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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=78.72.77.0%2F24</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-28T13:31:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4879</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4879"/>
		<updated>2015-03-14T17:18:25Z</updated>

		<summary type="html">&lt;p&gt;78.72.77.152: /* Wingman Trade Dividend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a new feature since version 1.2. It allows pilots and NPCs to fly together in groups with maximum of four [[ships]]. {{PAGENAME}} allows for multiple benefits for multiple roles. [[Trader]]s can be escorted by their wing pilots for extra security, the escorts will get a 5% income of the trader&#039;s profit from the [[Station]] as a gratitude of allowing trade to continue in their system.&lt;br /&gt;
&lt;br /&gt;
Wing members can Lock on to each other to follow each others hyperspace routes. If you follow the wake of a wing member, you get pulled out of supercruise automatically.&lt;br /&gt;
&lt;br /&gt;
=== Joining and Leaving ===&lt;br /&gt;
You use the updated Comms Panel to join and leave wings:&lt;br /&gt;
&lt;br /&gt;
=== Inviting ===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose:&lt;br /&gt;
&lt;br /&gt;
[INVITE TO WING]&lt;br /&gt;
&lt;br /&gt;
You’ll see the contact listed under a new, “Wing Requests” heading.&lt;br /&gt;
&lt;br /&gt;
Once the Commander accepts the invitation, a wing is formed; all wingmen contacts will be listed under a “Wings” heading.&lt;br /&gt;
&lt;br /&gt;
All wingmen may issue invites until the wing is full (contains four Commanders).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Accepting ===&lt;br /&gt;
When a Commander invites you to join a wing, a notification marker will appear next to your Inbox tab.&lt;br /&gt;
&lt;br /&gt;
Navigate to your Inbox tab in the Comms Panel to view the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the TICK to accept the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the CROSS to decline the invitation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Leaving ===&lt;br /&gt;
To leave a wing, select the Options entry under the “Wings” heading from the Comms Contacts tab, and choose:&lt;br /&gt;
&lt;br /&gt;
[LEAVE WING]&lt;br /&gt;
&lt;br /&gt;
You can leave a wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.&lt;br /&gt;
&lt;br /&gt;
Each wingman in your wing will have a status element in the wings interface HUD.&lt;br /&gt;
&lt;br /&gt;
This element displays several pieces of information:&lt;br /&gt;
&lt;br /&gt;
· Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
&lt;br /&gt;
o Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
&lt;br /&gt;
· Surrounding the ID icon is a set of concentric rings showing the wingman’s ship shield status&lt;br /&gt;
&lt;br /&gt;
o As the shields are depleted the rings fade away&lt;br /&gt;
&lt;br /&gt;
· Below the shield status is a bar showing the wingman’s ship hull status&lt;br /&gt;
&lt;br /&gt;
o As the hull is damaged the bar is reduced&lt;br /&gt;
&lt;br /&gt;
· Below the hull status is the wingman’s Commander name&lt;br /&gt;
&lt;br /&gt;
· To the left of the Commander name is the Wingman’s voice status&lt;br /&gt;
&lt;br /&gt;
· Below the Commander name is the wingman’s current target&lt;br /&gt;
&lt;br /&gt;
o If the wingman is in a different system the system name is displayed here&lt;br /&gt;
&lt;br /&gt;
When a wingman targets a vessel, their ID icon will appear next to the entity when you look at it.&lt;br /&gt;
&lt;br /&gt;
All HUD elements connected with your wingmen are coloured cyan to help you spot them.&lt;br /&gt;
&lt;br /&gt;
When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.&lt;br /&gt;
&lt;br /&gt;
When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a wing, and how many members the wing has.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
There are several beneficial features that become active when you are in a wing:&lt;br /&gt;
&lt;br /&gt;
=== Wingman Targeting ===&lt;br /&gt;
&lt;br /&gt;
NEW BINDINGS DEFAULT BINDING&lt;br /&gt;
&lt;br /&gt;
Select Wingman 1 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 2 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 3 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman’s Target Not Set&lt;br /&gt;
&lt;br /&gt;
You can use new hotkey bindings to quickly target each wingman in your wing.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman you will target their wake if applicable.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman in a different system you will target their system.&lt;br /&gt;
&lt;br /&gt;
If you have a wingman targeted, you can use the Select Wingman’s Target binding.&lt;br /&gt;
&lt;br /&gt;
In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wingman Relaxed Requirements&lt;br /&gt;
&lt;br /&gt;
When using wakes created by your wingmen, you can travel faster and be further away and still safely use them.&lt;br /&gt;
&lt;br /&gt;
=== Wingman Crime Exemption ===&lt;br /&gt;
You cannot commit crimes against wingmen, and no authorities will intervene as long as your actions do not affect other ships or structures.&lt;br /&gt;
&lt;br /&gt;
Cargo can be freely transferred between wingmen who all count as its owner.&lt;br /&gt;
&lt;br /&gt;
Crimes against non-wingmen remain personal; other wingmen are not punished directly, though they may well commit crimes if they wish to help out.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Wingman nav-Lock ===&lt;br /&gt;
You can slave your ship’s frame shift drive to a wingman’s vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the “Wing” heading and choose:&lt;br /&gt;
&lt;br /&gt;
[ENGAGE WINGMAN NAV-LOCK]&lt;br /&gt;
&lt;br /&gt;
You will see a square marker appear on the wingman’s status element in the wing interface.&lt;br /&gt;
&lt;br /&gt;
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock marker is cyan, you are within nav-lock range.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock maker is red, you are out of range.&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman into and out of super cruise&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply (retracted hardpoints and gear, etc.)&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman into a hyperspace jump&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman’s wakes&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply&lt;br /&gt;
&lt;br /&gt;
Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.&lt;br /&gt;
&lt;br /&gt;
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the “Wing” heading and choose:&lt;br /&gt;
&lt;br /&gt;
[CANCEL WINGMAN NAVLOCK]&lt;br /&gt;
&lt;br /&gt;
=== Wingman Beacon Signal ===&lt;br /&gt;
When in normal space, you can activate your ship’s beacon signal, by navigating to the Functions tab, highlighting and selecting:&lt;br /&gt;
&lt;br /&gt;
[BEACON]&lt;br /&gt;
&lt;br /&gt;
Choose “Wing” to turn the beacon signal on.&lt;br /&gt;
&lt;br /&gt;
Choose “Off” to turn the beacon signal off.&lt;br /&gt;
&lt;br /&gt;
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.&lt;br /&gt;
&lt;br /&gt;
You can target and drop out at a signal contact to arrive at the wingman’s location in normal space.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Wingman Shared Bounties ===&lt;br /&gt;
When attacking wanted vessels, every wingman that takes part in the fight, landing some hits on target will be eligible for an equal share in the bounty claim, as long as they are present when the vessel is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Wingman Trade Dividend ===&lt;br /&gt;
When a wingman makes a profitable trade, all other wingmen will receive a trade dividend claim, a small, profit-based credit payment awarded by starports to encourage the protection of traders in the system.&lt;br /&gt;
&lt;br /&gt;
This voucher may be handed in at any starport in the system.&lt;br /&gt;
&lt;br /&gt;
All wingmen in the group gets a 5% bonus of the commodity&#039;s profit being sold.&lt;br /&gt;
&lt;br /&gt;
Formula: 5% of (&#039;&#039;Profit per Ton&#039;&#039; * &#039;&#039;Amount sold)&#039;&#039; = &#039;&#039;Total Bonus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Wingman Shared Exploration ===&lt;br /&gt;
When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.&lt;br /&gt;
&lt;br /&gt;
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all wingmen present in the system when the body was scanned will be listed as the discoverers.&lt;br /&gt;
&lt;br /&gt;
==Wings Beacon==&lt;br /&gt;
A wing member can put out a {{PAGENAME}} Beacon that allows other pilots in their wing to find them within a system and join them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wings icons.jpg|Wings icons&lt;br /&gt;
Elite_Dangerous_Pilot_Tutorials_-_Wings|Pilot Tutorials - Wings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>78.72.77.152</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4877</id>
		<title>Teams</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Teams&amp;diff=4877"/>
		<updated>2015-03-14T16:28:29Z</updated>

		<summary type="html">&lt;p&gt;78.72.77.152: /* Wingman Trade Dividend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Wings.jpg|thumb|250px|A group of three pilots in a Wing]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a new feature since version 1.2. It allows pilots and NPCs to fly together in groups with maximum of four [[ships]]. {{PAGENAME}} allows for multiple benefits for multiple roles. [[Trader]]s can be escorted by their wing pilots for extra security, the escorts will get a 5% income of the trader&#039;s profit from the [[Station]] as a gratitude of allowing trade to continue in their system.&lt;br /&gt;
&lt;br /&gt;
Wing members can Lock on to each other to follow each others hyperspace routes. If you follow the wake of a wing member, you get pulled out of supercruise automatically.&lt;br /&gt;
&lt;br /&gt;
=== Joining and Leaving ===&lt;br /&gt;
You use the updated Comms Panel to join and leave wings:&lt;br /&gt;
&lt;br /&gt;
=== Inviting ===&lt;br /&gt;
To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose:&lt;br /&gt;
&lt;br /&gt;
[INVITE TO WING]&lt;br /&gt;
&lt;br /&gt;
You’ll see the contact listed under a new, “Wing Requests” heading.&lt;br /&gt;
&lt;br /&gt;
Once the Commander accepts the invitation, a wing is formed; all wingmen contacts will be listed under a “Wings” heading.&lt;br /&gt;
&lt;br /&gt;
All wingmen may issue invites until the wing is full (contains four Commanders).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Accepting ===&lt;br /&gt;
When a Commander invites you to join a wing, a notification marker will appear next to your Inbox tab.&lt;br /&gt;
&lt;br /&gt;
Navigate to your Inbox tab in the Comms Panel to view the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the TICK to accept the invitation.&lt;br /&gt;
&lt;br /&gt;
Highlight and select the CROSS to decline the invitation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Leaving ===&lt;br /&gt;
To leave a wing, select the Options entry under the “Wings” heading from the Comms Contacts tab, and choose:&lt;br /&gt;
&lt;br /&gt;
[LEAVE WING]&lt;br /&gt;
&lt;br /&gt;
You can leave a wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.&lt;br /&gt;
&lt;br /&gt;
Each wingman in your wing will have a status element in the wings interface HUD.&lt;br /&gt;
&lt;br /&gt;
This element displays several pieces of information:&lt;br /&gt;
&lt;br /&gt;
· Wing Icon: each wingman has a ID icon used to identify them in the HUD&lt;br /&gt;
&lt;br /&gt;
o Your own ID icon is displayed at the top left of your Comms Panel tab line&lt;br /&gt;
&lt;br /&gt;
· Surrounding the ID icon is a set of concentric rings showing the wingman’s ship shield status&lt;br /&gt;
&lt;br /&gt;
o As the shields are depleted the rings fade away&lt;br /&gt;
&lt;br /&gt;
· Below the shield status is a bar showing the wingman’s ship hull status&lt;br /&gt;
&lt;br /&gt;
o As the hull is damaged the bar is reduced&lt;br /&gt;
&lt;br /&gt;
· Below the hull status is the wingman’s Commander name&lt;br /&gt;
&lt;br /&gt;
· To the left of the Commander name is the Wingman’s voice status&lt;br /&gt;
&lt;br /&gt;
· Below the Commander name is the wingman’s current target&lt;br /&gt;
&lt;br /&gt;
o If the wingman is in a different system the system name is displayed here&lt;br /&gt;
&lt;br /&gt;
When a wingman targets a vessel, their ID icon will appear next to the entity when you look at it.&lt;br /&gt;
&lt;br /&gt;
All HUD elements connected with your wingmen are coloured cyan to help you spot them.&lt;br /&gt;
&lt;br /&gt;
When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.&lt;br /&gt;
&lt;br /&gt;
When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a wing, and how many members the wing has.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
There are several beneficial features that become active when you are in a wing:&lt;br /&gt;
&lt;br /&gt;
=== Wingman Targeting ===&lt;br /&gt;
&lt;br /&gt;
NEW BINDINGS DEFAULT BINDING&lt;br /&gt;
&lt;br /&gt;
Select Wingman 1 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 2 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman 3 Not Set&lt;br /&gt;
&lt;br /&gt;
Select Wingman’s Target Not Set&lt;br /&gt;
&lt;br /&gt;
You can use new hotkey bindings to quickly target each wingman in your wing.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman you will target their wake if applicable.&lt;br /&gt;
&lt;br /&gt;
If you target a wingman in a different system you will target their system.&lt;br /&gt;
&lt;br /&gt;
If you have a wingman targeted, you can use the Select Wingman’s Target binding.&lt;br /&gt;
&lt;br /&gt;
In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wingman Relaxed Requirements&lt;br /&gt;
&lt;br /&gt;
When using wakes created by your wingmen, you can travel faster and be further away and still safely use them.&lt;br /&gt;
&lt;br /&gt;
=== Wingman Crime Exemption ===&lt;br /&gt;
You cannot commit crimes against wingmen, and no authorities will intervene as long as your actions do not affect other ships or structures.&lt;br /&gt;
&lt;br /&gt;
Cargo can be freely transferred between wingmen who all count as its owner.&lt;br /&gt;
&lt;br /&gt;
Crimes against non-wingmen remain personal; other wingmen are not punished directly, though they may well commit crimes if they wish to help out.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Wingman nav-Lock ===&lt;br /&gt;
You can slave your ship’s frame shift drive to a wingman’s vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the “Wing” heading and choose:&lt;br /&gt;
&lt;br /&gt;
[ENGAGE WINGMAN NAV-LOCK]&lt;br /&gt;
&lt;br /&gt;
You will see a square marker appear on the wingman’s status element in the wing interface.&lt;br /&gt;
&lt;br /&gt;
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock marker is cyan, you are within nav-lock range.&lt;br /&gt;
&lt;br /&gt;
When the nav-lock maker is red, you are out of range.&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman into and out of super cruise&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply (retracted hardpoints and gear, etc.)&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman into a hyperspace jump&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)&lt;br /&gt;
&lt;br /&gt;
· You will follow the wingman’s wakes&lt;br /&gt;
&lt;br /&gt;
o Standard requirements still apply&lt;br /&gt;
&lt;br /&gt;
Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.&lt;br /&gt;
&lt;br /&gt;
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the “Wing” heading and choose:&lt;br /&gt;
&lt;br /&gt;
[CANCEL WINGMAN NAVLOCK]&lt;br /&gt;
&lt;br /&gt;
=== Wingman Beacon Signal ===&lt;br /&gt;
When in normal space, you can activate your ship’s beacon signal, by navigating to the Functions tab, highlighting and selecting:&lt;br /&gt;
&lt;br /&gt;
[BEACON]&lt;br /&gt;
&lt;br /&gt;
Choose “Wing” to turn the beacon signal on.&lt;br /&gt;
&lt;br /&gt;
Choose “Off” to turn the beacon signal off.&lt;br /&gt;
&lt;br /&gt;
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.&lt;br /&gt;
&lt;br /&gt;
You can target and drop out at a signal contact to arrive at the wingman’s location in normal space.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;br&amp;gt;&lt;br /&gt;
Wingman Shared Bounties ===&lt;br /&gt;
When attacking wanted vessels, every wingman that takes part in the fight, landing some hits on target will be eligible for an equal share in the bounty claim, as long as they are present when the vessel is destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Wingman Trade Dividend ===&lt;br /&gt;
When a wingman makes a profitable trade, all other wingmen will receive a trade dividend claim, a small, profit-based credit payment awarded by starports to encourage the protection of traders in the system.&lt;br /&gt;
&lt;br /&gt;
This voucher may be handed in at any starport in the system.&lt;br /&gt;
&lt;br /&gt;
The bonus one wingman get is roughly 5% of the profit of the commodity.&lt;br /&gt;
&lt;br /&gt;
=== Wingman Shared Exploration ===&lt;br /&gt;
When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.&lt;br /&gt;
&lt;br /&gt;
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all wingmen present in the system when the body was scanned will be listed as the discoverers.&lt;br /&gt;
&lt;br /&gt;
==Wings Beacon==&lt;br /&gt;
A wing member can put out a {{PAGENAME}} Beacon that allows other pilots in their wing to find them within a system and join them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wings icons.jpg|Wings icons&lt;br /&gt;
Elite_Dangerous_Pilot_Tutorials_-_Wings|Pilot Tutorials - Wings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>78.72.77.152</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Shipyard&amp;diff=3026</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Shipyard&amp;diff=3026"/>
		<updated>2015-03-04T15:08:21Z</updated>

		<summary type="html">&lt;p&gt;78.72.77.152: /* Selling ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shipyards is the option in the menu of a station that lets you buy and sell ships and also store ships if you have more than one. A system with a high tech economy are more likely than others to have many different ships to purchase but this is not always the case. In some systems with conflict zones, stations nearby will often have as many ships listed as a high tech one.&lt;br /&gt;
== Selling ships ==&lt;br /&gt;
When a player sells a ship, they get only 90% of the total value of the ship back. This has lead to a lot of frustration from many players since this information is not in the game or in the prompt when you sell the ship, the price is just simply adjusted on the screen.&lt;br /&gt;
&lt;br /&gt;
In order to get more money back, players always sell the modules and parts of the ship and replace them with modules with lowest classes and grades as to get back as much money as possible.&lt;br /&gt;
&lt;br /&gt;
For the smaller ships like [http://elite-dangerous.wikia.com/wiki/Cobra Cobra], [http://elite-dangerous.wikia.com/wiki/Viper Viper] and [http://elite-dangerous.wikia.com/wiki/Sidewinder Sidewinder], a 10% loss of the ship value is not much, but when fully outfitted with modules with maximum classes and grades, a 10% ship value can be up to 200&#039;000 credits. For bigger ships like [http://elite-dangerous.wikia.com/wiki/Lakon_Type_7 Lakon Type 7], the loss is closer to 2 million credits.&lt;br /&gt;
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This hidden game feature also makes it worthless to pursue trading, then selling the ship to do combat and then returning to trading or any other switch in game style that requires selling the ship. It is recommended to buy a ship and keep it permanently and then buy additional ships while keeping primary ships. Thus, if you want to go into a combat zone or switch profession, remember to keep the 10% of the ship value as an inevitable loss when you are done with that ship.&lt;br /&gt;
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== &amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading to a bigger ship ==&lt;br /&gt;
There are many things a player needs to take into consideration when upgrading to a bigger ship. Because Frontier has not specifically specified this information in the game or in the manuals, it might be frustrating for a player to learn information through trial and error when buying and selling ships.&lt;br /&gt;
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As a ship owner it is crucial that you calculate the prices of all the upgrades you wish to make on your new ship and save this money in advance prior to buying the ship. Even though it might be easy to upgrade from a Cobra to a Type 6 and all its modules, when you reach the bigger ships on the list, an upgrade can be an economical bankruptcy. Going from a Type 7 to a Python not only require the roughly 50 million credits for the initial ship purchase, but also an additional 40 million credits for class A modules for the Python. This is something a lot of players are experiencing when going from the somewhat expensive ships to the bigger ships and is not written anywhere as information.&lt;br /&gt;
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One thing the player also need to take note of is the fuel consumption or the fuel price. All the ships from Sidewinder up until Type 7 has a fairly low fuel price where a full tank can cost anything from 1000 CR to 10 000 CR. But as soon as the player gets an Imperial Clipper, Python or bigger, the fuel price changes. Even though the actual fuel consumption does not change, the price for a full tank of fuel is now all of a sudden closer to 160 000 CR for the same amount you would use in a smaller ship. A player using a big ship should prefer a fuel scoop over the price of the fuel when trading, exploring or hunting wanted ships because it is not worth buying fuel at stations anymore.&lt;br /&gt;
==Shipyard Locations==&lt;br /&gt;
&#039;&#039;Use &#039;Classic Editor&#039; to add rows to table&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table article-table-selected&amp;quot; style=&amp;quot;width: 800px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|System&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Planet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Station&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Ships&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;3&amp;quot;|Eravate&lt;br /&gt;
|5&lt;br /&gt;
|Ackerman Market&lt;br /&gt;
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|Cleve Hub&lt;br /&gt;
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|Russel Ring&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>78.72.77.152</name></author>
	</entry>
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