Ok is there a way to make money quick and get a better ship?

I am stuck in a dock and each time I try to do a mission I get nailed...it's becoming quite tedious to do any I only have about 1 hour to play each day or so.
 
When I was short on cash, I'd find a nearby Hi-RES and use my Viper mk. III to attack targets nearly dead from being attacked by security ships. You can make a decent amount of money that way, so you can buy a combat ship and earn those kills. Plus, in the process, you'll get rep with that faction, and soon they'll start handing you multi-millon credit skimmer kill missions.
 
he/she cant be serious, starts a thread, asks for help! then ignores his/her own thread... scratch my original post i havnt the time to help now!
 
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Starter systems are bad places to hang out, especially in Open.

Go Solo or into a PG, then get away from the starting system as fast as possible. Even three systems distance will help.

If you have not done the tutorials, DO THEM.
 
Starter systems are bad places to hang out, especially in Open.

Go Solo or into a PG, then get away from the starting system as fast as possible. Even three systems distance will help.

If you have not done the tutorials, DO THEM.

YES.

Especially the landing ones. My friend swore to me that he didn't need the tutorials, then destroyed his own ship trying to land moments later. Not shot down, actually destroyed from multiple impacts into various pieces of the inside of the station.
 
My advice is to go to Neto. Very close to starting system with an excellent high res (you'll need the cops), good outfitting, many ships to choose. You can't go wrong with Cobra III. Go in res, follow the cops and just land a shot or two on their prey. Ka-ching!
 
I am stuck in a dock and each time I try to do a mission I get nailed...it's becoming quite tedious to do any I only have about 1 hour to play each day or so.

If you are just starting out, do some bounty hunting at a nav beacon. If you have an adder or a cobra, then look into rare trading routes. With any ship holding 100 tons or less (aspx/t6 or smaller), rare trading is most likely your best bet.
 
he/she cant be serious, starts a thread, asks for help! then ignores his/her own thread... scratch my original post i havnt the time to help now!

dude I am serious today is Saturday I am taking care of kids and stuff...I started a thread because I was frustrated playing yesterday and getting nowhere so I decided to ask today....I am sorry I don't monitor this thread in a constant basis.....this was the main reason for asking....I don't have a whole day to play this game to get anywhere where it would be enjoyable. I want to jump into a flight sim/ space sim since that's what I love to play and I want to play it and not keep on dying...your anger is my case in point of me not having time to play like a regular gamer.
 
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I recommend playing in Solo until you get the hang of the game. That's my first advice.

Secondly, watch some Youtube vids. There are a ton of excellent content providers who offer advice to new and experienced players alike. It really is better than making vague statements where we don't know exactly what you're doing or attempting to do in detail.
 
Others have posted good ideas. Here are my recommendations: Play the tutorials. (I spent 2 weeks on them, before playing the real game; it was very helpful.)

Play in Solo mode, until you're comfortable flying your ship. Even after 2 years, I don't play in Open, but others recommend it; the danger can add spice to your game, if you crave that sort of thing. Consider joining one of the non-aggression player groups, like Mobius or Fleetcom, but if you do, you have to promise not to shoot at other commanders, while playing in the group.

As to money, don't bother trying get rich quick; most of the smaller ships are more fun to fly than the large ones. The ships comprise much of the content of this game. If you rush to get an Anaconda, you're only cheating yourself. Personally, I found the Cobra to be a good all around (and inexpensive) ship, which I flew for months.

Don't buy a new ship as soon as you can afford the base model; wait until you've got enough credits to get some upgraded modules too. Never fly without the funds for a rebuy, otherwise you may find yourself back at square one.

Lots of players are willing to help a new commander, don't hesitate to ask. In particular, the Fuel Rats are a great group and they will rescue you if you ever run out of fuel. You can find their contact info here in the forums.
 
Find a exploit, i hear Robio system still works

So does sothis/ceos, but its not at the levels it was, and it does require cargo space that a new player may not have. Rare trading is the way to go if you are in anything smaller than an Asp X or T-6 IMO.
 
Finding your next leg up is fairly dependent on knowing exactly where you are in the game, what you have, and what you want to do.

Some basic suggestions...

1). Don't play in Open until you're in a very well outfitted mid-high tier ship and in an area far from centers of focus (starting area, community goals, key systems (like Sol, Colonia, Engineer bases), ect). PvPers not only fly fully kitted ships, but also are much more experienced in killing people. Unlike the AI, they will usually just shoot you the moment they pull you from supercruise.

2). Don't fly/buy if you cannot afford more than 2-3 times your rebuy cost. Losing your ship sucks, being forced to start over from practically scratch in a sidewinder when you have a higher combat rank sucks MUCH worse.

3). Combat rank is critical. This determines how strong of NPCs you will encounter in the world and how frequently you will be faced against larger ships. There is a sharp increase after Expert that can be a source of major grief for the unprepared. While bounty hunting is good money early on, once you hit the higher ranks of combat it becomes exceedingly difficult to run large amounts of cargo alone. At Master rank, using any of the dedicated cargo ships (type-6, type-7, orca, ect) becomes a death trap due to the difficulty of opponents and the slow speed and maneuvering of these ships. This also applies in relation to passenger cargo.

4. A good resource for finding trade routes is https://eddb.io/ . Under the loop route finder you can list things as "distance from you" to find a nearby system that has a published loop. Do be aware that prices change with time so you may want to limit things to only prices within the last few days or so before getting too invested. You may also want to limit yourself to whatever commodity you can put in your hold without going too low in funds. If you die with cargo, you lose the cargo and all money invested in it.

5. Don't count on exploits. While the gains for some things can be crazy high, they also speed you further along a given path long before you're skilled enough and experienced enough to handle it. There are many people who spent a weekend gathering millions of credits, hopping into a python or anaconda thinking they're unstoppable, then getting turned into scrap because they were not familiar with how large ships handle. Among these are those who make their first 500m credits, spend it all on a ship that they think can survive in PvP and end up dead in less than a minute. Fast is not always best. There are people who have billions of credits who spend most their life in an Asp of Cobra just because they like the versatility of these ships.

6). There is no finish line in this game. Progression is always about what you are wanting to work for, not what the game is telling you to do.

The following is a fairly lengthy route of progression. It's not the only route by any means, but should serve as a good framework while giving you good chance (albeit potentially slower) to learn the game. If you're already somewhat established, just jump to about the point you can reasonably afford.

If you're in the initial sidewinder:
- Focus on upgrading modules. At this stage, think of any money you put into your ship as 'banked'. You'll lose a portion of it when you eventually sell, but what you do have spent is mostly serving to improve your earning potential. You should try to work towards the following build:
https://coriolis.edcd.io/outfit/sid...1800-3t010000.Iw1/EA==.Aw1/EA==.&bn=Milestone
This will give you decent jump range, decent cargo, decent shield strength so that most NPCs should not be too much of a problem while your rebuy cost is easily something you can gain back in a single courier mission. You're definitely not good for real combat, but should be fine against most NPC interdictions.

- Cargo missions where the cargo is provided and courier missions are probably your best bet early on. It will let you get familiar with the neighborhood and the mechanics of docking, moving between systems, being interdicted, and use of the mission screen.

- If looking for more open-ended money, near the starting system, and many other places there are a few cargo loops you can do between industrial (machinery) and agricultural (food) stations. This won't be high yield, but is fairly reliable and will introduce you to the idea of learning what things are usually demanded by what types of economies.

- You can head to a High Intensity Resource Zone if you want to do more combat for bounty hunting. But as you are in essentially the weakest of the weakest ships, you may run into trouble.

- Try to work towards the point where you have your sidewinder outfitted as mentioned and atleast 300,000 in spare funds. This will give you enough money for an entry-level Adder.

Entry-level Adder.
https://coriolis.edcd.io/outfit/add...-024201012l.Iw1+kA==.Aw1+kA==.&bn=Entry Adder
*Note, you can move lasers, chaff, and class 2 cargo bay over from sidewinder before selling it.*
- This is your first real multi-purpose ship. It has the jump range to move around the bubble, a cargo bay large enough to earn a decent income, and enough defenses that you can bounty hunt reliably with. It also has room for improvement as you build up.

- Your goal is to work towards upgrading FSD, thrusters, distributor, from C to A. This sounds easy, but ends up being about 1,000,000 more credits that you'll need to earn. But, the FSD will give you longer range so you can do longer loops or go to other regions of the bubble (area around Sol where the majority of inhabited systems are found). The fuel scoop can be replaced with more cargo, but is otherwise there to facilitate longer trips (incase you wanted to head to Fed or Empire territory to work on that navy rank).

- Scooping is something you may want to practice while you're still using a fairly inexpensive ship and aren't likely to be harassed by more difficult NPC pirates. A class 1 scoop won't fill you up quickly, but will extend your jump range considerably as you encounter uninhabited systems. As you are finding your way, ALWAYS look to see what kind of system you are jumping to and what the star type is. Not all stars are scoopable and people becoming stuck because they hopped to a system with a brown dwarf in hopes of refueling is a fairly common thing. Just because a system has an economy does not mean it necessarily has a station that can easily be reached for refueling; some stations are around bodies 500,000ls or more from the jump point, which at this stage means not only time spent flying there in supercruise, but also potentially running out of gas on the way.

- You have 2 weapon types with this outfitting. One thermal, one Kinetic. The point of this is thermal is better against shields, kinetic against hull and modules. You can still use lasers for everything at this and most future stages, but you should start getting used to the idea of ammo limits and differing damage types. At later points though, particularly with larger ships, you'll need the ability to do more optimal forms of damage. It is strongly suggested that you spend some time doing bounty hunting in a HRCZ (High Intensity Resource Zone) it will get you familiar with combat in a ship that can take a reasonable amount of beating. Just make sure you don't make too many enemies in one area as factions can be VERY difficult to improve once you're disliked, and sheer hell if you're hostile.

- Once you have the mentioned upgrades and 2,000,000 more credits you're ready for the next ship upgrade.

Working Man's Cobra
https://coriolis.edcd.io/outfit/cob...-0303B301012q.Iw1/kA==.Aw1/kA==.&bn=Privateer
*note, lasers, multicannon, and chaff can be brought over from Adder before selling it.
- This is the first ship I would personally call a 'keeper'. Even after you have billions of credits earned, a cobra remains useful as a quick multi-purpose ship. Meaning that you should not really plan on selling this ship and should keep it as a solid backup plan should your luck change. It has high jump range, decent cargo capacity, and with proper considerations can run from almost anything while also being able to smuggle illegal cargo past security. It is also no pushover in a fight.

- As for upgrades, really the only thing you need is an A rated distributor. Beyond that, it is your chance to start playing with different loadouts, different internal modules, and maybe invest in a planetary vehicle bay or some lower tier engineer stuff.

- Your goal here is to use this ship as a basis to afford more specialist craft in order to do exactly what you enjoy doing. You've gotten established, now find where you fit in.
 
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I was able to get some buddies of mine (over from Ark) into vipers and cobras in about 8 hours gameplay. Just like everyone says High security res, steal kills and easy crazy.
 
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