Newcomer / Intro Permits

Maybe this is of help:
Or maybe not, depends on BGS shenanigans.
 
Of course, this begs the question: how many permits are actually worth getting? Shin for sure... maybe a few others but it feels like some are just there for the sake of being there.
 
Of course, this begs the question: how many permits are actually worth getting? Shin for sure... maybe a few others but it feels like some are just there for the sake of being there.

I remember being very disappointed when I worked to gain access to Exbeur - it was supposed to be a major centre of Federation activity but turned out to be very meh and has become even more mehful in the succeeding seven years. Similarly PLX 695 (which I had worked for to get access to Dover starport), Ross 128 and Hors all fell far short (i.e. bore no relation to) of their lore and even in-game descriptions. *

Having been thus disillusioned by the Fed permits I made no effort to gain any other permits apart from those naturally occurring or actively necessary (like Sirius).


* Back then (2015), hunt the module was a large part of gameplay, no reliable search engines for say 3C gimbal beams (a reguar plaintif cry in the forum) was available so permit systems were one method of improving your chances of finding stuff.

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BTW - Much of the lore of the "core systems" can be found in Elite II sources, like:



Of course Elite Dangerous has either retconned or just ignored much of the previous editions' lore.
 
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A dev once said, long ago, that "all the permits are there for a reason". Of course, most of the dev team that was around when that was said are no longer around, so I suspect that the original "permit master plan", if there was such a cohesive document, is now out the window.

That being said, the currently-existing permits that apparently "do nothing" do make for a handy receptacle for "future content" when the future eventually arrives. The Sirius permit used to be completely pointless, and only the diehard permit collectors obtained one. Then it became a must-have permit for the min-maxers to attain perfect engineering, when they decided to put a crucial access-controlling Engineer in Sirius. Now, everybody eventually gets a Sirius permit, whether they like it or not.

As for what's "worth getting", it depends on your playstyle. The gotta-engineer-everything crowd "need" Alioth and Sirius. Rare Goods collectors need" places like Crom and Jotun. Ship-unlockers get the rank-locked permits like Beta Hydri and Summerland, whether they want them or not. Want to buy an Orca or an Asp Explorer, cheap? Go to Alioth, for the cheapest ship discounts in the game (but only for those two specific ship types). Some, like Isinor, seem to have some kind of strange story-arc aspect to them. And others have nothing at all, except for those few who have set themselves a goal of "getting all the permits".

Finally, of course, are all the permits scattered about the galaxy that no-one has ever discovered how to unlock. Are they simply permanently locked out for reasons best described as "laziness", or is there some arcane mystery to solve that grants you one of those super-secret-mystery permits? There could be anything, from Raxxla to friendly aliens, behind those permit-locks. Few tinfoil-hatters are unaware of the mystery of these lost permits.
 
That being said, the currently-existing permits that apparently "do nothing" do make for a handy receptacle for "future content" when the future eventually arrives.
That begs the question, though. When are they going to stop adding unnecessary gameplay loops and expanding fluff and start adding fabled content.

I mean, you can't move furniture in before the house has got a roof and windows, but this house has been under construction for a decade and we've just barely got finished floors and piping in the basement. I mean, it's a pretty basement, no doubt, but... :LOL:
 
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