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Elite Dangerous | Dodec Update

[p]Greetings Commanders,[/p][p]The Dodec Update is now live. This update introduces the re-envisioned Dodec station via ARX early access, alongside a number of fixes and updates which signify the end of the System Colonisation Beta.

Thank you for all of your feedback during the Beta process, we will continue to monitor System Colonisation player data and feedback moving forward.[/p][p] [/p][p]Features of note:[/p]
  • [p]Dodec Station variant has now been added to the game.[/p]
    • [p]3 variants are available for construction:[/p]
      • [p]No truss [/p]
      • [p]Quint Truss [/p]
      • [p]Dec Truss  [/p]
    • [p]Purchasable for 50,000 ARX[/p]
      • [p]Grants an instant build credit which can be used to complete its construction effort once.[/p]
        • [p]This can only be done once and cannot be undone.[/p]
        • [p]If you demolish the facility, you will not be refunded your free deployment. [/p]
        • [p]Any materials donated to the facilities construction effort before using the instant complete option will not be refunded. [/p]
      • [p]Unlocks construction rights for additional Dodec construction efforts (System Economy Point Cost still required) [/p]
      • [p]Once constructed, the Dodec will provide the Human Tech Broker service.[/p]
    • [p]Station paintjobs can be applied to the Dodec the same way as other stations. [/p]
  • [p]Powerplay Care Packages - Alongside significant fixes to the claim interface, a number of adjustments have been made:[/p]
    • [p]Odyssey specific materials will not be rewarded to players who are not running Elite: Dangerous Odyssey (this will also be applied retroactively). [/p]
    • [p]When a specific material capacity has been maxed out, or when a player's on-foot locker is too full to receive materials, the excess materials are converted into credits with the following conversion rate:[/p]
[p]Grade[/p]
[p]Credits per Material[/p]
[p]1[/p]
[p]2,000[/p]
[p]2[/p]
[p]4,000[/p]
[p]3[/p]
[p]8,000[/p]
[p]4[/p]
[p]16,000[/p]
[p]5[/p]
[p]32,000[/p]
  • [p]This conversion also happens for players not running Elite: Dangerous Odyssey - the value in credits according to this table of any Odyssey-specific materials will be added to their account[/p]
  • [p]Care packages will now expire after 30 days; If a care package has been unclaimed for 30 days or more, on the following maintenance, it will be automatically opened and any excess materials converted to Credits.[/p]
    • [p]An inbox message will be sent if you have unclaimed claim packages which will be opened on the next maintenance.[/p]
    • [p]Note that any care packages earned before this patch release will begin automatically opening on the 20th November.[/p]
  • [p]Powerplay[/p]
    • [p]Measures have been put in place to prevent unfair amounts of merits to be obtained or to impact system control scores.[/p]
    • [p]System score and merit gain from the on-foot transfer power data activity has been re-enabled.[/p]
    • [p]It is no longer possible to gain excess merits or control score by selling commodities 1 unit a time, or by undermining with 'laundered' low value commodities.[/p]
  • [p]Colonisation[/p]
    • [p]Brewer corporation has a new governing body, which will no longer consider certain goods illegal (e.g. Battle Weapons) that are also required to complete certain constructions.[/p]
    • [p]Balanced how building certain facilities affects system development level, security, standard of living, tech level, and wealth[/p]
      • [p]The initial Starport will have more weight in affecting these values, as below:[/p]
        • [p]Development level: +20%[/p]
        • [p]Security: +40%[/p]
        • [p]Standard of living +40%[/p]
        • [p]Tech Level: +20%[/p]
        • [p]Wealth: +40%[/p]
      • [p]Subsequent facilities built now have less weight in affecting these values, as below:[/p]
        • [p]Development level: -60%[/p]
        • [p]Security: -20%[/p]
        • [p]Standard of living: -52%[/p]
        • [p]Tech level: -66%[/p]
        • [p]Wealth: -70%[/p]
      • [p]This change will apply retrospectively to all existing colonised systems. [/p]
    • [p]Refinery Contacts are now only present at markets with pure refinery economy. [/p]
      • [p]Refinery contacts have been re-enabled.[/p]
    • [p]Emergency Power Cells will now be produced by and therefore available from planet based industrial economies.[/p]
  • [p]Squadrons[/p]
    • [p]The cargo insurance perk has been re-enabled and reworked. It will now instead restore 50% of lost cargo to your ship when re-bought, instead of returning 50% of the value in credits.[/p]
[p]Issue Tracker Fixes:[/p]
  • [p]Resolved Powerplay Care Package panel becoming corrupt when the player has a large number to claim. (Issue ID: 73928)[/p]
  • [p]Added UI acceleration on transfer amount when moving commodities to fleet carriers. (Issue ID: 73535)[/p]
  • [p]Resolved apostrophes being blocked when renaming a System Colonisation facility. (Issue ID: 74767)[/p]
  • [p]Resolved issues with cargo not transferring correctly to Fleet Carriers. (Issue ID: 79568)[/p]
  • [p]Resolved instances where the amount of required commodities was more than on the pre-purchase screen when selecting a facility for System Colonisation. (Issue ID: 72180)[/p]
  • [p]Resolved instances where squadron aligned factions were not present in System Colonisation claimed systems. (Issue ID: 72330)[/p]
  • [p]Resolved instances where the Cobra Mk V was triggering hostile reactions at settlements when landing. (Issue ID: 73325)[/p]
  • [p]Resolved certain commodities being flagged as illegal in Aisling Duval systems. (Issue ID: 73224)[/p]
  • [p]Resolved an exploit undermining with low value commodities. (Issue ID: 78128)[/p]
  • [p]Resolved instances of missions incorrectly impacting the BGS during Elections in Powerplay systems. (Issue ID: 71049)[/p]
  • [p]Resolved instances where some of the players ships were not accessible after upgrading to Odyssey. (Issue ID: 79094)[/p]
  • [p]Adjustments made to Type-11 Prospector underside rear hardpoints. (Issue ID: 79095)[/p]
  • [p]Adjustments made to Merit rewards for selling individual commodities rather than in bulk. (Issue ID: 77553)[/p]
  • [p]Resolved newly colonized systems not triggering conflicts at settlements. (Issue ID: 75738)[/p]
  • [p]Adjustments made to the cockpit camera movement in the Panther Clipper MkII when rolling. (Issue ID: 77211)[/p]
[p]Bug Fixes[/p]
  • [p]Improvements made to Powerplay digest data resulting in quicker load times.[/p]
  • [p]Resolved instances of a crash that could occur when receiving a Power Merits notification.[/p]
  • [p]Resolved incorrect merit reward being displayed when handing in Powerplay Data or Powerplay Commodities to a Power Contact.[/p]
  • [p]Made adjustments to player assignments where the Rescue Escape Pods were active.[/p]
    • [p]Removed all variants of the collect escape pods assignments.[/p]
    • [p]Rank 0 Commanders who had been assigned with collect escape pods are now assigned hand in salvage instead.[/p]
    • [p]Anyone currently with collect escape pods for undermining has been given hand in salvage for undermining.[/p]
    • [p]Anyone with collect escape pods for reinforcement has been given hand in salvage for reinforcement.[/p]
    • [p]Collect escape pods for acquisition doesn't have an equivalent in hand in salvage, therefore it has been deleted from anyone who had it as an active assignment.[/p]
  • [p]Resolved Powerplay Care Packages being reordered after claiming a package.[/p]
  • [p]Resolved instances where the primary port of a System Colonisation system was not displaying as a completed facility in the My Colonies panel.[/p]
  • [p]Resolved instances where using the Demolish option on a System Colonisation facility will treat it as Cancellation rather than demolishing the facility.[/p]
  • [p]Resolved instances where the System Map shows incorrect Construction Progress.[/p]
  • [p]Changed construction sites to have a dedicated government type to prevent required construction cargo from being deemed illegal there.[/p]
  • [p]Resolved the Cancel Construction panel incorrectly referencing "Economy Points" instead of "Construction Points".[/p]
  • [p]Resolved the Cancel Construction panel incorrectly stating "Demolition" instead of "Cancellation" when referencing how many Construction Points will be refunded.[/p]
  • [p]Resolved the System Map incorrectly showing a demolished construction as still being present.[/p]
  • [p]Resolved the Demolish Facility panel not listing the facility's full name.[/p]
  • [p]Ensured players who are part of a Squadron, which has an active Squadron restriction on new claims from a System Colonisation facility, can not bypass this by leaving the Squadron.[/p]
  • [p]Resolved the System Colonisation cooldown restriction panel incorrectly stating 24hr cooldown when a 30min restriction is in effect.[/p]
  • [p]Resolved the Construction Effort UI for primary ports not listing the Faction that is expanding.[/p]
  • [p]Resolved completed Construction Site using incorrect icon and not being removed from the system map.[/p]
  • [p]Changed the "Cancel" button on the "Cancel Demolition" panel to "Back" to avoid confusion.[/p]
  • [p]Changed the Squadron Cargo Insurance perk to now reward the player with half of their lost cargo during the respawn flow.[/p]
  • [p]Resolved inbox message not triggering when a Squadron accepts your request to join.[/p]
  • [p]Resolved instances of "Yellow Adder" disconnects during the respawn flow when the Squadron Cargo Insurance perk was active.[/p]
  • [p]Resolved instances of "Black Adder" disconnects when attempting to purchase a Squadron Fleet Carrier.[/p]
  • [p]Resolved instances where selecting a Squadron activity leaderboard could result in the "All Contributors" bracket being blank.[/p]
  • [p]Resolved the Squadron Log entry displaying incorrectly for changing the Squadron Carrier Notorious Commander Access level.[/p]
  • [p]Resolved the Squadron Log entry displaying incorrectly when changing the permissions of a Squadron Rank.[/p]
  • [p]Resolved CQC & Pilots Federation perks not granting increased XP after completing a match when the Squadron Perk is active.[/p]
  • [p]Resolved adding or sharing a Squadron Bookmark causing a Black Adder error.[/p]
  • [p]Resolved instances of weapon upgrades failing to complete.[/p]
  • [p]Resolved instances of transaction errors when using "Add Max" at Bartenders while you have mission items in your inventory.[/p]
  • [p]Resolved instances where cargo transfers to Fleet Carriers could fail in busy systems.[/p]
  • [p]Resolved discrepancy between bartender buy order price & carrier balance in the UI.[/p]
  • [p]Resolved missing localisation for the Commander Renaming option & description in Game Extras.[/p]
  • [p]Resolved on-foot tutorial objectives displaying in ship for Horizon players.[/p]
  • [p]Resolved strobing effect when opening the pause menu after opening the Galaxy Map through the factions screen.[/p]
  • [p]Resolved the Sub-surface Displacement Missile not being equippable in the Type-11 Prospector's mining hardpoint slots.[/p]
    • [p]The 2b Sub-Surface Extraction Missile is not included in this as it's not for mining gameplay, it was a dedicated module for Titan gameplay.[/p]
  • [p]Fixed the "Lakon Manufacturer" decal taking on colours from paintjobs, resulting in reduced visibility due to colour clashing.[/p]
  • [p]Resolved size 2 turreted multicannons visual issue where the barrel moves forwards and disconnects, creating a gap in the model.[/p]
  • [p]Reduced max cargo required for starter missions to prevent auto routing taking new players through non-starter zone systems with the stock Sidewinder.[/p]
  • [p]Resolved instances of backface culling on Asteroid Station mail slot.[/p]
  • [p]Minor fixes to the Type-11 Prospector Hazard Spoiler[/p]
  • [p]Various fixes for the Spectrix paintjobs.[/p]
  • [p]Various localisation fixes for cosmetics.[/p]

Dodec Update

[p]Greetings Commanders,[/p][p] [/p][p]We've been listening to all your feedback since we revealed the new Dodec station type and understand that many of you weren't happy with the idea of the station being only available via the Game Store permanently.[/p][p] [/p][p]A lot of thought goes into the decisions we make and our intention at all times is to make the game better for everyone, however this time we don't think we got it right![/p][p] [/p][p]Therefore, we have taken this feedback on board, and we will now be releasing the Dodec initially via ARX Early Access for a period of time similar to what you would expect from a ship release. After that period, the Dodec will be constructable via in-game means without the need for any ARX purchase.[/p][p] [/p][p]o7[/p][p][/p][p][/p]

Type-11 Prospector Update 2

[p]Greetings Commanders, [/p][p]The Type-11 Prospector Update 2 is now live and addresses the following issues. [/p][p] [/p][p][/p][p]Features of note: [/p]
  • [p]Introduced new functionality to prevent 'claim sniping'. When the primary port is completed in a newly colonised system, an exclusive lock on making claims FROM that system's colonisation contact will be enforced for a short period[/p]
    • [p]The System Architect may exclusively make claims from the system for 30 minutes [/p]
    • [p]After this 30 minutes expires, anyone within the System Architect's Squadron may make a claim for the next 23.5 hours[/p]
      • [p]This will function even if the System Architect is in their own solo Squadron[/p]
    • [p]After a total of 24 hours, the exclusive claim rights lift and any player may make a claim from the newly constructed system[/p]
      • [p]Note that if the System Architect is not in a squadron, then only the 30 minute lockout applies[/p]
    • [p]The claim panel via the colonisation contact has been updated to display when a lockout is in effect, and details the remaining duration[/p]
[p]Companion API [/p]
  • [p]Facility construction effort requirements info has been included in the /market endpoint [/p]
[p]Bug Fixes [/p]
  • [p]Fixed the main cause of the faction simulation (BGS) becoming stuck in some situations. This should resolve most instances of conflicts/expansion/influence etc. not functioning as intended. (Issue IDs: 73217, 78523, 69655, 73348, 78112)  [/p]
  • [p]Fixed instances of a physics issue that could cause ships to explode[/p]
  • [p]Fixed multiple issues with transferring cargo from your ship to fleet carrier inventory [/p]
  • [p]Fixed instances when transferring cargo to fleet carrier inventory, the transfer can sometimes silently fail with items "lost" on both the carrier and ship until a relog (Issue ID: 78801)  [/p]
  • [p]Fixed instances of transferring all cargo at once from ship to fleet carrier inventory to fail [/p]

Getting Started in Elite Dangerous

[p]Congratulations on receiving your pilot's license, Commander. Now you’re familiar with the basic workings of your ship, it’s time to get accustomed to life amongst the stars. [/p][p][/p][p]With your trusty Sidewinder ready for you to take the helm, you stand on the threshold of a vast galaxy full of wonder, opportunity and danger. However, before you take the first steps along the main avenues for earning credits, you’ll need to familiarise yourself with your surroundings. Not simply your ship and how to fly it, but the many interactions and options for progression on which the success of your journey will depend.[/p][p][/p][p]Regardless of where you begin, a great first step is to take on a few missions. Select STARPORT SERVICES from the main station view, then MISSION BOARD. Among the TRANSPORTATION missions there will be a COURIER JOB with a low Threat Level that requires you to travel a few light years away. If there are any other missions with the same destination system, ideally to the same starport (you should avoid planetary settlements for now), consider accepting those as well.[/p][p][/p][p]Stacking missions can be time-saving and lucrative, but avoid those that are beyond the capabilities of your ship (or its pilot). Courier and data delivery missions are fine in a basic Sidewinder where cargo capacity is of no importance, but for multiple cargo delivery, sourcing and mining missions you should wait until you have a more capable vessel. [/p][p][/p][p]This is a good opportunity to try out the GALAXY MAP to get your bearings. You can either open it with “1” on the keyboard (or “Left face button” + “Left D-pad”), or by selecting the Galaxy Map icon on the NAVIGATION tab of the External Panel (which will put your current position at the centre of the screen), or via the same icon within the selected mission in the TRANSACTION (which will focus on the mission location). With your destination selected, hold down the required shortcut to plot a route to the system. You can now exit the map, undock and make your way there. Upon arrival, open up the MISSION BOARD via STARPORT SERVICES to receive your rewards.[/p][hr][/hr][p][/p][h2]Outfitting[/h2][p][/p][p]Once you’ve completed a few mission runs you’ll start to become aware of your vessel’s limitations, so let’s upgrade it with improved modules. It’s worth remembering that there’s no depreciation on ships, weapons or modules, so whether you buy something in error or hold onto it for a while, you won’t lose any of your initial outlay.[/p][p][/p][p]From STARPORT SERVICES select OUTFITTING, where you’ll see module slots divided between HARDPOINTS (offensive modules), UTILITY MOUNTS, which tend to be external defensive modules, CORE INTERNAL that every ship needs to function and OPTIONAL INTERNALS which are usually geared around what you intend to do in your ship. [/p][p][/p][p]Modules are categorised by CLASS (size) and RATING (A - E). E-rated are the most basic, D the lightest (maximising jump range), C is considered an effective budget option, B the sturdiest option and A-rated often the best all-round choice - and most expensive as a consequence. It depends on the module, but as a rule pilots will aim for A-rated modules when it comes to drives and power, C-rated where money is tight, and D-rated for exploring the far reaches of space.[/p][p][/p][p]Probably the most strident piece of advice you’ll be offered is not to fly what you can’t afford to rebuy. That’s because if you can’t afford the insurance premium - typically a small percentage of a ship’s original cost plus that of bought installed modules (as stated on your INTERNAL PANEL, just below your current bank balance) - then all you will be offered upon its destruction is the same stock Sidewinder with which you started. Be aware that all cargo, unclaimed bounties and cartographic data is lost upon a ship’s destruction.[/p][hr][/hr][p][/p][h3]Trading[/h3][p][/p][p]To afford your first trading ship you could complete a few more missions until you have enough for a Hauler, or, for slightly fewer credits you can simply upgrade your Sidewinder. Let’s do that and replace the 2E POWER PLANT with a 2D one, not because it specifically benefits trading, but because the reduced weight gives a small boost to speed, manoeuvrability and jump range. We’ll also fill the empty OPTIONAL slot with a 1E CARGO RACK and replace the PLANETARY VEHICLE HANGAR WITH a 2E CARGO RACK, which between them gives us the same cargo space as the Hauler. Basically, the higher your cargo capacity and jump range, the better equipped you are for trading.[/p][p][/p][p]Deciding what to trade is the trickier aspect, but as with all capitalist endeavours the core concept of buy-low-sell-high applies. By looking at a system’s economy TYPE and STATE, you can make a pretty good judgement about what it produces and what it needs. For example, a REFINERY economy relies on raw materials produced by EXTRACTION economies. In turn, MILITARY and HIGH TECH economies will rely to a large degree on REFINERY economies.[/p][p][/p][p]The STATE of an economy can have a huge impact on supply and demand. A FAMINE state demands more basic foods than usual, while medicines will be in short supply where there is any kind of OUTBREAK. If you chance across a BOOM state - the motherlode for traders - the population will generally consume more of everything. [/p][p][/p][p]If you’re looking for a trading opportunity in your current system, simply bring up the COMMODITIES MARKET via STARPORT SERVICES. As a rule you want to BUY from the current market at as far below the “galactic average” as possible and sell it elsewhere for as high a price as possible. Other factors that determine whether a trade is worthwhile is how much you can carry, how far you have to travel to sell and how profitable the next leg or return might be. [/p][p][/p][p]A better tool for planning future trade runs is the GALAXY MAP. If you select the TRADE ROUTES icon, you can see which types of goods are moving between systems, with a yellow arc denoting TEXTILES, for example. You can toggle specific goods within each category, but note that the map will only highlight selected trade routes for systems you have docked within during the last 24 hours. If necessary, you can BUY TRENDING TRADE DATA for a system via the column of icons on the right of the map.[/p][p][/p][p]As its name suggests the Hauler is a capable trading vessel for a minimal credit outlay, but most would argue the case for the Cobra Mk III. Despite its multi-role capabilities, it can be fitted with enough cargo space to keep you in business until you can afford to start looking at the Type-6 and the rest of the Lakon Spaceways range. Those looking for a leg up might want to consider Type-9 Jumpstart. It may have been superseded by the Panther Clipper Mk II in terms of cargo capacity, but it remains a popular and reliable ship with an excellent jump range. Similarly for passenger missions, the Beluga Liner Luxury Transport Jumpstart is the premium option for space tourists to view the majesty of the cosmos.[/p][hr][/hr][p][/p][h3]Mining[/h3][p][/p][p]Everything in the galaxy has to originate from somewhere and for all that humanity covets, that’s in an asteroid orbiting a ringed gas giant. LASER MINING and the more intricate process of CORE MINING (which involves placing charges to blow rocks apart) are how ore and other base minerals are extracted. To find out where, open the GALAXY MAP, select the ECONOMY tab via the PILOTS’ FEDERATION Map Mode, then toggle EXTRACTION. If you’ve been to the system or acquired its available exploration data, the SYSTEM MAP will be accessible and you can scout out a spot from which to mine.[/p][p][/p][p]Most ships can be kitted out as miners, but if you just want to sample the life of a rock hermit, all you need are a Detailed Surface Scanner to map potential hotspots within planetary rings, a Mining Laser, Limpet Controllers (for both prospecting and collecting) and a Refinery to turn the fragments you collect into a saleable resource. A sizable cargo hold will also be handy, and be sure it’s at least half full with Limpets - bought from STARPORT SERVICES > SHIP SERVICES - before you depart. Salvaging space material is a fiddly and time-consuming process without them, hence the common refrain ‘Don’t forget your Limpets!’ (Spoiler: You will, and curse yourself each time.)[/p][p][/p][p]When you arrive at your mining spot, you may be approached by a ship eager to relieve you of your cargo. If you’ve not got any - limpets don’t count - they will scan you and move on. Once they do, you can begin the mining process by launching a Prospector at a nearby rock to give you an idea of what it contains before activating your mining laser. Launch Collector Limpets to have them bring mined fragments into your open cargo hold and the Refinery will automatically get to work on them, depositing the processed ore into your hold. To avoid having to jettison ore that’s not worth your while, you can add ore types to your Ignore List from the CONTACTS tab of the ship’s EXTERNAL PANEL.[/p][p][/p][p]Miners tend to prefer medium ships to larger ones, with the Python and Krait Mk II traditionally favoured for their manoeuvrability and cargo space. Both can be fitted for either laser or core mining, with the Python marginally better suited for a dual role. Recently the Type-8 has begun to find favour as a core miner, although that might change with the availability of the Type-11 Prospector. Among larger ships, the Imperial Cutter remains popular, as does the Type-9 Heavy. Those looking for ARX-based options should consider the Krait Mk II Upgraded Laser Mining Jumpstart and the Python Core Mining Jumpstart.[/p][hr][/hr][p][/p][h3]Exploration[/h3][p][/p][p]It may surprise you to know that more than 99% of the galaxy remains unexplored and it will be many lifetimes before all its mysteries are revealed. Devote yours to exploration and not only will you be contributing to the sum of human knowledge, but you could make a pretty penny in the process.[/p][p][/p][p]Seriously dedicated explorers will often operate many thousands of light years from the so-called Bubble, sometimes for weeks at a time. Their ships are unarmed and fitted with lighter D-rated modules to maximise FSD jump range, fuel scoops to harvest fuel (the acronym “KGBFOAM” refers to the types of stars you skin the corona of) and a Detailed Surface Scanner (DSS).[/p][p][/p][p]There are essentially three levels to exploration, each one requiring a different ship scanner while travelling in Supercruise and with ANALYSIS MODE active (press “M” on keyboard or “Up Face button” + “Up D-pad”). The Discovery Scanner (or D-Scanner) is common to all ships and used to detect signals within the current system. Activating it unleashes what pilots refer to as the “honk” and doing so is recommended for every system you visit, regardless of whether you consider yourself an explorer or not.[/p][p][/p][p]To identify and locate signal sources within a system, you need to use your fitted-as-standard Full Spectrum System scanner (FSS). Where the D-Scanner requires a simple button press, the FSS needs to be tuned to different frequencies and a reticle panned along the orbital plane to locate and identify bodies within the system.[/p][p][/p][p]Finally, there's the aforementioned Detailed Surface Scanner (DSS), which uses probe data to map the surface of each planetary body. Fly towards one in Supercruise and when the DSS is in range, activate it and launch probes into and around the surface. (One at the centre and three around is usually sufficient to generate 100% coverage.) Detailed Surface Scans, especially of Earth-like, water and ammonia-based worlds can be especially lucrative finds, and all planetary bodies will earn pilots a huge Credit bonus if they are the first to log their findings at a UNIVERSAL CARTGRAPHICS facility.[/p][p][/p][p]While the Mandalay has quickly overtaken it as the explorer’s ship of choice, the classic Asp Explorer remains a very capable vessel. However, if you’re looking for a cheaper option, you can’t go wrong with the Diamondback Scout or the more capable Diamondback Explorer, which have the perfect form factor for landing on rocky planets. If you need to get away from civilisation as quickly as possible, The Asp Explorer Exploration Jumpstart has an almost unrivaled jump range, as well as reinforced hull armour to protect you from any bumpy landings. [/p][hr][/hr][p][/p][h3]Combat[/h3][p][/p][p]You already know how to get from A to B, but to succeed in combat you need a deeper mastery of how your ship operates, one that includes an appreciation for power and heat management that can only come from refining how you outfit your ship.[/p][p][/p][p]Naturally you will need a dedicated combat ship, or a multi-role vessel specifically fitted for enemy engagements. For a ship's modules, a Shield Generator is often desirable and Hull Reinforcement modules are a good choice for when shields inevitably fail. For weapons, a mix of thermal (lasers) and kinetic (multi-cannons) is a popular combination. Thermal weapons are highly effective at stripping shields, while kinetic weapons excel at damaging the hull once the shields are gone. You should bind your fire groups so you can fire both types of weapons simultaneously. Gimballed mounts are a forgiving option for rookie combat pilots, as they allow your weapons to automatically track targets in a limited cone.[/p][p][/p][p]Once in a fight, pip management is a crucial skill. Your ship's power distributor has six "pips" you can allocate to three systems: Systems (SYS), Engines (ENG), and Weapons (WEP). When you're under attack, put pips to SYS to increase shield strength. When you're trying to outmaneuver an opponent, put them in ENG for better speed and turning. When you have a clear shot, put them in WEP for increased fire duration. The key is to constantly adjust pips depending on the situation you are in.[/p][p][/p][p]Practice is the only way to improve your combat readiness. Rather than taking on combat missions however, head to a nearby Resource Extraction Site (RES), one patrolled by system security ships. Follow them around and shoot ships they're already engaging to get bounties without being made the primary target. Avoid high-risk areas like Conflict Zones until you're more comfortable and your ship is better equipped, ideally with engineered modules.[/p][p][/p][p]Ask two pilots what the best small combat ship is and they will immediately argue over the Viper Mk III and the Cobra Mk III, before a third pilot arrives to suggest the Vulture. Those looking to fasttrack their way to a suitable combat ship might like to consider the Vulture Bounty Hunter Jumpstart, which is perfect for engaging hostiles in RES sites. Among medium-sized hulls, the Fer-de-lance has long been a popular choice while the Mamba Conflict Zone Jumpstart - the spaceship equivalent of a shotgun on skates - is also great fun to fly. Once you’re ready to brave the Witch Head Nebula, the Alliance Chieftain AX (anti-xeno) Combat Jumpstart has been specifically developed to counter the ever-present Thargoids threat. [/p][hr][/hr][p][/p][h3]System Colonisation[/h3][p][/p][p]The resources and logistical might required to build stations used to be the sole preserve of governments and system-spanning corporations, but thanks to recent innovations in ship design, coupled with the oligarchic influence of commanders and squadrons, new markets and facilities have come online, rapidly expanding the frontiers of settled space like never before.[/p][p][/p][p]System Colonisation is a relatively simple process - you stake a claim, pay a 25 million credit fee, then have 28 days to source and transport the materials needed to complete construction. Once done, you are recognised for your efforts as the system’s Architect and can develop your system’s infrastructure and economy further at a more deliberate pace.[/p][p][/p][p]Preparation is key to bringing your first facility online. System claims must be located within 15 light years of a previously colonised system and within a realistic working range either of a robust market that can supply all your building materials, or one of the seven Trailblazer Megaships that offer them for sale. A good mix of ground and orbital sites is key to future development. It may be tempting to choose a quiet system that only allows for the building of a starport, but it’s much more realistic to start with an outpost, especially if you are working alone. [/p][p][/p][p]Due to the sheer volume of building materials needed to complete early colonisation efforts, ships with large cargo capacities are essential. You should aim for a Type-9 Heavy, which is available for credits as well as a Trading Jumpstart version with a Guardian Frame Shift Booster. You will likely also need a medium-size hauler at some point - to access smaller landing pads - for which you can’t go far wrong with a Type-8.[/p][hr][/hr][h3]Last Words[/h3][p][/p][p]That’s the main career choices covered, but if you are still feeling a little directionless or overwhelmed and are unsure what to do next, signing up to a Community Goal (CG) is often a good option. Active CGs either involve trading, mining, combat or exploration and can be found via the MISSION BOARD and typically last a week or two. The rewards can be substantial, however because they are often focused on a particular system, you may come into contact with commanders whose intentions are less than honourable. To avoid any unpleasant entanglements you may wish to avoid Open Play for a time.[/p][p]Know that while a tiny minority will be a hindrance, the vast majority of commanders will only be too happy to come to your aid, whether it’s by responding to questions in chat, or offering more substantial guidance across forums and elsewhere, or even offering to fly by your side. You can also seek out like-minded commanders by creating or joining a Squadron. Simply open the SQUADRON interface via your INTERNAL PANEL to find out more. [/p][p]For the next stage of your adventure through the galaxy you will naturally be focused on amassing rank and riches and discovering which ship and its modules will best help you secure them. However, perhaps the most important and most difficult lesson to learn is to not be so focused on a destination that you miss the journey. The more of the galaxy you come to experience, the more you understand that success isn’t about having the most money or the highest rankings, or the “right” ship set up in precisely the “right” way, but by having enough of what you need to be able to do what you enjoy doing in any given moment. Good luck finding out what that is, because it’s something that only you can.[/p]

Elite Dangerous: Type-11 Prospector Update

[p]Greetings Commanders,[/p][p][/p][p]The Elite Dangerous: Type-11 Prospector Update is now live and you can find the update notes below. Featuring the brand-new Type-11 Prospector, a medium-sized mining ship from Lakon, now available via ARX Early Access from the Elite Dangerous Gamestore.[/p][p] [/p][previewyoutube][/previewyoutube][p][/p][p]Learn more about the Type-11 Prospector over on our website[/p][p][/p][p]Features of Note:[/p]
  • [p]Added Lakon Type-11 Prospector[/p]
    • [p]Mk II Mining Repeater - New laser mining tool that is capable of extracting more fragments from asteroids with a chance to extract higher density chunks[/p]
    • [p]Mk II Mining Multi Limpet Controller - Size 5 mining multi limpet controller with increased limpet capacity and improved collector limpet speeds [/p]
    • [p]In world holo-screen adverts now present for Lakon Type-11 Prospector [/p]
  • [p]Added pre-built ships:[/p]
    • [p]Lakon Type-11 Prospector Galactic (60,000 ARX)[/p]
    • [p]Lakon Type-11 Prospector Stellar (33,000 ARX)[/p]
    • [p]Lakon Type-11 Prospector Standard (16,520 ARX)[/p]
  • [p]System Colonisation construction efforts and fully constructed facilities can now be demolished or cancelled.[/p]
    • [p]Facilities and construction efforts marked for demolition will be removed on the following weekly maintenance[/p]
    • [p]After marking a facility or construction effort for demolition, the system architect can cancel the demolition any time before the next weekly maintenance[/p]
    • [p]The primary/initial port in a colonised system cannot be demolished[/p]
    • [p]Slots and construction points are refunded on demolition during weekly maintenance[/p]
    • [p]Tier 2 and 3 construction points can go negative in the event a commander demolishes facilities that earned those points whilst also keeping the tier 2 or 3 facility that used those points[/p]
    • [p]Facilities that depend on another type to be constructed need to be demolished first before demolishing the parent facility[/p]
      • [p]For example: A relay station is needed in the system in order to construct a security station, so the security station needs to be demolished on the weekly tick before the relay station can be marked for demolition the following week. If there are 2 relay stations however, one of them can be demolished since there is another to maintain the dependency[/p]
    • [p]Any missions that were accepted at a facility that is later demolished will be deleted along the facility during weekly maintenance[/p]
    • [p]Any commodities put into a construction effort that gets cancelled will be lost and not refunded[/p]
    • [p]Custom renaming rights nor the ARX cost will not be refunded if a station they were bought for is demolished[/p]
  • [p]System Colonisation commodities requirements for incomplete constructions are now listed when selecting the system on the Galaxy Map or selecting the facility on the System Map[/p]
  • [p]Added marker to the Ship Vendor in the On-foot tutorial when arriving at Chamberlain’s Rest to guide players to the next step of the tutorials.[/p]
  • [p]Commanders may now be renamed via a new service[/p]
    • [p]This may be accessed from Game Extras on the main menu which will redirect you to the user portal. It may also be found by opening user portal with a browser, under 'Elite account services': https://user.frontierstore.net/[/p]
    • [p]Renaming a Commander will cost 500 ARX[/p]
    • [p]Commanders may not be renamed for seven days after a successful rename[/p]
    • [p]Details on how Commander names displayed in game will be affected are set out on the rename service webpage.[/p]
  • [p]Adjusted Organic Sampler scanning range from 75m → 750m[/p]
  • [p]Made improvements to the new player onboarding flow[/p]
    • [p]After completing the on-foot tutorial and arriving in Chamberlain's Rest, players now receive objectives guiding them to the flight tutorial at Inter Astra[/p]
    • [p]Upon completing the flight tutorial, additional objectives are set for the player to complete the following:[/p]
      • [p]Purchase a suit from Pioneer Supplies [/p]
      • [p]Interact with a terminal and create/equip a loadout with your newly purchased suit [/p]
      • [p]Visit the mission board and take on your first mission[/p]
      • [p]Navigate to the lifts and board your ship [/p]
    • [p]Added additional systems to the New Starter Zone for Odyssey players and made them Powerplay immune, these include:[/p]
      • [p]HIP 97950 (original Odyssey starting system)[/p]
      • [p]Kongoloca[/p]
      • [p]Ngunabozho[/p]
      • [p]Arapahoma[/p]
[p]Issue Tracker Fixes [/p]
  • [p]Fixed missing entranceway geometry detailing for Python & Python Mk II (Issue ID: 74630)[/p]
  • [p]Fixed misaligned hitchecks at planetary construction sites, resulting in players hitting invisible objects (Issue ID: 75001)[/p]
  • [p]Fixed instances of ships disappearing whilst being transferred (Issue ID: 77860)[/p]
  • [p]Fixed instances of Squadron Leaders being unable to edit rank permissions (Issue ID: 77873)[/p]
  • [p]Added additional docking restrictions on Squadron Fleet Carriers (Issue ID: 77970)[/p]
[p]Bug Fixes[/p]
  • [p]Fixed various minor art issues across System Colonisation facilities [/p]
  • [p]Fixed incorrect terrain stamp being applied to some newly constructed planetary ports[/p]
  • [p]Fixed various actions causing the player to lose focus when typing in the Squadron chat[/p]
  • [p]Fixed instances of old Squadron iconography still being used[/p]
  • [p]Fixed low on-foot field of view impacting directional shadows resulting in them fading out around the edges of view[/p]
  • [p]Fixed navigation to Location Privacy drop down not being possible on controller[/p]
  • [p]Adjusted colouration of the Squadron dynamic decal icon in livery to be more visually distinct[/p]
  • [p]Fixed Squadron Feat not triggering when completing a System Colonisation construction effort[/p]
  • [p]Added ability to restock Limpets on Squadron Carriers[/p]