Thanks for all the replies. Just to follow up:
- I'm using an Eagle with upgraded 'D' modules (the best you can do in Pilot's Federation Space), a Beam Laser and 2 Multi-cannons (after trying a bunch of different load-outs). That already seems like too much for a new player to do to be able to kill the easiest-level NPCs in the newbie zone. Maybe you should need to do that for Mostly-Harmless NPCs.
- I have no problems with landing or supercruise (I stored my Docking Computer and Frameshift Assist modules first thing, so I don't use those). I'm fairly comfortable with my key bindings (but can't yet land in a rotating station without using Flight Assist). But combat is another level of precision and fiddling with mouse response curves, etc...
- I know about pip management, but frankly have no bandwidth for that at all. All my attention is on trying to stay on the reticule, figure out which way the target is facing (which is hard enough), and trying to manage my speed which is a whole other level of tricky.
- I mentioned the high-wake because I'm just reading about following wake trails, but it's not possible with high-wake because a Wake Scanner is not available in the Pilot's Federation District. It sure would be a better learning experience if NPCs in the newbie zone would low-wake instead.
- Mining seems to be a complete bust in the Pilot's Federation District. There are no scanners available, so as far as I can tell it is just trial and error with a laser. I can't see how you could ever complete any of the mining missions.
Really the problem is that the bar is so high for tutorial combat and way out-of-line with all the other systems to learn: You need to get every system figured out to such a high degree before you can even have the simplest success. It's not a learning curve, it's a vertical wall.
I'm just saying the new player experience would be hugely improved if there was a better balance of reward for effort at the early learning stage. This could be easily done by:
- Not having Harmless-level NPC shields come back on after a few seconds. Give us a few minutes to have a chance to learn to target the reticule. That is the single most frustrating thing.
- Make the reticule (target zone) bigger for Harmless-level NPCs so it is easier to hit and kill them.
- Don't have NPCs high-wake frameshift in the tutorial zone -- there's no Wake Scanner.
I don't see how making Harmless NPCs easier to kill would degrade the game for the experienced players.
There are so many other games to play these days that expecting a brand new player to suffer through hours and hours of frustration without rewards is really only just going to end up with far fewer players in the game.
Gotta say that a Harmless NPC should be pretty cake in an Eagle, but it also depends on what you were going after. Unless it was something much bigger than you, you should be able to burn them up.
I've read through the things you've said so I'm going to give a quick and dirty run on it.
Pip Management: Early on, you should really just worry about setting your pips when you're about to start a fight; at this point you can set and forget your pips. I would say Reset, Power to Systems, Power to Weapons x2 should give you an aggressive power load.
In an Eagle you can afford to put minimum power to Engines. Sounds like you want a bit more power in your Weapons. Remember, for the most part shields are weak against Thermal weapons like the Beam Laser, Hulls against Kinetics.
Targeting: try to keep them, obviously, front and center. If you get too close it can be hard, too far and you'll miss your shots (or do reduced damage due to range.)
One question that's not clear, are you using
Fixed or
Gimballed weapons? If you're using Fixed, that could explain why it's hard to keep on-target - especially in a twitchy ship like the Eagle, when you're just starting out. Fixed weapons are much more difficult to use. Gimballed will do a little less damage
but greatly increase the range you're able to hit your target and let you hit them much more often.
I suspect that may be the issue. Usually when something feels so impossible but has been done by many others, it's just an unseen factor that's in the way.