Newcomer / Intro Top 5 tips for a new player.

I have a standard "Welcome" spiel that I copy and paste into Introductions from new Players. It has, I believe, several useful pointers and at least one dire warning;

First, let me welcome you to the Elite: Dangerous Galaxy. My rule 2 is; Have Fun (it is just a game, but WHAT a GAME!). Rule 2a is; In VR have LOTS more fun!!!

The learning curve is so steep (it has an overhang!) that the mountain goats go around in teams, roped together (and even then they may fall off, but that means the Vultures get to eat!). However, when you master something, and do it well, the buzz is worth the effort. To my mind the most important skill to master is landing your ship. Until you can do this nothing else matters (how can you complete a mission, for example, if you killed yourself on landing?). It would be a good idea to go through some of the Training missions to start learning the necessary skills to survive.

Now, Golden Rule 1, which is; Never Fly if you cannot cover the REBUY. REBUY is the insurance excess on your ship, and is 5% of the value of your ship (including all upgrades, but not the cargo). Any changes you make to a ship will affect the REBUY. You can see what your REBUY is on the Status screen (normally accessed by pressing key 4 when in cockpit view, although I do not know how to access the Status screen on a console), bottom left, below Balance. If you get killed, and you can cover the REBUY, you will get a replacement ship identical to the one you lost (although the cargo bay will be empty). However, if you cannot cover the REBUY you may well end up back in a basic Sidewinder. Please do not let this happen to you, as the forum is littered with tales of woe when other Players have ignored Rule 1, and then got killed. This links to the latest I have seen;

https://forums.frontier.co.uk/showthread.php/324391-1-5-years-to-get-Anaconda-1-day-to-lose-it

You will, at various stages, upgrade your ship (buying is covered in the next paragraph). Be aware that all internal equipment has numbers and letters associated with them. The number is the Class, while the letter is the Rating. Until you have a good understanding of the Class make sure (when upgrading) to fit the same Class as the unit coming out. There are stories of Players who fitted a 1A FSD to their Sidewinder, thinking it would help increase the jump range, only to find that (as the FSD that came out was a 2 Class) they had REDUCED the jump range. The letter is for Rating, with E being the weakest and A being the strongest. However, there are two that confuse this somewhat. All D Rated equipment are very light (and are preferred by Explorers for this reason), while B Rated has heavy armour (which is great for combat specialists). I do not (at this time) intend to explain weaponry, as this is definitely a matter of personal preference.

When you decide to buy a new ship, try to have 200% of the purchase price first. That way you have enough for the ship, some basic outfitting, a couple of loads of cargo, and a couple of REBUYs (just in case). If you are trading in a ship, take it back to factory spec first. When you sell any ship you will always take a 10% hit on the value of the ship at the time of selling. However, if you take it back to factory spec first you get back the full amount that you paid for the upgrades (at this time, at least). Then, when you sell the ship, your losses will be reduced. For example, I have an A Rated Cobra MkIII worth 10Mcr. If I were to sell her now I would take a loss of 1Mcr. However, if I take her back to factory spec and then sell her my loss will be about 35Kcr.

Have fun, fly safely, and see you out amongst the stars. Feel free to ask any questions, we all had to learn somewhere, and those that care will answer all they can.
 
Has anyone mentioned don't fly without enough for rebuy yet ? :D

Just to be on the safe side:
#1 tip: "Never fly witout rebuy."

Oh and ignore what you get told in forums
To be more precise: its dangerous reading in openforum... better resort to privateforum or soloforum :)


my #2 tip:
dont grind, evar!
if something is not entertaining to you - dont do it.
in this game you're free to do as you wish - use that freedom.
there is never a reason to come to the forums complaining that there is "too much grind" because the only grind in this game is the one that you inflict upon yourself.
if something at some point starts to bore you - do something else. or go play something else instead of elite altogether :)
 
Don't fly without rebuy... Its been said already for good reason. If you don't have the funds to rebuy it then you shouldn't fly it.

Plan your next ship purchase wisely... I always recommend the Adder as it is a straight upgrade from the sidewinder. If you are completely set on bounty hunting or cargo hauling then the Eagle and Hauler might be gapfillers but they have disadvantages from the sidewinder where as the Adder does not.

Approach a CG in private group or solo... Community goals can provide good money for a newcomer and don't be forever afraid of open play. All that said, approaching the CG system in open is asking to interdicted by high end Cutter piloted by an at in their mother's basement.

Lower your sodium content... If you don't follow the first three then you will at some stage have a bad encounter. There is no sense complaining on this forum as you will only receive the usual advice of 'Git Gud'. It might seem like trolling, because it is, but getting good is the only solution in this game so its not totally bad advice.

Make friends... I'm not saying it has to be my group but joining a group will not only enhance your time in ED but probably speed up your progression. Large groups of players tend to have large amounts of knowledge. My group knew about this Skimmer thing over a month ago. No need to announce it all over YouTube.

Bonus tip... Have fun.
 
Wow so much great advice, thanks, and also thanks in advance to any advice that follows, you CMDRs really are a credit to the community, I salute you 🙋

Had me some troubles last night trying to dock at dahan gateway for a delivery mission, im guessing that a place for the advanced landings lol or am i just missing something (and dont say the landing pad 😜)
 
There are many different ways to play the game. For instance, I'm still relatively new myself, and my combat rating is still Harmless, but my trade rating is Tycoon - one rung below Elite. I took the Sidewinder / Hauler / T6 / T7 / T9 route.

Biggest mistake I made was not checking out Outfitting sooner. I was trading 8 tons of rare commodities (Altairan Skins and Quechua Albino Mammoth Meat) betwwwn Altair and Quechua for many trips without realising that I could have carried quite a lot more in my Hauler. Doh!

Rares are good for a beginning trader, because you can sell them for many times the purchase price (if you take them far enough), though they're only available in modest quantities (more than 8 tons though!). A T6 can take plenty, and is relatively cheap. After that, you need to consider switching to something you can fill your hold with, as your ships get bigger - like Imperial Slaves.

Plenty of people have already said "never fly without rebuy". For a trader, I will add "never upgrade until you have enough cash for the new ship, AND the rebuy (5% of its value), AND at least as much cargo as you were carrying before". Upgrade too soon, and your profit-per-trip will do DOWN as you'll have to fly it nearly empty!

Once you have a T9, you've "made it" as a trader, and can start buying expensive new toys with the money you're making.
 
........
Had me some troubles last night trying to dock at dahan gateway for a delivery mission, im guessing that a place for the advanced landings lol or am i just missing something (and dont say the landing pad 😜)

Many people don't know that there is a very good, short docking practice training scenario. The main training "docking" one is actually a mission scenario so you can't just jump in without the time needed for travel etc. so it takes time. However:

Under "Challenge Scenarios" there is an option for "Docking Practice" - this just starts you outside a Coriolis station and you have to dock in the station. It doesn't take long and you can rinse and repeat until you feel more comfortable with slot-entry and landing-pad location and docking.


tEXth7V.jpg



This would be better in the main training menu I think.
 
1) Options/Controls/Mouse Controls/show mouse widget sets a handy little dot for telling where yer pointing

2) Don't shoot at the cops. They don't like it. Keep an eye on the wavy line to your far right. If "Wanted" appears above it get out fast

3) The navigation compass to the left of your scanner doubles as a handy landing guide. When you're in the station searching for your landing pad try to keep the white dot pointing downwards, a bit like an upside down diamond ring

4) Retract your undercarriage, retract your guns, and close your cargo scoop before jumping

5) Try any new loadouts in a nice safe bit of empty space. You don't want to be in the middle of a hornet's nest, press fire, and have all your systems die on you when they overpower your generator
 
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Don't let anyone tell you that there's a right or wrong way to play this game. There's only your way.

The Sidewinder, the ship you start with, can be replaced unlimited times for free. You will crash it a few times. That's fine. Take the opportunity of that free replacement to get to know the ropes.

Beyond the Sidewinder, every ship has its good points and its bad points - there's no 'best' ship, and no need to rush towards owning the most expensive.

Map the boost to a button where you won't hit it by accident. Unless you enjoy hitting walls and dying a fiery death, of course.

There are great resources for this game out there - edsm.net is a galactic mapping project, eddb.io is a database of star systems, coriolis.io is full of information about ships, and inara.cz is a network and information site for pilots. Make use of them all!

Have fun cmdr.
 
I cant thank you all enough for the advice,

Ive been enjoying the missions to shut off power at settlements, nice and simple and nearly 200k a time, but i do think im wanting to upgrade to hauling loot from one place to another and earn me some fat credits...

Ive almost ran out of juice a couple of times but have been planning my journeys more wisely, im a little unsure on what to kit a new ship with when i get one, i understand a fuel scoop would be a good idea, but unsure on how to set my kit up efficiently,

Sorry for the constant asking of advice, i know i should be looking this stuff up myself, i guess ive been a little lazy on the research which isnt usually my style with games...

Thanks again CMNDRs 🙋
 
Yep fit a fuel scoop, and an advanced discovery scanner. The ADS let's you "honk" a system and see the planets and bases therein. Otherwise you will be flying blind (I.e will only see a few planets)
 
Depends on the ship, your play style and what you actually want to do.

That idea with the ADS is a good one - as soon as you have the 1.5 MCr. to spend on one. Fuel scoop is so/so. For missions in the bubble, you usually don't need it. Mission targets are usually within the fully fueled range of any ship. I fit them on ships which will spend some time out of the bubble (always) or do passenger sightseeing missions (I don't like having to dock with a "wanted" passenger more than absolutely neccessary).

Tell us how much money you have and what you want to do, and we'll set you up.
 
1 Never fly without rebuy

2 Learn to use KGBFOAM to filter by scoopable star type

3 Take time to do some training missions

4 Take time to learn/set up your control bindings (including the SRV); eg unbind boost from the default where it's easy to do accidentally while landing

5 Enjoy the view!



o7
 
Depends on the ship, your play style and what you actually want to do.

That idea with the ADS is a good one - as soon as you have the 1.5 MCr. to spend on one. Fuel scoop is so/so. For missions in the bubble, you usually don't need it. Mission targets are usually within the fully fueled range of any ship. I fit them on ships which will spend some time out of the bubble (always) or do passenger sightseeing missions (I don't like having to dock with a "wanted" passenger more than absolutely neccessary).

Tell us how much money you have and what you want to do, and we'll set you up.

Ive not got much, just on 3 mil, bought me an adder and some parts already.

Not quite sure what i want to do tbh, im enjoying the missions to disable power in settlements, just found some for 700k+ ,

i do like the idea of buying and selling but not sure where to begin with that or how much ill earn / startup costs.

I definitely want to travel and discover new places.

I also want to get some pvp on the go but definitely need to get the hang of my ship more.

Will putting an ads on a ship hike up the rebuy cost?
 
Every change you make to a vessel will affect the REBUY. For example, a basic Cobra MkIII is worth a little under 400Kcr, so would have a REBUY of 20Kcr. However, my A Rated Cobra MkIII is worth 10Mcr, so has a REBUY of 500Kcr.
 
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3 Million will give you a good place to start from - more later.

Power grid missions: use the cheapest ship that can do the job, usually a Sidewinder. Since the ship will inevitably get hot from the bounties, find a friendly Anarchy nearby and swap ships there, so that your main ship remains clean.

Independent trading - only gets really profitable once you get into one of the larger trade ships - Type-7, Type-9, that kind of thing. You can do it in a Type-6 (which, unlike the other two, can land on outposts), but won't earn that much. Legal commodities under use of the BGS (e.g. Fish from agricultural boom into a famine system, or basic medicines from an industrial boom into an outbreak system) can yield up to 5000 Cr./ton, so a realistic Type-6 with 80 tons of cargo can get you 400 kCr. per run (but you don't have the money for that ship - yet). But then again, doing contract missions can get you more if you work on your reputation.

Travel and discovery - see below.

PvP - if they weren't so focussed on wing missions and killing Thargoids right now :p, show up at the Fighter Club. Friendly duels in cheap ships (stock Sideys or Eagles) every Wednesday, otherwise a few of the guys fly ships with open positions for crew members.

And yes, you pay the rebuy for the ship plus any upgrades, but not for Engineering.

Finally: Engineering. Since you didn't mention it yet, I suppose you haven't started on it. Unlocking the Engineers will familiarize you with basically every aspect of the game to various degrees - exploration, mining, rare goods, combat, smuggling... you name it, and there's an Engineer who needs that as unlock condition. One good way to start with Engineering is to unlock Felicity Farseer (she should already be known to you, i.e. appear in your engineers panel - status panel on the right side HUD, down at the bottom is a row of symbols, go right to that pentangle and click on it, and you'll get the enginners status screen in the central HUD). She can do the maximum upgrades on your FSD, but also handles in-bubble upgrades to your thrusters (up to grade 3) and can tweak power plants, shield boosters and sensors.

In order to get access to her, you'll need to be exploration Scout (or better) and then bring her one unit of Meta Alloys. Those Meta Alloys can either be bought at a planetary base in the Pleiades (Darnielles Progress in Maia) or collected from strange alien structures/devices/organisms called "Barnacles" - also to be found in the Pleiades.

Take your Adder (you can also use a Sidey or a Hauler) and put in those modules: https://eddp.co/u/UQk4eJrG

Then go to http://edtools.ddns.net/expl.php?a=v&f=sol&t=maia&r=30&ap=on and get your route (enter whatever system you are in now as starter system). Jump through all these systems, scan each system with the advanced discovery scanner, then scan all the planets on that list. Each of those scans will be worth 500k to 1 m Credits once you sell the exploration data. This is borderline exploit - but you can only do it once.

Once you're in Maia, decide whether you want to sell your accumulated scan data there (less risk - if you're killed, that data is lost) and whether you want to buy one Meta Alloy or go and collect it yourself. In the latter case, swap the DSS for a vehicle hangar plus SRV, and go and choose a ripe Barnacle site from this list. Shoot the spikes, collect the MAs (and anything else you fancy, they also drop significant materials for engineering). Apart from using one to unlock Felicity, meta alloys can also be sold for good money.

Fly back to the Bubble and find a port (any you like) where you sell just enough of your scan data to lift your exploration rank to Scout. Then continue to Felicity, hand her the MA and then (you may hace to relog here in order to jiggle the server so that the cartographics at Felicity's place are unlocked) sell all of your remaining exploration data there in order to increase your reputation with Felicity (and get easier access to her higher level mods).

Oh, and Felicity (and Elvira, and Prof. Palin) also sell tuned up Thrusters for the smaller ships (those that take size 2 or size 3 thrusters). With some Engineering, you can get a 700 m/s combat Sidey, or a 888 m/s racing Viper :D.
 
Ive almost ran out of juice a couple of times...... i understand a fuel scoop would be a good idea, but unsure on how to set my kit up efficiently,

Yes fitting a fuel scoop into your ships enables you to refuel while close to the corona of a mainline star.. but youre still free to decide whether you use that one module slot for a scoop - or something else.

Fitting ships is all about choices (on limited module slots for example) and their consequences.

BTW: not every star is "scoopable" - the so called mainline is stars of classes: OBAFGKM (or KGBFOAM - same letters, just another sorting order due to the acronyms players use to memorize the letters). Nowadays you can check the new filter options in the galaxy map to find scoopable stars.

In case of emergency , you cann still call the fuel rats
https://fuelrats.com/ maybe theyre able to save your sorry behind ;)
 
Not seen anyone advising you about the weekly Community Goals. These are events that start every Thursday and usually run for one week (or untill completed if that’s quicker than a week). They encompass many of the activities in the game like trucking goods, mining commodities or bounty hunting (occasionally they do exploration ones too) and can come with several advantages. The main two are:

1. You get a large credit bonus depending on your ranking at the finish.

2. They get you out and about in the bubble spreading your influence.

As with all things doing them in open runs heavy risks of being griefed but the flip side is you can meet dozens of commanders (sometimes hundreds) all pulling together and they can be quite amazing. If I was to give 5 tips they would be:

1.start in solo mode till you’ve built up a good bank balance.

2. Pick a ‘home’ system to base yourself in. Try and pick one that has all the economies close by and build up your reputation in them all as it increase your earning.

3. Try everything you won’t know what you like till you do.

4. Don’t be afraid to fail (you will and a lot no matter how long you’ve played the game)

5. Don’t quite because it’s so bloody hard at the start (and the middle), frustration is all part of the game use it as a spur and don’t let it win.
 
I cant thank you all enough for the advice,

Ive been enjoying the missions to shut off power at settlements, nice and simple and nearly 200k a time, but i do think im wanting to upgrade to hauling loot from one place to another and earn me some fat credits...

Ive almost ran out of juice a couple of times but have been planning my journeys more wisely, im a little unsure on what to kit a new ship with when i get one, i understand a fuel scoop would be a good idea, but unsure on how to set my kit up efficiently,

Sorry for the constant asking of advice, i know i should be looking this stuff up myself, i guess ive been a little lazy on the research which isnt usually my style with games...

Thanks again CMNDRs 

For the Core modules you want to replace all E rated modules with at least D rated as a first thing then when you can afford it A rate the Frame Shift Drive then the Thrusters unless you are doing a combat build then do them the other way round. Never put a lower numbered module in a slot until you know what you are doing.

Core modules in descending price order.
A rated are are the most expensive but have the best properties and deal with heat best. Note in the largest sizes can cost much more than the ship.
B rated are the toughest and heaviest.
C rated have the same mass as the A but have medium performance.
D rated have the least mass which is a great help for ship performance.
E rated are cheap should only be on a ship when you have either just bought it or are about to sell it.

Some of the optional modules and utilities also follow the same rating convention in regards of performance and price but not necessarily mass.
 
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