythm of grind...

7th attempt (7:37pm): Death by bad scooping at 5:01
8th attempt (7:47pm): Interrupted by bad loot RNG at 4:01
9th attempt: (7:57pm): Death by bad scooping at < 1:00
10th attempt: (8:00pm): Interrupted by bad loot RNG at 1:20
11th attempt (8:04pm): Interrupted by bad ship/loot RNG, and bad missile/scooping efficiency at 10:20

Jamesons are starting to be mildly drunken...

P-iss and smoking break.

12th attempt (8:27pm): Interrupted by bad loot RNG and missile accuracy at 7:10
13th attempt (8:36pm): Interrupted by bad missile accuracy/scooping at < 2.00

14th attempt (8:40): Death by Vipers at 1h:02m:whateva secs by Vipers in a run that was 'ECM-Less Pure Viper CS' at the time of the death. I accidentally hit CTRL (or whatever) button when opening a new can of III-Olut midflight, causing the drop of DOXBox and Elite Plus windows to the subbar of the browser. You simply cannot do that when there are a flock Vipers coming to you for drunk driving...

If this would've been Elite run, the Jameson would've been named either as Commander Nazarene (after the boy) or as Commander Pantera (after the father, Roman soldier). I'm happy not to have to make the decision.

The EP cross was carried onwards anyway, Tomorrow then...

Right on Commanders! 07

Nothoria liked it today.
 
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Commanders!

Now there are a rare opportunity to be 'Elite' in PC Elite Plus gaming scene's sub-division of Speedrunning.

To get the status of ELITE have not ever been as low hanging fruit as it is today. Currently it is clear that a new ELITE world record runner can make an inscription to the history with a time save of at least some 5 easy minutes by watching the most recent WR reel, and learning the necessary routine.

Shouldn't take too much time.

A time window for such achievement is very short as there are Elite Plus Archangel actively concentrating to the effort. He (She) is damn good at it.

Source: https://www.youtube.com/watch?v=lSOwacHP-XM

Home at Riedquat.

With a money for 700+ Galactic Hyperdrive units.
 
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Elite Plus review in Finnish gaming magazine PELIT (Issue: 1991 Fall), page 94.

Z1JDvFC.png


Funny. The reviewer was rather critical about the game, but it still scored 91 out of 100.

It's Elite Plus' 30th anniversary this year, but I have no idea what was it's exact official date of release and publication.

PS. R.I.P. Jukka Tapanimäki (1961-2001), Finnish game designer and programmer. Author of Zamzara.
One of my previous WR commanders was named as Zamzara to honor this man's life and work. This was coincidence as I had no idea he also reviewed the game for PELIT magazine.
"The most positive thing is the speed of 3D-graphics, that makes a most highly-strung player to reach toward a 386's turbo button."
How much I miss that button from my 4-core processor 2+ Ghz laptop. Default setting would be 'ON' as it would be possible to increase the speed of game it still being playable. The game is much faster in modern computers than it was in 386 and 386SX MS-DOS PCs, but that is only good thing. It could be still faster tho for serious gamers.

---

Elite Plus game review in Computer Gaming World, October 1991 issue #87. Pages 96 and 98. The game's ad on page 21 of the issue.

Honestly, I find it very hilarious how reviewers give an impression the game would be someway hard to play, requiring time consuming preparations and toiling with trading for equipping the ship. It's almost like they wouldn't even speak about the same game I like and love to play. The most "broken" feature of Elite Plus is the fact that there doesn't simply exist circumstances where a career option of peaceful trader would be realistic, efficient, or economically feasible thing to do. You simply spend 10-15 minutes in Leesti after the start of the game and you have everything equipment-wise you need for becoming Elite max 3 hours later.

"Unfortunately, the initial starting position may try the patience and enthusiasm of even the most long-suffering gamer. Indeed, the lack of initial resources and low profit margins at the outset may ultimately cause many to return to the place of the game's purchase rather than to explore the game's universe."

Statements like this are patently false if we are really talking about PC Elite Plus. For those who are still unsure how "Unfortunate, and lacking initial resources and low profit margins at the outset of the game" really are, there are 2 videos posted even in this same forums page above that show clearly how little effort, patience, and enthusiasm is needed: just watch first 5 to 10 minutes to get the idea.

"The most long-suffering gamer" may find it tedious to try cut some minutes out from an average about 12-14 minutes to get necessary equipment, but it is totally absurd to say that difficulty of getting started in this game would be someway unsurmountable obstacle.

Then, the last but not least! That eternally repeated 'myth of difficulty of docking' goes beyond absurdity because manual docking in Elite Plus seems to be at the easiest end of spectrum of difficulties of various versions of Classic Elites. In EP it is also very fast and easy to practice it if it feels too difficult to do for someone. The question how it can appear to be so difficult is much bigger mystery than existence of Raxxla. Also, considering how fast it is to make 1500 Credits in the game, Docking Computer can be purchased with minimal effort and time spending, and it is practically useless anyway as 50 Cr docking fee is irrelevant spending after having essential minimum equipment; money is practically meaningless after having Fore (and Aft) Mining Lasers, Extra Energy Unit, ECM-System, and Fuel Scoop, as the accumulation pace of cash far exceed needs for it, even with sooner or later inevitably coming desire to buy Galactic Hyperdrive and cool but only decorative Military Lasers to all slots.

30 years of continuous parroting of sheer rubbish doesn't make that rubbish the fact, no matter how often repeated.
 
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New statistical calculations on the theoretic minimum time achievable in Elite Plus speedrun to 'Elite' (Any%) category.

In a light of most recent WR run (Cdr Vasquez) it became very clear that there are a lot of room for further improvements considering how long the start was (14:15 to the shot at station) with extra equipment not essential or necessary for currently optimal theorycrafted scenario of 'ECM-Less Pure Viper CS'. While extra equipment can save some runs from total failure, it is also clear that too much time spent for the start of the run isn't easily tradeable back to time save later in the run, not counting potentially time saving ESCAPE CAPSULE (1045Cr) that would allow direct docking to and ending the run at LEESTI (the system of the start for getting equipment and primary system of Pure Viper grinder for hits), not otherwise possible without extra jump to another system to reset LEESTI/or get Elite promotion by docking there after 1000 or more hits. For all practicalities, that system is peaceful, democratic DISO.

ESCAPE CAPSULE however has proven to be also a detrimental to have carried around because of it's activation key is F10 (or number 0), adjacent to F11 used to activate Jump Drive. When constant, hastily made strokes to activate jump drive are necessity in speedruns or practicality in a normal kilohit+ anarchy grinders to minimize idle time in the space and of an empty radar screen, a risk of hitting accidentally and unintentionally F10 is rather big (that's why Archangels do not usually fit such equipment to their Ironass Cobras). Only clear perk of ESCAPE CAPSULE is to make the end of a speedrun little bit shorter and allow minimal theoretic hyperspace route LAVE-LEESTI for the run with that hardware equipped. However, a timeframe needed to get 1045Cr optimal way at the start of a run is on average more time consuming thing to do than just jumping to DISO and docking to it's station at the end of the run.

'ECM-less Pure Viper CS' -tactics seems to be the least equipment-heavy conceivable strategy, requiring only AFT MINING LASER and EXTRA ENERGY UNIT. AML requires the FUEL SCOOP equipped to be fitted, but this isn't problem as it is practically first thing you buy at LAVE at the start of a run, the rudimentary thing that even allow rabid equipping and fast starts. When a pilot arrives to LEESTI the ship is equipped with FS and 2 missiles. It is possible to get 20t cargo bay full with those 2 missiles if ship RNG, missile firing and scooping accuracy are good enough. In practice you always hope that emerging ships at Leesti would be bulk trader types (Anaconda, Boa, Python) because they allow biggest loots per missile/scoop on average. When first docking to Leesti station you then sell your loot, buy 4 missiles and CARGO BAY EXTENSION as your first purchases there. CBE can highly improve further success and efficiency in looting more ships while it is still an investment that can be sold when not needed anymore.
In theory and in practice it is possible make enough profit for AML and EEU with only one extra launch and looting round at the space near Leesti's station. It seems that it would be possible to start 'Viper tactics' at the system only after some 5-6 minutes after the start of the game, thought probably "good" start still takes some 7 minutes.

Let's be sure and conservatively just assume now it takes that 7 minutes to get really started in the business, AML and EEU equipped.

The Current WR Elite Commander Vasquez started Viper grinding at time 14:15 in her run and got 'Deadly' promotion at DISO with 953 hits at the time 1:32:44. It took less than minute to reach the station after the hyperspace. If we simplify a little bit she used 1:18:29 for shooting 918 ships (She was Competent with 35 hits when starting Viper killings). That means she achieved average hit efficiency of ~11.7 Hits/Minute (918 Hits / 78.48333 minutes) during that timeframe. If we assume that there would be only 10 hits from the start of a run accumulated by shooting/crashing traders and other ships, the rest of run would require minimum 990 more ships for 'ELITE' rating. If we use Commander Vasquez's hit efficiency and average killing pace and make a linear extrapolation for the time required for 990+ hits, the result is:

78.48333 mins/918 Hits = X mins/990 Hits
78.48333 x 990 Hits/918 Hits = 84.639 minutes -> ~1 hour 24 minutes 38 seconds (3600+1440+38 = 5078secs)

with other above mentioned assumptions the minimum time achievable (when ending the run at DISO) would be:

7 minutes for the start and equipping the ship
85 minutes for Viper tactics
1 minute for the hyperspace to DISO and docking

= 93 minutes => 1:33:00

However, as previously estimated, sub 1h30mins run doesn't seem a total impossibility, mainly for two reasons. First, 7 minutes start for only AML and EEU is indeed conservative estimate for purposes of calculation. It is very possible that the time can be cut down considerably (relatively). Second, more practical routine and experience with 'Viper tactics' will highly probably improve both the rhythm of grinder, but also average hit efficiency. Potential time save coming from this someday cannot be really even questimated, but considering the overall length of Viper tactics phase(s) of current WR run, it should be at a ball park of some minutes. Laser cooling and shield regeneration rates set the ultimate limits how fast consecutive rounds of Viper killings can be realistically conducted. Risk of death increase exponentially with higher repeat pace of the rounds.

Further refinement to the statistics of Pure Viper tactics could be produced by counting how many Vipers on average appear in a round. That would produce relatively easy to use hit counter proxy for estimating accumulated kills in real time inflight as exact "manual" hit count is difficult to keep because of incoming missiles skewing the audio-visual experience of an effort. Also, it is not often possible concentrate to count the exact number of densely clumped Vipers on a radar when same time trying to aim them accurately with the laser. From video reel this could be done for statistics.

Contrary to my initial feelings about 'Viper tactics' and prospects of it, it is not that bad thing after all as soon as a new rhythm feels familiar. Meditative aspect of a Viper run is different than in a traditional anarchy grinder run, but it's there anyway. Viper tactics run requires much more higher and deeper levels of concentration, and also margin for lethal error is much smaller. Feeling of urgency is at least a magnitude higher level, but because of "pauses" between Viper killing, the overall rhythm of run is very different kind. It is much more deceptive: You feel relief for surviving the last round, only to find yourself on the edge of total panic only few seconds later due a bad initial laser accuracy. A "normal" average round of Viper killing feels roughly same as a relatively seldom occurrence of "critically dangerous" situation with incoming pirates and hunters at an anarchic system. In a Viper run, when performed well enough at a level required for reaching near to or making a new World Record time should feel "critically dangerous" all the time when confronting Vipers as that is indication there are enough assaulting ships on the screen to make those rounds highly efficient hit efficiency-wise i.e. saving time, which is the objective. High risk, high reward.

Acclimatize your meditation to such dramatically different circumstances will almost inevitably result a deeper, better, and more fulfilling experience of FLOW.

I love It!

Right on Commanders!
 
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Some hardly relevant, accidental test results. 5th attempt of the evening resulted rather interesting stuff. I made it to the station shooting at 7:30 after having generally very good start with ship and loot RNG. Only problem was that I had still insufficient credits for EEU because of the last looting round was inadequate by it's loot quantity (due 2 bad scoops and/or Missile accuracy). I had to sell already purchased AML, and both CBE and FS to get enough credits for EEU and AFT BEAM LASER.

A following brief grinding with Vipers made it clear that Viper tactics can be also performed using AFT BEAM LASER, but it isn't optimal weapon for that due lack of potency compared to Mining Lasers, and risk of death increases(d) accordingly. I died at 16:30 in the run, but not feeling deep sorrow for this particular Jameson as at this point of my 'EP Career' Jamesons are like Redshirts for Captain Kirk in Star Trek. Expendable resource.

He was the most equipment-nihilist and pauperist Newbie Jameson ever trying seriously become ELITE with new speedrun WR time only having ABL, EEU, 1M, and 28.8Cr of wealth. Sadly I had no opportunity to waste his only missile to a Worm Landing Craft. :D
 
@Zieman & Fellow commanders

Elite Commander McZieman has been conducting field testing with a tribble for the exhaustive analysis of the species' population growth curve.

Initial results after nearly 3 hours of field experiments at Leesti: Tribbles is measured at least with 16 bits as 2h 48mins there are already more than 8 bit can do without the overflow. Currently >35000 Tribbles

Full scientific paper with full experimental source data will follow. Here. Soon enough.

Disappointment. The growth curve is LINEAR.

Tribbles 39177.png


Linear growth ends at 39114 Tribbles (in this run), after that the growth follows directly 1 ton cargo/1 tribble more.

I'll go to this again. Full data of source will follow. Rigorous scientific studies doesn't deserve a drunken scientist. :p

;)

Source data. Part 1.

 
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What doesn't end to amazing about the Elite Plus is that it seems to be an endless source of joy, even after it is exhausted.

As long as there are no coding-able 'Archangel' saying how it goes/was planned/came short/s upon a Jameson, we all are save with our experiences.

If someone asks how to become Elite in PC Elite Plus somewhere, please lodge this thread: https://forums.frontier.co.uk/threads/elite-plus.70102/

OP is un-updated, written in hardly comprehensible alien Riedquatian dialect of E-(Fi)nglish but it doesn't matter anymore. EP+ Elite certificates will be subscribed in that foul Elite language, here. In this thread.

On Behalf of the Colonists of Finnish claim on the Riedquat, and there are no nationalism in this statement. Everyone performing adequately and well enough are welcomed to the colony. But a Finn was the pioneer...

N.I.
 
A lone commander. Imagine a situation where you know you can handle everything the game can offer (not counting too seldomly occurring Witch Space). You are fully confident with your Elite-appearance. You can do a hour of anarchy by request, in every state of your mind. Still, you feel alone.

Crying for a competition is of course a sign of weakness, but as long as there are no competition, The Elite can cry as much as he (she) wants.

And that sucks. Sucks deeply. It is not about the difficulty of the task, it is on the difficulty of taking upon the task.

"Elite" in PC Elite Plus is easy to measure as there is THE ELITE watching the deed. But there are no easily measured way to gauge how it goes when it goes to an "End Game",as there are no such thing.

In Elite Plus it will never go to that "End Game". A Commander can just play...

How much, how long?

That determine the Elite...
 
Imagine how people cheer and celebrate when a plumber Mario makes it under 4:54.

Imagine the void of space where generations of Jamesons, and Elite Commanders feels it is a task of waste of time.

Something in this perceived formula doesn't simply fit...

Thousands of guys want to know how fast they can save the princess as a plumber, but why those same guys cannot feel it important to become "ELITE"?
 
The easiest game to 'Force' the community is PC Elite Plus.

A player can just start to play for Elite, or not...

Nobody will hug for the deed, it is too easy as it is.
 
Hey guys, it's @Nothoria Infama here. Still playing the game occasionally, but I have had problems with the account as the site required confirmation via E-mail address, which I have no idea what it's password was anymore and apparently I hadn't either set any ways to recover it if password is lost. I had to create new account @EliteMegaWeed to post anything.

I'd appreciate a lot if Mods could help to unify my two accounts someway, but as mentioned above I have no other means to confirm @Nothoria Infama account than by log in with it.

Anyhow, grinding for kills has been slowly continuing. Currently my main line pilot looks like this:

NEciNC9.png


At Edzaar (Anarchy), Galaxy 8, with total of 111765 hits. Next hit counter overflow will occur after further 19307 kills, while there is only 13771 hits to go for next 60K -promotion and to lose ELITE rating once again. Profit has been constantly over 16000 Credits per effective real time gaming hour, thus the milestone of 4.000.000 Credits isn't that far away either.

Few seriously made speedrun record breaking attempts have been failed ones (deaths before 1h mark when using ECM-less Pure Viper CS -tactics), but the main line commander has survived one time from witch space. I also spent at least 2 hours for trying to get entry to 9th galaxy, but RNG wasn't supportive for those efforts.

Happy to be able to log these pages again. :)
 
Hey guys, it's @Nothoria Infama here. Still playing the game occasionally, but I have had problems with the account as the site required confirmation via E-mail address, which I have no idea what it's password was anymore and apparently I hadn't either set any ways to recover it if password is lost. I had to create new account @EliteMegaWeed to post anything.

I'd appreciate a lot if Mods could help to unify my two accounts someway, but as mentioned above I have no other means to confirm @Nothoria Infama account than by log in with it.

Anyhow, grinding for kills has been slowly continuing. Currently my main line pilot looks like this:

NEciNC9.png


At Edzaar (Anarchy), Galaxy 8, with total of 111765 hits. Next hit counter overflow will occur after further 19307 kills, while there is only 13771 hits to go for next 60K -promotion and to lose ELITE rating once again. Profit has been constantly over 16000 Credits per effective real time gaming hour, thus the milestone of 4.000.000 Credits isn't that far away either.

Few seriously made speedrun record breaking attempts have been failed ones (deaths before 1h mark when using ECM-less Pure Viper CS -tactics), but the main line commander has survived one time from witch space. I also spent at least 2 hours for trying to get entry to 9th galaxy, but RNG wasn't supportive for those efforts.

Happy to be able to log these pages again. :)
Good to see you back, I wondered if your journey was still ongoing 🙂
 
Good to see you back, I wondered if your journey was still ongoing 🙂
I'll continue. I had some anxiety troubles with inability to post anything, tho.

I forgot mention in the last post that for some reason I lost yet another tonne from my Cobra MkIII's cargo hold capacity about 150000-200000 played Credits ago. Max capacity is now 33 tonne canisters, when it should be 34t as Anti-ECM Broadcasters (reward from mission) take out one ton. At the beginning of the game your ship's default cargo hold is 20t, and it will be maxed at 35t after buying Cargo Bay Extension.

Why I lost another ton is a total mystery to me. Could maybe something to do with some unknown counter that has get to their floating point by sheer longevity of Commander's career, but I've been wondering since could it be possible to "break" the game only by playing it.

Add: Current situation with Perkele.CDR with screenshot from the file in Hex Editor. For the case if some adept code monkey want to replicate and study the file for finding some answers. The commander file is just as it is played, never edited anyway.
 

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