Life tips from an Elite veteran!...

Hi everybody, most of the following is a somewhat "stream of consciousness" I posted a few minutes again in a Facebook group, in response to a question someone asked about the rebuy cost of their new Cobra and after I posted it, I thought to myself, "I wish I knew all this when I started playing Elite back in the day!" πŸ˜―πŸ˜€πŸ€˜ .

So here is my impromptu guide to a hopefully happy life in the Elite Dangerous Universe!

Feel free to read it, add to it and share your thoughts on the post and life in elite in general, with me! πŸ˜€πŸ€˜ .

All ships have a rebuy cost, which is a percentage of their current value, including the value of their current modules...

So as you buy dearer ships, their standard rebuy cost will be higher as you upgrade and fit more expensive modules to them and their rebuy cost increases, however strip them back and put cheaper modules in them and their rebuy cost goes down.

It's one of the stats listed in your current ship's information in the right panel and worth noting especially when you're low on credits to know that you can afford to replace it if it gets destroyed!

If you're destroyed and can afford to pay the rebuy cost and pay it, you get the ship back as you had it outfitted, missing any cargo you were carrying, which was destroyed and is unrecoverable...

If you can't afford to pay the rebuy cost, you may have to sell other ships to fund it and may take a small loan towards paying it, but if you still can't pay the rebuy cost, you're given a free sidewinder and a limited amount of time to earn the money for the rebuy before the destroyed ship is deleted and gone completely!

But long story short, the best advice is to not take the risk and not to fly any ship that can't afford to pay the rebuy for at least once!
(And to check what its' current rebuy cost is after changing its' modules or doing significant upgrades πŸ˜―πŸ˜€πŸ€˜.)

Personally when I buy a new ship, I upgrade it the best I can and save up as much money as I can before flying it full time, generally leaving it parked for a while as I'm looking for upgrades and funds to fly it safely!

Once you hopefully have "more money than sense", you can start to take more risks and thinking less about paying the rebuy cost - however even when you can afford the rebuild cost of more expensive ships, it "hurts" to pay so much to replace them, so if you're like me, you'll be very careful to stop yourself dying to not pay the rebuy, EVER if possible! πŸ˜―πŸ˜‚πŸ©²πŸ˜€πŸ€˜ .

For example, I flew a Python as my main ship for about two years and every time I died in it, which was circa five times, I "felt" its' circa five million rebuy cost!
(I've died about 15 times in the game, but normally in smaller cheaper ships before that and while of course, it's never nice to die, it stung less...)

My current main ship is an Anaconda, which I've been flying for more than three years - its' rebuy cost is typically about 20 million and around 25 million in a full combat configuration - it would hurt a lot to pay that IF I'd ever had too!

Thankfully between always, or at least trying to, have the ship set up right for whatever situation I was in and calculated and carefully flying, I've never died in it, even I like engaging in combat and don't run from danger!

The worst damage I've taken in a regular fight was down to 80% hull, when I stayed in a combat situation too long, though normally disengage if I lose or am close to losing my shields...

While the one time I nearly died in it, when I thought I had it built "like a tank" and ready to take on the Universe was about 18 months ago, the one and only time I tried Thargoid combat - they shredded me before I knew it and I escaped with around 60% hull left!

Why people like Thargoid combat I don't know, I'm quite a combat veteran in normal circumstances, taking on wings of enemies at compromised nav beacons and in Combat Zones etc, but Thargoid combat was not for me!!

Lastly, one big piece of advice I'll give you (and maybe the most important part! πŸ˜€πŸ€˜) which is something I stupidly didn't do for more than three years until I was flying the Anaconda, which would surely have saved me from many a needless death, especially in the Python is - investigate and learn to use shield cell banks as soon as possible!

They can literally be the difference between life and death!

They're in game description is underwhelming and I felt that the module slot that took up was better suited to hull reinforcement, but they're great, when used right!

Indeed they have to be used carefully and at the right time, as they can be dangerous to or useless to you if used incorrectly, while like everything in the game, need engineering to get the best out of them, but even stock, you should always carry one or two small ones!...

They allow you to recharge and regenerate lost shield points, at the cost of significant heat, which can damage or destroy your ship if used incorrectly, but basically if you pretty identical ships fight each other, but one of them has even one shield cell bank and uses it at the right time, they'll normally win.

You have to use them when you shields are still up or they're useless - I normally use one when my shields are down to say 60% and at least by 40% as they take a few seconds to fire, when you're likely already taking fire...

It's best to test smaller ones first, class three or four one at a time, outside combat just after leaving the no fire zone of a station to see how much heat they generate and whether you can use one without damaging yourself!

In most ships you can just about use a class five bank without damaging yourself, though you may come very close, but with the class six banks and up, you either have to use one at the same time as a heat sink or significantly engineer them to avoid them damaging you!

I hate using heat sinks myself, as I'd rather keep utility slots free for shield reinforcement modules and maybe a kill warrant scanner, though I haven't carried the latter since flying the Python...

With my engineered class six shield banks, I can now fire one safely without damaging myself, couldn't likely engineer a class seven to be safe to use, however I use a class seven shield in heavy combat, so have nowhere to fit a class seven shield bank, as I wouldn't use a class six shield, along with a class seven bank (though I do use a class six shield when trading and running normal missions).

All in, I'd say my use of shield cell banks is 80% the reason I've never died in the Anaconda! πŸ˜―πŸ˜€ .

Anyway, sorry for the novel, but I felt that this needs to be said and that someone had said it to me when I was "only" flying a Cobra! πŸ˜―πŸ˜‚πŸ©²πŸ˜€πŸ€˜.

(It's a great ship by the way, I flew one as my main ship for a few months, before I upgraded to an Asp Explorer, spending about six months with that as my main ship, before the Python...

Which isn't to say that they're the only ships to use, though they are some of the best ships in the game!

Also that was before we had various new ships, or after I'd "passed them by", so never players have more options than we did! - I never flew a Crusader, Challenger or the other "C" sister ship, while I side switched between my long serving Python and the at the time, new Krait mark II when I was saving for my Anaconda...

The Krait is a fine ship and a good alternative to the Python, though both ships are similar in many ways...

The Krait is a little cheaper, faster and more manoeuvrable and can carry a ship launched fighter, making it much easier to avoid incoming fire, while ship launched fighters distract a lot of attacking enemies reducing incoming fire in the first place...

However the Python has tougher shields, hull plating and can carry more cargo.

While both ships use the exact same weapons and many of the same modules classes - I like both ships, but slightly more the Python!

Anyway, happy trails, never fly without a rebuy and see you when you're triple Elite! πŸ˜―πŸ˜€πŸ€˜ .

P.S. - I'll probably edit this to be slightly more generic and less Cobra focused tomorrow, but I'm a little tired now and maybe it's good enough as it is, anyway πŸ˜€πŸ€˜ .
 
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I used GPT4 to format your inputs.

Welcome to the Elite Dangerous Universe! As a seasoned player, I've gathered insights and tips that I wish I had known when I started. This guide aims to help you navigate the game more effectively, enrich your experience, and hopefully lead to a happier gaming life.

Understanding Rebuy Costs

  • What is Rebuy Cost?: It's a percentage of your ship's current value, including its modules. This cost increases with pricier ships and higher-grade modules.
  • Managing Costs: Equip cheaper modules to reduce rebuy costs, especially when credits are low. This strategy is crucial for managing your finances in the game.
If Your Ship Gets Destroyed

  • Affording the Rebuy: If you can cover the cost, you'll get your ship back with the same outfitting, minus any lost cargo.
  • Can't Afford Rebuy?: You might need to sell other ships or take a loan. Failing that, you receive a free Sidewinder, but with limited time to earn back the rebuy cost for your lost ship.
  • Best Practice: Never fly a ship if you can't afford its rebuy cost at least once.
Personal Strategy for Ship Management

  • Upgrading and Saving: Before fully committing to a new ship, upgrade it as much as possible and save a substantial amount of money. This approach minimizes risks.
  • Risk Management: As your wealth grows, you might be tempted to take more risks. However, losing a high-value ship can still be painful, so always be cautious.
Combat and Ship Durability

  • Ship Choices: My experiences range from flying a Python, which had a significant rebuy cost, to an Anaconda, my current ship, with its even higher costs.
  • Combat Strategies: Careful engagement and strategic retreats have helped me avoid losses, even in intense combat situations.
Advanced Combat Tips

  • Thargoid Combat: Not for everyone, as these encounters can be particularly challenging.
  • Shield Cell Banks (SCBs): Essential for survival, SCBs help regenerate shields but must be used carefully due to their heat output.
Choosing the Right Ship

  • Transition from Cobra to Advanced Ships: I've flown various ships, each with its strengths and weaknesses. The transition from a Cobra to ships like the Asp Explorer and Python was based on my growing experience and needs.
  • Python vs. Krait: Both ships have their merits, with differences in maneuverability, cargo capacity, and combat capabilities.
Final Thoughts and Advice

  • Never Fly Without a Rebuy: This is the golden rule for ensuring longevity in Elite Dangerous.
  • Continuous Learning: Always look for ways to improve your setup and strategy.
Conclusion

I hope this guide helps you on your journey through Elite Dangerous. Remember, the universe is vast, and there's always something new to discover. Safe travels, and I look forward to seeing you achieve Triple Elite status!
 
A Veterans' tips to new players (first ones that come to mind):

Play how you like, and let others play theirs. In ED as you increase your combat rank and upgrade your equipment harder NPCs will come after you, but there is no separation between the least & most experienced other players. Pay attention, be respectful of any skill gap regardless of whether they are to you. It's a game that includes combat, dying and losing progress is a part of the game & if you are willing to learn from your mistakes, you will get better at it ;)

Another one:
Don't blindly follow 'helpful' tips on how to quickly achieve whatever you are hoping for, any fast track will be boring & grindy. If you play in a boring way the game will be boring. Have an adventure!
 
Also remember if you sell a ship you don’t get the full price you paid for it and any modules fitted when it is sold, if you sell a module separately you will get back the full credit price.
So if you sell a ship remove all modules you can and replace the core modules with E rated ones as they are the cheapest. This is probably the only time after you have just bought the ship that you should have E rated core modules.
 
Best tip:
Buy a Vulture
Maybe, it might work for some and indeed with a large amount of engineering it's probably a lot better and more useable than stock...

But it's the only ship i bought, really couldn't justify or make work and sold!

Indeed I bought it early in the game when I had pretty much no engineers unlocked and without them, it seemed nearly useless!

Firstly on personal preferences, while I know it's famed for its' two large or huge hardpoints, which are massive for its' class and size, but ONLY having those two hardpoints really limits what you can fit to it - I like at least four hardpoints and the more the merrier!

(I also, where possible, i like to use missiles on the typically two small hardpoints most ships get, but don't use them on ships like the Python which don't have class one hardpoints - indeed it was and still is, very strange and annoying that Elite's ships don't have a dedicated missile launcher and something, I was used to being a veteran X3 player also!)

I fitted the ship with one multicannon and one pulse laser, but the stock powerplant barely had enough power to fire them, let alone anything more exotic!

While it has absolutely terrible jump range - I know that it's a combat ship, but it couldn't do ANYTHING else, unlike the Corvette which has a pretty massive cargo hold, quite a bit bigger than the Anaconda's and indeed I used the Corvette in several trade CGs, to make some nice profits!
(R.i.p. console CGs! πŸ˜―πŸ˜‚πŸ©² .)

I'm sure I could make the ship (and any ship) useful with engineering, but with those two hardpoints alone, I don't think that I could actually live with it still! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜ .

Indeed I prefer multi-purpose ships and the Vulture isn't one, but it feels like it needs a tow truck without a massive amount of engineering, which is just wrong in my opinion and certainly not suited to beginners or most players that don't own fleet carriers! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜ .
 
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I have a vulture from the Winking Cat, it sat in my carrier's hangar ever since. It's only use is as the ship I sit in when I have to abandon a mission.
The Anaconda flies like a dream when I switch from the T9!
 
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How can you live with the Anaconda's turn rate is a mystery to me. But we are clearly different players

I have over 500 rebuys...
I don't know, I guess I just adapt to things like that, though I do have my Anaconda A rated and highly engineered now, but even when I first bought it and was saving up for modules and hadn't engineered, it never bothered me - sure the Corvette is more manoeuvrable, but it's not night and day!

Also I guess I was used to it after flying the rather turgid Viper mark IV for quite a while! πŸ˜―πŸ˜‚πŸ©²πŸ˜€πŸ€˜.
 
I don't know what a veteran is...

My approach to being able to enjoy ED/O over the last (nearly) 7 years has been to just fly ships I enjoy flying, seems to have worked for me!
Rebuys are just a fact of life, and have far less financial impact than when I first started playing - made easier as I spend more than half of my play time in a Courier, I guess.
 
Best tip when hauling:

- When a hollow square interdicts you: don't try to run, read the local/direct chat and comply with pirate instructions.

^that will spare $$$ for repairs (and, in some cases, for rebuys).
 
Best tip when hauling:

- When a hollow square interdicts you: don't try to run, read the local/direct chat and comply with pirate instructions.

^that will spare $$$ for repairs (and, in some cases, for rebuys).

Maybe 1% of the time you’ll get that friendly interaction. If you follow the above advice though, 99% of the time you’ll be dead by the time you find the local chat.
 
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That is the absolutely worst advice ever... ;)

I always fight to win, but if I can't win, I run, and if I can't run, I die. There are no other acceptable outcomes.

Fair enough... but when hauling, we rarely see armed haulers, most fly shieldless ships (besides I remember one hero who tried to ram our ship while collecting booty lol :ROFLMAO: ).

Maybe 1% of the time you’ll get that friendly interaction. If you follow the above advice though, 99% of the time you’ll be dead by the time you find the local chat.

Hmm... perhaps I'd have added "and you're still alive after 10 seconds from interdiction and being under a cargo scan" :pπŸ™πŸ”
 
That is the absolutely worst advice ever... ;)

I always fight to win, but if I can't win, I run, and if I can't run, I die. There are no other acceptable outcomes.
Indeed rather than put yourself at the "mercy" of pirates, it's best to either have a ship that can fight or run!

If you don't feel like fighting, with luck and practice, you'll usually win the interdiction mini game and avoid it, but if you're about to lose it, brake and submit to the interdiction - as if you lose an interdiction, it does a small amount of damage to your ship and modules, but crucially, it knocks you FSD offline for what can feel like an eternity, while leaving your ship spinning and disoriented! 😯

As said, it's best to submit to an interdiction if you're about to lose it - especially if it's against a ship you can't beat...

If you don't plan on fighting, don't deploy your hardpoints as you can't jump with them deployed.

Instead, set full power to engines - boost, boost, boost until you hopefully break the enemy ships' mass lock, charge and activate the FSD and get out of there!

Heatsinks are useful when trying to avoid combat as deploying one will briefly hide you from sensors, though you can still be seen, you're still harder to see, track and can't be locked onto!

So indeed, they can be very useful in defensive builds as well as combat builds...

Another useful thing in defensive builds is to launch a fighter to distract and engage the enemy as you run, if your ship can carry them.

Only certain ships can carry fighters, with the cheapest one being the Keelback...

In these cases, you use the fighter as a disposable decoy and make no effort to pick it up, ignoring any warnings about the fighter being destroyed when you jump - your fighter pilot is safe and sound on your ship, not physically in the fighter and only dies of your ship is destroyed!

Somewhat helpful, although it's a sorely under developed and under used feature in the game is having human multicrew members on board!

Having human crew members on board, adds a pip to your power levels, up to two, one for each human crew member.
(If you have a ship that can carry two human crew members, but many ships only have one multicrew slot (if any at all)...

But most useful, multicrew is the only way to launch two fighters at once!

Having at least one human crew member alongside your regular NPC fighter crew, is the most usual way - if your ship can launch two fighters and you have a dual figher bay installed!
(Other than having two human crew members in fighters!) πŸ˜€πŸ€˜ .

However if you're ship is able for it and a match for the target, I prefer to fight, as no pirate has any right to my cargo, which often isn't mine to give away if I'm on a mission!

So if you're preparing to fight, set full power to systems (shields), which you especially need until you locate, identify and are engaging your target or targets, while also remembering to quickly deploy hardpoints so you ready for the fight!

During the fight, alternate your power levels between systems, weapons and engines as needed.

While also being prepared to run IF it's not going well!

Make pirates regret trying to steal your cargo and make them get real jobs! πŸ˜―πŸ˜‚πŸ˜€πŸ€˜ .
 
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Best tip when hauling:

- When a hollow square interdicts you: don't try to run, read the local/direct chat and comply with pirate instructions.

^that will spare $$$ for repairs (and, in some cases, for rebuys).
Others have responded. My motto (if I flew in open) would be "never trust a pirate". Just because you demand cargo with menaces does not mean that others are not just out for the kill.

Being a bit uncharitable, I might suspect you of trying to generate more easy targets for yourself or those that just want kills.

Steve
 
Fair enough... but when hauling, we rarely see armed haulers, most fly shieldless ships (besides I remember one hero who tried to ram our ship while collecting booty lol :ROFLMAO: ).
OTOH, for newbies with little cash reserves, and assuming legitimate pirate and not just seal clubber, your original statement is sound advice.
 
Others have responded. My motto (if I flew in open) would be "never trust a pirate". Just because you demand cargo with menaces does not mean that others are not just out for the kill.

Being a bit uncharitable, I might suspect you of trying to generate more easy targets for yourself or those that just want kills.

Steve

We rarely encounter "hardened haulers" as most of players move along from hauling once collected enough credits to cover costs for doing other things... hence most of them are somehow "easy" because of experience, ship type/build/engineering. To our stats, out of 100 haulers interdicted: 25% comply immediately, 10% comply after being persuaded to do so, 15% log out (...), 50% do not comply (try to run, fight back, don't read the chat...).

OTOH, for newbies with little cash reserves, and assuming legitimate pirate and not just seal clubber, your original statement is sound advice.

We want cargo, not space debris.
 
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