Newcomer / Intro Tips for the New by the New - OR - How not to make the mistakes I did...

Been playing for a couple of weeks now and there are some things I now know that would have been nice to know when I first started.

Feel free to add to the list.

1. Dump the basic discovery scanner and get a fuel scoop - no REALLY! Get a fuel scoop and learn how to use it. Then use it every time you pop into a new system. Top those tanks off. Takes a little extra time but it might just save your behind. I speak from experience when I say you don't wanna find your self out of fuel in an uninhabited system and no way to get more. Lonely way to die. Think fuel is cheap? Then check out the total cost after you've bought it a few hundred times and ask yourself what you could have done with those extra credits (bars, brothels and guns come to mind).

2. Outposts are your friend - well - in most cases anyways. The station doesn't do a scan when you're comin' in and the cops don't generally hang around them either. And in my experience more than a few of them have Black Markets. It can be tough to make a livin' on the space lanes. Black Markets can be an easy source of funds and you'll never pay a fine if you're smart.

3. Don't waste your money on a kill warrant scanner or cargo scanner when just starting out you don't need 'em. If your bent is towards bounty huntin' your normal sensors will tell ya if that Adder scootin off in the distance is being piloted by a wanted man and how good he is.

4. Hang out at nav beacons if you're lookin' for easy pickins.

5. The Sidewinder is no slouch. I've taken out Cobra's piloted by competent pilots with it. It's maneuverable and with the right upgrades can be toughened up enough to make it relatively easy to get the heck out of dodge if you take on the wrong bad guy. Don't be so eager to upgrade to a new ship.

6. In general upgrade to CAT D equipment. It's lighter and better than most anything else - especially in a 'Winder. Upgrade to gimbel mounted weapons as soon as possible. Get a beam laser and a mult-cannon as soon as you can. Grab the best power distributor you can afford soonest. Don't worry about a better reactor until you get within about 80 to 90 percent of max reactor capability with everything turned on. A class E or D shield generator is good enough. Grab a C or B class FSD drive - you'll be able to jump out to 16LY or so as long as you've watched your weight. Grab a point defense unit when you start takin' on the highly motivated and experienced bad guys (or good guys if that's your thing) - enough of them carry missiles that it'll be worth every penny. Upgrade your bulkheads when you can afford it but don't be too quick to do it. They add weight and shorten your jump distances. Last upgrade I made was bulkheads.

7. In combat don't be afraid to take on even master piloted transports as long as they are piloted by an NPC - don't even think about it if the pilot is human. They aren't very maneuverable and it's not all that hard to stay behind them and since most don't mount turreted weapons they can be easily taken out (FD needs to put turret mounted weapons on those transports - maybe they do and I've just been lucky and haven't run into any yet).

8. Even if you don't want to spend some time trading do it anyway (tradin' that is) before going off to become the scourge of space, Robin the Space Hood or the local sheriff. And never leave port with an empty cargo hold.

9. Always check the bulletin boards for jobs before selling or buying on the market. You may find a job that needs something you just happen to be carrying.

10. If you get a bounty on your head then make a fast trip to the closest outpost and pay it. Don't try flying a keyhole unless you're just a thrill seeking suicide monkey. Those stations are crawlin with cops. If you can thread the needle fast enough then it won't be a problem. If you can't... I'll make sure I find your sweetheart and do my best to comfort her in a most inappropriate manner.

11. Try mining - big bucks if you've got the temperament for that sort of thing. It can be done with a 'Winder but not easily. Best to wait 'till you can afford a transport type ship.

12. Try exploring - takes a special type of pilot to head off into the unknown depths of space. There's money in it but it'll take a while to earn it. If Columbus was your GGGGGG Grandfather this might be for you.

Hmmmm.... Startin' to ramble. Not an exhaustive list.

See ya on the space lanes - lets hope you don't scan as wanted!
 
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Personately I prefer to use Fixes guns/laser in my ships setup that way I make sure I don't hit the local policeships acidently when I bounty hunt a nav point beacon

I also think people shold try using the FA off when dogfghting because once you get the hang of it it actually makes it easier to win... I know in the beginning it seems almost impossible but you should pretty fast learn how the ship behave and it a nice feeling when you got your enemy on your tale and you flip 180(while still moving forward) and starts frying his shield with beams and then shift to multi canons or misiles to finish him off ;)
 
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1. I've been preaching it - fuel scoop is situational in all ships including Clipper. Starting with Python those are non-optional. Every time you fly consider this - will fuel cost more than the profit you can earn by using the space you put the fuel scoop in? My first real earnings were from exploration with the basic discovery scanner. Took time to find trading routes. Sidey is VERY cheap in terms of fuel. Will you pass a single unexplored system on your way? A simple honk brings you 200cr.

3. I'd add that the only need for those if you are hanging in an anarchy system. I still do not use cargo scanner - not my cup of tea.

11. Mining is tricky in a Sidey. You have only 4 tons of cargo space and the refinery will take place of your discovery scanner. With only two hardpoints you will be pretty defenseless with one of those taken up by mining laser. But consider this - there is no cost to the goods you collect. Anything in your hold is pure profit. Select a quiet secure system to do your mining - asteroid belts tend to be somewhat quieter than planet rings - otherwise you will fight pirates more than mining.
 
I have issues with your point 1. It's ok to buy a fuel scoop when you go exploring, but for trading its almost always (up to the very big ships) better to use the space for cargo, you make way way way more profit from that cargo then you can safe by fuel scooping, and that is not even considering the time you lose.
 
Missed golden rule,beyond Sidewinder keep an eye on your insurance level.
This forum is litters with the woes of players that did not keep track of it.
 
1. Dump the basic discovery scanner and get a fuel scoop - no REALLY! Get a fuel scoop and learn how to use it. Then use it every time you pop into a new system. Top those tanks off. Takes a little extra time but it might just save your behind. I speak from experience when I say you don't wanna find your self out of fuel in an uninhabited system and no way to get more. Lonely way to die. Think fuel is cheap? Then check out the total cost after you've bought it a few hundred times and ask yourself what you could have done with those extra credits (bars, brothels and guns come to mind).
I disagree if you're a completely beginner. Remember that when you start the game, you have a Sidewinder and 1000 credits. You aren't going to get much money from trading, because you can't afford to buy palladium or imperial slaves. :) With basic discovery scanner you can more easily get the first couple of thousand credits by exploring. Sidewinder doesn't use much fuel, so the fuel scoop doesn't save much money.
 
Good points except for the first one. Don't dump the discovery scanner. You can get more cash than trading AND it pushes you out of your starting area. You'll get 600 cr, just for scanning the sun right in front of you when arrive in a system you haven't been before. As a newbie, you can't beat 600 cr just for showing up.
 
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