Newcomer / Intro What are you up to?

I sold them to the bar tender, some for credits some for... I don't know what. I have no idea what the 'assets' sold for. I'm also struggling to find a list of assets that I have.
You can see your Storage either at the Bartender, or in your ship (right panel) or on foot (open the Backpack by using the pop-up item wheel -- it shows what's in your backpack, and what's in your Storage).

backpack.jpg




backpack2.jpg


Before you sell stuff, though, take a look here to be sure it isn't something you're gonna need later for upgrades and mods. If the text is gray, you can sell it. If the text is orange, it has some use. You can click on the component then to determine what uses it has.

 
Get the Krait. You might end up like me and never want to fly another ship 99% of the time.

A 'hidden' feature of the Krait seems to be the boost function. It is more efficient on the Krait. 1 pip or 1.5 and you can keep reboosting continously. That 1 pip extra is handy for guns or shields in combat.

See this table---> https://elite-dangerous.fandom.com/wiki/Boost_Speed

At 14MJ, the Krait with its huge (for medium ship) distributor handles it easily. A Vulture which is a small ship with smaller distributor, needs 16MJ, a python with same sized distributor as the Krait needs 23MJ (you can boost in a Krait with a 1D dist! A python needs a 3D!). All else equal, the boost speed of the Krait also exceeds the Python.

The bad is of course you can get too boost happy like me and tend to boost into into solid objects use kinetic braking. Thats why I fly with a Bi-Weave.
Krait...Mk II or Phantom?
 
It's easy. Just put yourself in it's path, and it'll scoop you up. Turn on orbital lines, so you can see where it's going, then get right in front of it and wait for it to come around.

Besides, landing on Mitterand Hollow is something all CMDRs should experience. Watching New Africa fly by overhead is thrilling. On the day side you can watch eclipse after eclipse. It's wonderful. Don't miss it.
Source: https://youtu.be/EJc0U3mgLq0
 
Disappointingly, it turned out that one of the factions I've been (coincidentally) doing a lot of work for, the beautifully named Societas Eruditorum de Civitas Dei... is a bit too neo fascist for my liking. So despite being friendly with the Society of the Erudite of the State of God (translated), I've decided to buddy up to one of their "at war" factions; Ed's 38. At first I thought these guys were pirates (the name is a bit sus), but it turns out they're looking to foster cooperation between factions, which fits better with my internal RP. Interestingly, there's a system where they are one of 5 factions, none of which have more than 23% influence.

So I'm going to be running missions for Ed's 38 out of there for a bit. Yes, it's a terrible one-starport backwater system with no orbital docks, but it is the most likely one to be flippable. So far today, they've gone from 17% influence to... 17.2%. Well, it's a start. I think. I don't actually know if that was anything to do with me 😹

I am of course assuming nobody else is working on this system, because I am but one player and once out of Crimbo Limbo, my time will be very squeezed. The poor facilities and very even %s however make me suspect that it's been left alone, and is ripe for a bit of experimentation.

Need to read up on whether it's worth doing the bonus objectives (aka killing the assassins) on the delivery missions I'm doing. So far they've sent multiple Master Pythons after me, which all have chaff launchers and take a bloody age to kill. If it doesn't actually affect the influence gain, I have no reason to bother with these fights and will evade the interdiction and run away if caught.

To this end, I've finally committed to moving a couple of lighter ships up from the bubble; a cheap Viper mk4, and an Imperial Courier I remember having a lot of fun with. Sadly it's a 61 hour delivery time, but the cost for both was only about 16 mil, so easy to justify. The iCourier in particular can just run away from anything. It used to boost past 500m/s, and pretty much just hold that constantly. For data delivery missions with influence+++ rewards, it is absolutely the right tool, I just wish I'd shipped it 3 days ago 😹

My combat python, the Argent One, is at least holding up fairly well. I've just refitted the guns so it has 2x3 and 1x2 multicannons, all overcharged, plus one size 3 overcharged beam laser and a size 2 burst laser with the engineering effect to put random malfunctions on the target. Hopefully this will give me better results than the cannon+multi cannon+frag cannon asymmetric mess I had before (which was entirely to unlock a few engineer blueprints). My current concern is that my assassins really seem to stack shields and I plain run out of weapon energy before they're down. Also engineered up my military grade armour to max level, so it's upwards of 300% hull points, which is definitely taking the sweatiness away when the shields go down!

Oh, and a chaff launcher, obviously. Because the only counter to the AI's obsession with chaff launchers is either fixed guns (I have no aiming ability), or another chaff launcher to stalemate them until it wears off.

Keeping one point defence on the underside, but I am loathe to give up my KWS or FSWS in exchange for an ECM, especially as the AI seems to very rarely use missiles. Same problem with shield boosters and heatsinks; I'd like one of each, but I can't justify the slot. So far, I'm surviving the python duels by boosting away for a bit until my shields come back online.

...unless the AI is using fixed weapons, in which case I will dump the chaff launcher, probably for a shield booster.
 
Last edited:
....

Side note; can I just say how obnoxious it is to be told that a mission timer keeps ticking while you're offline? Really? Was that really necessary, FDev?
All the time in the game runs all the time.

Well FDev wanted an online shared world game that runs in real time so having aspects of the game pausing gets complicated as that changes the time for some but not others.

So it is somewhat annoying that the mission clocks run on while you aren't there it is even more annoying that time keeps marching on even when the game is offline.

There is only one timer that doesn't run continually which is the one for notoriety, which is part of the crime and punishment, which only runs while you are playing the game. They didn't think it was much of a punishment if you could get rid of it by not playing.
 
I tweaked my Alt (Cora) to look a little less like a young fashion model and a bit more like an experienced CMDR. Came out fairly well.

Cora.jpg


I took a Threat 5 on-foot assassination mission with her. I knew it would be dicey with my current equipment, but it was paying 2 Power Regulators and I'm short of those.

I arrived at the settlement and located my target. He was a high-level Commando, 4 chevons and 4 shield segments, and he kept his shield up all the time. There was another commando roaming the same halls, and a few workers as well. I wasn't sure how many shots from my G2 shotgun it would take (turned out to be 3).

gustavo.jpg


I waited and watched the patrol patterns for a while, and determined that I could probably kill him and escape out the back way without encountering any more soldier types, as long as the roaming commando was in the far room.

My moment came and I went for it, pulling out my shotgun and surprising him. And...I forgot to deploy my shield!

gustavo1.jpg


Fortunately, he went down before I did and I hightailed it out the back, finally putting up my shield and taking a Med pack. The whole base was after me now, and I was being peppered by laser fire from some Skimmers. They whittled down my health as I ran for my ship. I got there and boarded quickly, taking off under fire from the Skimmers and the base. My shields held until I was out of range.

Success! It was close there for a bit, though ;)
 
Well FDev wanted an online shared world game that runs in real time so having aspects of the game pausing gets complicated as that changes the time for some but not others.

I mean... I'm fairly sure mission instances are procedurally generated when you enter them. There's no valid reason for disabling them - unless the faction you took the mission with has left the station it was taken from.

Maybe I don't mind so much with others because they tend to be 24 hours; I can spot a good one before bed, and do it tomorrow. The on-foot missions tend to be ultra-short, hence I missed the only one I really wanted to do.

They didn't think it was much of a punishment if you could get rid of it by not playing.

Over a year since I got my first accidental bounty in a Viper. Only today have I shipped it out to join me in Colonia. I will find out if it is "clean" now 😹

I've lost count of the number of jumps since leaving HIP 97950 for Beagle Point, and am only at the end of the first week!

Gotta honk and run my dude, never stop to scan or it takes forever 😹
 
Back
Top Bottom