*** The Official Elite: Dangerous Thread ***

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A question for explorers.

Does the price of your data increase the further the LY?

I'm currently selling as I go along, but I have 40,000cr worth of data to sell, so i will hold onto it if I can get more money at my home system.

I don't think it does. I have done tons of exploring and jumping from one syystem to another hasn't seen the price increase.
 
Had a play last night for the first time in several weeks, and I noticed my Slave run has dried up, and really struggled to find a way to make any money trading (can't really commit to rare runs at this stage as I don't have a lot of time to play), besides which the navigation system is still crude and the quantity of interdictions makes long-distance travel pretty risky.

So I decided to patrol some Nav Points to make a bit of money. And after an hour or so of fragging Wanted NPCs, of which there seemed to be fewer, I made.... not a lot.

It's a shame that risk doesn't really seem to equal reward any more- my Slave run was semi-risky, took a bit of skill and evasion, and it now makes a loss. I'm all for a dynamic universe, but there should also be niches where one can ply a trade. An entire planet wouldn't suddenly decide it didn't want Slaves any more just because a few hundred tonnes are imported- sure the market would adjust prices based on instantaneous supply, but it wouldn't completely eliminate demand.

Given how completely opaque the entire universe is when it comes to trading and prices, it makes the ships that cost tens of millions seem a little out of reach now. I'm not sure I want to wander around writing down prices in a notepad for a trading route that will last a few days.

It just seems that as soon as something lucrative turns up, the rug gets pulled from under your feet and you're forced to wander around with your physical pen and paper again to find something else to do.

I still love the game, but it's becoming more of a neat place to spend time in the Oculus Rift than a Universe of possibilities....
 
CGrieves, I've been hearing from people playing the beta that bounty-hunting is somewhat more profitable in 1.2; the range of ships spawning with bounties is better than before. I think one guy said he made about 500k in an hour with his Vulture, which is probably more than you'd expect to get currently unless you got lucky and got several high-value Pythons or Anacondas. Hopefully this will be a step in the right direction towards making something other than trading viable for decent profit. :)
 
CGrieves, I've been hearing from people playing the beta that bounty-hunting is somewhat more profitable in 1.2; the range of ships spawning with bounties is better than before. I think one guy said he made about 500k in an hour with his Vulture, which is probably more than you'd expect to get currently unless you got lucky and got several high-value Pythons or Anacondas. Hopefully this will be a step in the right direction towards making something other than trading viable for decent profit. :)

That's good to hear. I am not very proficient at combat and find it a bit of a thankless task when the reward just isn't worth it.
 
It is indeed.

Let us know when you're getting set up. If you want it, we can offer advice on controller settings, gameplay styles, things to do (and definitely not do!) in the early game, and just general stuff to watch out for or try.

Alternatively, just follow your own way and enjoy what you make of the experience - that's kind of the whole point, after all.

Cheers, I loved the first Elite as a kid but I think I frazzled the brain cells that knew the ins and outs decades ago.
 

Pro tip: don't connect your X55 via an unpowered USB hub (in this case, my keyboard). Things like this may happen. :(

I had a similar issue with mine on take off, took off then just floated into a wall, I had to use a PCI USB bracket to the motherboard, but found it also work with USB extension leads as well without any issues.
 
CGrieves, I've been hearing from people playing the beta that bounty-hunting is somewhat more profitable in 1.2; the range of ships spawning with bounties is better than before. I think one guy said he made about 500k in an hour with his Vulture, which is probably more than you'd expect to get currently unless you got lucky and got several high-value Pythons or Anacondas. Hopefully this will be a step in the right direction towards making something other than trading viable for decent profit. :)

Well that's certainly good news, cheers. Pew-pewing Anacondas at Nav points with Wings teammates could mean a lot of fun...

I actually have Beta access, was tempted to jump in, but I know the temptation would be to jump into the big barges for 100cr and spoil the experience!
 
Ouch, how much was that?

Not a lot out of my pocket, since it was only rare goods, but would've been around 1m in profits. I basically gave up trading for the night, went back to BD+03 2338, bought a Viper and ended up destroyed by a Clipper within five minutes... :p

I had a similar issue with mine on take off, took off then just floated into a wall, I had to use a PCI USB bracket to the motherboard, but found it also work with USB extension leads as well without any issues.

Yeah. I've been having issues for the past week, after swapping monitors. I previously connected via the monitor, which has a USB hub on it (presumably powered), but when I put my old Dell back in place, I couldn't find a cable for it (the AOC one is a weird shape), so I just connected through the keyboard. Now that they're directly in the PC, I don't seem to have any issues.

It was a hilarious moment. Another player turned up just as it happened. I didn't think he'd seen it until he stopped right in front of the mail slot, reversed a bit, and flew over to have a laugh with me. :p

Ended up paying 5250 in fines. :o
 
I suppose it depends on the size of your ship, in a 40T Cobra rares are the better option.
Fair enough.
I'm flying a Type 6 with 100T capacity. My other ships are for the shooty stuff, while the space cow is purely for profit.


besides which the navigation system is still crude and the quantity of interdictions makes long-distance travel pretty risky.
Where are you trading, that you get interdicted so much?
I consider myself unlucky if I get interdicted more than once (not counting the occasional Police spot-checks) per 6-hour session!!

And after an hour or so of fragging Wanted NPCs, of which there seemed to be fewer, I made.... not a lot.
If you're just bombing around a system, looking for targets, I'd advise not going for anything less than 10k bounties. It's just not worth it.
If nothing crops up after a few minutes, stop at the nearest USS (taking down any targets that might be there) and re-enter cruise to refresh the contacts.

I have found that conflict zones in systems where the local factions are at civil war tend to yield much better targets.
I stormed into one, thinking it'd just be a mess-around with a few Eagles and Cobras, which my Asp would simply melt for 300Cr apiece... Nope - Pythons, Dropships and Anacondas GALORE!!!

After I got over the shock, I went at it for 7 or 8 engagements and finally limped away to repair/rearm, with 20% hull and over 200k in combat vouchers!
It's now my favourite place to go for a bit when I get bored of trading!

An entire planet wouldn't suddenly decide it didn't want Slaves any more just because a few hundred tonnes are imported- sure the market would adjust prices based on instantaneous supply, but it wouldn't completely eliminate demand.
Depends if there are many other Cmdrs who are also importing hundreds of tonnes... as well as whether those Cmdrs are importing the other commodities necessary to maintain those slaves, such as food.

Given how completely opaque the entire universe is when it comes to trading and prices, it makes the ships that cost tens of millions seem a little out of reach now.
That's generally the idea.
For the average player, it should not be mere weeks to go from a Sidey to an Anaconda.

I'm not sure I want to wander around writing down prices in a notepad for a trading route that will last a few days.
Take notes on several locations.
Trade routes will dry up from time to time, especially if they are popular with other players. You ideally want several that you can rotate, returning to each once it has had time to recover.

a Universe of possibilities....
That's Freelancer, innit? :D


I think one guy said he made about 500k in an hour with his Vulture,
Given how stupidly easy it is to drop targets in a Vulture, I can believe that.
The only real limit in this thing is the amount of ammo you can carry!
 
Where are you trading, that you get interdicted so much?
I consider myself unlucky if I get interdicted more than once (not counting the occasional Police spot-checks) per 6-hour session!!

Hang around in Lave, Orerre, Uszaa, Leesti. It's a fairly popular area for other players, two of the systems are anarchy. Lots of pirate activity at times!

Given how stupidly easy it is to drop targets in a Vulture, I can believe that.
The only real limit in this thing is the amount of ammo you can carry!

Pulse lasers for infinite pew-pew. :D
 
I personally feel the game needs a re-balance across lots of ships and careers.
For instance, a Viper should be far better at fighting than a Cobra but it should also be the more expensive ship. War ships should cost more than equivalent trading/ civilian ships. In turn killing in combat zones should pay better to justify your expenditure.

I know it is just a game but to parallel it to real life, yes you could take a normal truck with a 50 cal strapped to the roof into a warzone but if you had the money then you would take an armoured Humvee or even a tank that will do the same job but better. The Humvee will cost a lot more than the basic truck.

Mining is both boring and very poor returns. Bounty hunting is far more fun but again returns don't justify bigger ships so why go beyond a Viper/ Asp? Exploring is tedious but at least it has that feeling of discovering new things, although again the returns are very low (although the risks are not huge). And finally trading, it is boring and frustrating now that the routes keep shifting which really doesn't favour anyone that can only play an hour a night (although that does add a dynamic nature to the game which is nice), but the profits are huge...a good route in a type 7 will net you more in one 8 minute journey than half an hour of bounty hunting, if comparing to a type 9 then you would have to hit nothing but Condas with 100k bountys to even come close (I currently make 700k profit one way 650k profit the other, takes 16 mins in total)

At the moment if you want one of the bigger ships you will need to trade, but once you get one of the bigger ships what is the point? You don't get harder missions, you don't exactly make more money fighting than a good Viper pilot, the only benefit is the bigger hold allowing you trade more....to buy a bigger ship....

I know they are going to add more to this game and it is that promise that keeps me hooked, i just feel it has a very long way to go. I keep comparing it to X games where you can trade or fight (not so much explore) and both pay well but both have a clear progression, you trade to pay for more trade ships and then stations etc etc you fight to get better ranks so you can get better ships and better weapons so you can fight in bigger battles.

It just seems such a shame that they have built an incredible space simulator with such limited content.
 
I personally feel the game needs a re-balance across lots of ships and careers.
For instance, a Viper should be far better at fighting than a Cobra but it should also be the more expensive ship. War ships should cost more than equivalent trading/ civilian ships. In turn killing in combat zones should pay better to justify your expenditure.

Part of the Cobra's expense comes from the fact that it can basically do everything and do it well. Combat ships like the Eagle, Viper and Vulture have only one role. However, I do believe that the Viper's advantage over the Cobra in combat is minimal, and the fact that the Cobra can boost faster does sort of pose a problem for Vipers.
 
Part of the Cobra's expense comes from the fact that it can basically do everything and do it well. Combat ships like the Eagle, Viper and Vulture have only one role. However, I do believe that the Viper's advantage over the Cobra in combat is minimal, and the fact that the Cobra can boost faster does sort of pose a problem for Vipers.

But that is sort of my point, it ruins it to have multi-role ships, especially ons that are SO good at it. Very low end, fine all ships even the eagle are pretty generic with a bit of leaning one way or the other but even an Adder can fight. But once you start dishing out serious cash I think the game would be better served (especially once wings is up and running) to have ships being more specialised with better rewards for your specialisation. I like the idea of Vipers being truly deadly and type 6's needing to hire protection from other pilots or even npc's.

The fact is they are supposedly decreasing hull repair costs, but this is going the wrong way, fighting should be risky! Repairing your merchant ship shouldn't cost to much but repairing a Viper should. In turn bounty hunting/ fighting in conflict zones should actually pay a lot more to account for the risk. For a game that is trying to straddle the line of space sim and goes on and on about how realistic this or that is...it seems silly that the 'war ships' are cheaper than equivalent multi-role ships and that you get sod all for your troubles except a spiffy new combat rank.
 
Viper is a short range defense craft, noting more nothing less. If you want to kit it out as light jumping killing powerhouse then are sacrifices to be made. The Eagle is a long range fighter. The Cobra is mix and justifys its larger price tag along with faster speed. Personally i couldnt get on with the cobra the 2nd set of hard points are broken if you ask me.

Balance is needed i will give you that, but not on the conditions you have posted.
 
Viper is a short range defense craft, noting more nothing less. If you want to kit it out as light jumping killing powerhouse then are sacrifices to be made. The Eagle is a long range fighter. The Cobra is mix and justifys its larger price tag along with faster speed. Personally i couldnt get on with the cobra the 2nd set of hard points are broken if you ask me.

Balance is needed i will give you that, but not on the conditions you have posted.

I don't propose that the Viper should be anything more, that is my point, as a fighter it should be paramount and it isn't it pips the Cobra to 1st place by such a slim margin that you need only look on the FD forums at all the Viper vs Cobra pages to see how debatable that is. As a fighter it is great but if you want to make more money you are better off buying a Cobra and that shouldn't be the case, you should make money bounty hunting on par or just below trading, but the risks should be higher.

As to the Cobra, it is a multi purpose ship that is silly fast so interdictions are almost no risk and you have a bigger cargo bay than anything under a type 6, it can fight almost as well as a Viper (I note your point about the hard points and i agree although many seem to have no issues) and its jump range is right up there. I know it is the love child of Elite so will never be altered but i just feel that such jack of all trade ships are boring. I feel the game needs a lot more ships and then specialising them (or even more variability in outfitting). At the moment bounty hunters are in Vipers, people puttering about doing a bit of everything are in Cobras, explorers (Asps), traders (lychon).

They say they don't want one ship to be paramount but I fail to see how the current setup is vastly better. I keep coming back to X games where you have multiple species all with tens of ships that are all better at certain things than every other or do the same task in a different way (i.e bigger hold space vs much slower). I only hope they will build up to something like this depth.
 
Pulse lasers for infinite pew-pew. :D
No more infinite, at least as far as power goes - If your WEP capacitor empties and you continue firing, you can start taking heat damage.
Besides, I like what multi-cannons do to hulls!

For instance, a Viper should be far better at fighting than a Cobra but it should also be the more expensive ship.
Depends on your fighting style.
Cobras seem far better at FA-OFF manoeuvres, at least in NPCs, whereas Vipers devastate if you joust and do 'strafing' runs on targets.

The Humvee will cost a lot more than the basic truck.
That's where kitting your ship out comes in. Every ship comes with basic level kit, but the difference once each is fully kitted is quite distinguishing.

Mining is both boring and very poor returns.
Not everyone wants all-out combat action...
Elite was always primarily a trading/exploration game, with the main challenge being discovering sources of high-value commodities (mining being one) and then finding places to sell commodities, which led to a lot of exploration.

Bounty hunting is far more fun but again returns don't justify bigger ships so why go beyond a Viper/ Asp?
An Asp is already a pretty hefty ship, though and you'd likely want something bigger if you're making a living from taking down the really big boys.
There will come a point where you'll be taking on CapShips. I think most people would struggle even in a pre-nerf Python...

Plus you can regularly net 200,000+ Cr from taking down mission targets. Add to that the 'complete' Bounty Hunter will have a Kill Warrant Scanner and so claim not only bounties from targets WANTED in the current system but also those from other systems, which is where the money really adds up.

Also, check the stations' MOST WANTED lists - Some of those Cmdrs are worth several million Credits - You could buy an Asp with just one of those payouts!!

it is boring
Different games for different people.
I think RTS and general strategy/wargames/The Sims type games are really boring, but they're immensely popular with other players...

frustrating now that the routes keep shifting which really doesn't favour anyone that can only play an hour a night
Find yourself a route that isn't very busy, then.
These changes are all due to other players running the same route and making the same profit as you.
Go out into the galaxy and get yourself on a route far less travelled. I did and my trade profits have not changed a single credit since I started... There are, on average, just 20 ships passing through my trade-route systems in 24hrs.

a good route in a type 7 will net you more in one 8 minute journey than half an hour of bounty hunting
But trading up to a Type 7 or 9 takes several weeks, even if you play 20+ hours a week.

I currently make 700k profit one way 650k profit the other, takes 16 mins in total
That's insanely high for a normal trade run!!
Most decent non-rare trades look to be about 200k per run.

If you're carrying that much in a freighter, I'd expect you to be a prime target, especially if you're in Online mode...!

but once you get one of the bigger ships what is the point?
Go kill some CapShips?
I daresay things will soon start happening, plot-wise. For now, everthing is just getting going. This is a long-haul game, don't forget, intended to have a story that lasts years...

i just feel it has a very long way to go.
Yes, but at least it *is* getting there...

I keep comparing it to X games where you can trade or fight (not so much explore) and both pay well but both have a clear progression, you trade to pay for more trade ships and then stations etc etc
We don't even have all 30 basic ships yet.
Already, there are ships you cannot get without increasing your rank and more such things will follow.

It just seems such a shame that they have built an incredible space simulator with such limited content.
People wanted it now I guess, so they released something that was at least playable. I fully expect this to get far more engaging as the various features are implemented.
 
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