Newcomer / Intro What to do next?

I've been playing for about 3 weeks and spent some time exploring in my DBX. I've accumulated about 60 million and feel I have the hang of exploration and will return to exploration again. But for the moment I want to experience other elements of the game and am not sure what to pursue. I considered passenger runs but it appears people do these primarily for the money and I don't see the point of always running after credits without a more overarching goal. I'm considering mining, trading, and smuggling. I don't think I want to emphasize pure combat (I have War Thunder for that). I enjoy using the SRV and also being on foot out in the vast expanse but am not sure what goals and projects are associated with getting out and about.

Previously these forums have been impressively helpful to me so any insights and suggestions much appreciated!
 
The sort of unfortunate answer to this is "Whatever you want" - Elite's such an open-ended game that it can often stump people who are more used to game that have an "ending" if you know what I mean.
  • Combat - fair enough, but there are additional elements to it. Piracy, bounty hunting, being a "protectorate" or different elements of combat offer different opportunities at role playing.
  • Exploration - tried it, liked it, you want something else. Again, fair enough.
  • Trading - it does bring in credits, but the credits are what gets you into different ships, which you then upgrade with better internals.
  • Mining - again, more with the goal of earning money, but there's something to be said for lazily drifting around in an asteroid belt, watching your limpets gobbling up chunks of precious metals or minerals.
  • BGS - you can sign up with a squadron and play with a group who have a minor faction in the game. (Running missions and undermining other factions to take control of other star systems)
 
The primary reward of all of the "professions" - pirate, bounty-hunter, mercenary, trader, smuggler, explorer, exobiologist - is credits, and credits are only good for upgrading your ships and/or buying bigger and better ships.

Not included in the "professions" is "BGS worker", because BGS work can involve any and all of those above activities - it's work towards a goal besides gaining credits, and that goal is seeking a specific faction - or a whole bunch of factions, if you so wish - to gain control of specific space stations and star systems.

Also not included is "Powerplay minion", for similar reasons.

Playing with a group or squadron is a major attraction for many players, especially those seeking to maximize the "MMO" enjoyment of the game. There are lots of MMO activities that simply aren't supported in-game, such as Racing.

For the altruistic amonst us, becoming a Fuel Rat is something many consider to be worthwhile. Fuel Rats rescue other players who accidentally run out of fuel, or otherwise find themselves stuck and trapped - it's a player group, but with a purpose beyond just "expanding our faction", plus it's a positive MMO experience that doesn't involve trying to blow each other up.

Many players are seeking to make a permanent, visible-to-other-players impact on the game. As of right now, there are only three ways you can do this:
  1. Exploration, getting your name stamped on stars and planets as their discoverer. These marks are permanent and indelible, though it's a big galaxy; unless you happen to discover something truly remarkable that everybody wants to travel to and see for themselves, it's highly likely that most of your discovery Tags are going to remain invisible and unseen by anybody but you. A lucky explorer might also get their name in lights as a first-discoverer of an object in the Codex, but this is increasingly unlikely as the Codex is pretty much all full up now, unless you happen to find a brand new GGG or something else super-rare.
  2. BGS work, getting and keeping "your faction" in control of star systems. This is not permanent, as other factions can come along and kick "your" faction out again, so you need to work constantly to maintain your faction's dominance. It also kind of needs a group or squadron these days, since most of your "enemies" are going to be other player groups and in a war between a faction backed by one player and a faction backed by dozens, the "larger" faction will almost always win. There's also a disconnect between "you" and "your faction", since "your faction" isn't really "yours", in terms of exclusive ownership or control.
  3. Buying a fleet carrier, and parking it somewhere where everybody will see it. This is of course expensive, with a minimum of 5 billion credits to buy a basic no-services carrier, plus millions of credits regularly in upkeep fees which you need to keep paying even when you're not actually online. But it is "permanent" for as long as the upkeep payments are made, and it is a "credit sink" for those advanced players who are wondering what to do with all those billions of credits they've earned though the professions they enjoy, and have nothing else to spend it on.
 
Way back in the dawn of time (OK, 2015) I came across a "trading expedition" called Centum Imperialis (created by @CMDR Endincite) - basically, a trip around approx 100 Empire systems carrying trade from one to the next. It was quite good fun, took me to places I would never have got to otherwise and made me an Earl in the process.

It seems the thread where it was listed no longer exists but I found a link to the spreadsheet document detailing it:

https://docs.google.com/spreadsheet...6DW66UStTj6AoIiatzbBlnqSyU/edit#gid=472906066
 
If you haven't done so yet:
  • unlocking all of the Engineers (Bubble first, you need them for Colonia) will give you (mandatory...) experience with all of the professions/goals in ED, as well as access to ship improvements
  • dig into the Guardian storyline. I think you still get given the Ram Tah mission line if you dock at Felice Dock in Meene. Without the Canonn maps and hints, that one is quite a big bite, though.
  • Community Goals are always nice (usually) - if they take place. This week, they don't.
  • find a system or region you like, up your local rep and run missions for your favourite factions. If your rep is good enough, you get offered more interesting missions. Liberate/Steal missions can be fun. Extermination of a venerable general... well, they didn't become a venerable general by being easy to kill.
  • join the TTW initiative or even the Black Sky Legion and see if you got what it takes to make the BGS sit up and beg. This has been going on for over two years now and is currently simply idling along, but still lots to do (and it'll take a week at least to read through all what was intended and what happened)
  • and there's still time to try your hand (and luck) at racing. The current race of the Buckyball 8-Ball series is going strong, and will be for the rest of the weekend (see my .sig). No need for an engineered ship or access to a locked system, either. Regulation class uses a basic Cobra Mk.III throughout the full series. Just bring enough money for rebuys and the occasionla prison trip - one of the racers smashed 31 ships for 7 completed runs; Nuk's Coup de Grâce is a little sadistic challenge just before the finish line :devilish: (boost into the station, unshielded, for a time bonus according to your boost speed when going in).
 
Lots of good advices already, what'd add, is a possibility of setting a kind of framework of long term goals (no, that's not job related, no need to hurry and reach em, just to keep em in mind). I see like 3 of them:

  • You'll be using a number of ships. Can be 3 or 30, but most likely not a single one (tho possible why not), even for exploration you'll need something focused on jump range, another on landings so being small, another like deep space and independent.
  • You'll be working in different areas, like engineers, guardians, BGS, whatever else, some you will like or maybe some you won't, but find them necessary as rewards are nice, some maybe not needed for you at all. I'd agrue if something is really mandatory, you do what you like to, but some stuff's benefits are clearly worth having for everyone.
  • You'll get a carrier at some point, that will change the way how exploration works (more like adding you one more - but very powerful - tool - no need to hurry to get it, but worth getting when possible, i. e. running only after credits is ofc a boring thing, but that will lead you to this carrier once too).

Looking at your game this way will answer the question of what's worth doing even if it feels boring, or maybe you'll find something fun and rewarding at the same time.

And then i'd just wander. Got an idea of passenger runs? Ye, get a Dolphin, outfit it with cabins and all required and try it. If you like it, keep doing that, if it gets boring - store your Dolphin (you'll outfit it later for a rescue ship - explorer - silent runner - something else, or get back to passenger missions). Venture to mining then, build a mining Asp or a Python (latter too expensive now for you but you'll get more credits in a while) and try that, it's relaxing. Not for you again? Ok, you've said you liked SRV, put a Guardian filter on galmap and look at the East from the Bubble. You'll see maybe at 1k ly'ish disctance first rare blue dots, go visit them (if you like it with no spoilers), or read on them and then go visit. No-spoilers-way i'd recommend 2 SRV hangar, 16t cargo, good jump range and obviously a fuel scoop, rest your choice. Atteinable in DBX but Asp or Dolphin can be better.

What i'm trying to say is that while fullfilling engi tasks will indeed give you knowledge about career patches, but you're fine trying on your own too. Nothing stops you from mining or buying bromellite (one of engi wants some amount of it) later at some point. Also it's not linear, like Felicity being one of the first engi can g1-g3-mod a good half of your modules, while some other engi are much more focused and may deal with stuff you're not currently using.

You're currently at the stage that a lot of players consider being the best in the game - you still haven't tried most of activities and most importantly you don't even know how they work. Try some of them and in a while be back to exploration if that's still what you like the most.
 
As a noob myself, here's my two cents:

Save a bit more money and get yourself a Python. It is the Swiss Army Knife of this game. It can do it all: cargo, passenger runs, mining, fighting, all of it.

The Python will get you every ship you want. I've been at it a couple of months now and have the big three (Imperial Cutter, Anaconda and Federal Corvette) and it was all mostly done with the Python.

Edit to add: After getting the Python, I went for the Imperial Cutter first for the mining. I have a little Platinum hot spot two jumps from my home base in Deciat that I go to whenever I need money. One trip in the Cutter, and hour and a half later I've got 120 to 150 million. It's better than Citibank.
 
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As a noob myself, here's my two cents:

Save a bit more money and get yourself a Python. It is the Swiss Army Knife of this game. It can do it all: cargo, passenger runs, mining, fighting, all of it.

The Python will get you every ship you want. I've been at it a couple of months now and have the big three (Imperial Cutter, Anaconda and Federal Corvette) and it was all mostly done with the Python.

Edit to add: After getting the Python, I went for the Imperial Cutter first for the mining. I have a little Platinum hot spot two jumps from my home base in Deciat that I go to whenever I need money. One trip in the Cutter, and hour and a half later I've got 120 to 150 million. It's better than Citibank.
Since the game isn't about money any more, I'd say dump the Python and get a Krait Mk.II instead 😁.
Sure, the Krait Mk.II can't carry as much cargo as the Python (2 vs. 3 size 6 compartments) - but on the flipside, she can equip a SLF and you can actually see where you're going.
 
The game isn't about money if you already have it.

As a new player, I can assure you that the game is ENTIRELY about money.

Ships and modules aren't free.
 
Just looked it up - the Mk.II is even 12 MCr. cheaper than the Python. Internals are the same.

On the other hand, if you still want that Python - get allied with a large pop faction in war, then those 12 MCr. come down to one evening of planetary base scans (or discrete generator destruction - nothing says "you messed up" as discretely as 24 packhounds fired just from outside the base's security zone :devilish:).

P.S. Yes, I know you can also sneak in and then gently nudge the generator to death with your ship before triggering the alarm, but where's the fun in that?
 
That's not the point.

I love my Krait Mk II, but it is nowhere near as versatile as the Python. It's not even in the same league.

If you want to fight, by all means get the Krait Mk II. If you're going to do anything else, get the Python, because it does everything else better than the Krait.

Edit to add: the internals are not the same. The Python gets an additional 6 slot and 5 slot. It makes all the difference in the world.
 
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Just looked it up - the Mk.II is even 12 MCr. cheaper than the Python. Internals are the same.

On the other hand, if you still want that Python - get allied with a large pop faction in war, then those 12 MCr. come down to one evening of planetary base scans (or discrete generator destruction - nothing says "you messed up" as discretely as 24 packhounds fired just from outside the base's security zone :devilish:).

P.S. Yes, I know you can also sneak in and then gently nudge the generator to death with your ship before triggering the alarm, but where's the fun in that?
I have packhounds, I do these missions sometimes and doing them at range, out of sight and avoiding a bounty(?) is very much my commanders MO. I will be trying it tanks 😁
 
I have packhounds, I do these missions sometimes and doing them at range, out of sight and avoiding a bounty(?) is very much my commanders MO. I will be trying it tanks 😁
Ah... you'll still get a bounty for destroying the generator.
And make sure you have a clean line of sight to your target, PHs won't curve around the buildings.
 
Ah... you'll still get a bounty for destroying the generator.
And make sure you have a clean line of sight to your target, PHs won't curve around the buildings.
I have used pack hounds for this from directly above and quite close now that I think of it. Used them on disable megaship gun turret missions too.
Shame there is no way to avoid a bounty. I've tried these silent running for stealth, but you still get detected and a bounty.
 
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