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	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-29T11:05:51Z</updated>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Thargoid&amp;diff=5905</id>
		<title>Thargoid</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Thargoid&amp;diff=5905"/>
		<updated>2015-08-15T22:44:23Z</updated>

		<summary type="html">&lt;p&gt;81.146.24.187: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thargoid_ship.gif|thumb|320px|A Thargoid ship in Frontier: First Encounters]]&lt;br /&gt;
The Thargoids are an insectoid alien race who are said to originate outside of known space, perhaps existing in a parallel universe or spacial dimension.  Thargoids are the one of two known sapient species in the galaxy (the other being human), although artifacts of other races have been found. Of course a lot of the galaxy remains unexplored so there may be races not yet discovered, but we should expect them to be quite rare.&amp;lt;ref&amp;gt;http://forums.frontier.co.uk/showthread.php?p=38820#post38820&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They are very hostile and aggressive and have not been interested in diplomatic relations to date. It has been rumoured that Thargoids could be capable of building large artificial structures which could possibly be on a scale with planets, and certainly large enough to negate a ship&#039;s warp ability.&amp;lt;ref&amp;gt;http://forums.frontier.co.uk/showthread.php?p=85034#post85034&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Certain events in Frontier: First Encounters have indicated that there may be another side to Thargoids; in prior conflicts, they have shown some anomalous behavior that does not entirely match with their popular image as relentless killing machines. At some point, a Commander Jameson may or may not have interacted with them, and may or may not have chosen to provide them with the vaccine to a genetically-engineered fungus (&amp;quot;hyper-mycoid&amp;quot;) that attacked critical materials in their hyperdrives, preventing the construction of interstellar vehicles. If not, and if they appear in Dangerous regardless, then it can be assumed they developed a countermeasure on their own.&lt;br /&gt;
&lt;br /&gt;
Frontier Development staff have previously commented that all Thargoids are female.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1461411552/elite-dangerous/comments?cursor=2332567#comment-2332566&amp;lt;/ref&amp;gt; David Braben hinted that should peace have ever been found with Thargoids, it would be a temporary measure.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1461411552/elite-dangerous/comments?cursor=1970411#comment-1970410&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not known what role they will take in Elite: Dangerous in their final incarnation, initially though they will be limited to encounters &amp;lt;ref&amp;gt;http://forums.frontier.co.uk/showthread.php?p=160991#post160991&amp;lt;/ref&amp;gt;, but we can be sure they will be there.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1461411552/elite-dangerous/posts/377497#comment-2014816&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://forums.frontier.co.uk/showthread.php?t=77358&amp;amp;p=1262252&amp;amp;viewfull=1#post1262252&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Society==&lt;br /&gt;
Not much information has been obtained about Thargoid society or culture. The only known fact is that the society is hive based, with no sense of close family. It is thought that the society is divided into colonies, possibly along the lines of ant colonies.&lt;br /&gt;
&lt;br /&gt;
Thargoids are thought to have a natural affinity with space, and with witchspace in particular. This is due to the fact that Thargoid warriors seem to spend a large amount of time in space. Naval pilots and crews report that the warships in the war zones are encountered on repeated occasions over a period of months often without respite.&lt;br /&gt;
&lt;br /&gt;
Based on the study of some wrecked ships, Thargoids as a race seem to have a very spartan approach to furnishing and belongings. Crew quarters are practically devoid of possessions other than those necessary for military crew. All belongings are functional and necessary.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Nothing is known about internal Thargoid politics.&lt;br /&gt;
&lt;br /&gt;
Thargoid relations with other races is frighteningly simple: war. The three largest organisations in Galaxy 1 are all at war with the Thargoid race, and they are constantly under threat of planetary invasion.&lt;br /&gt;
&lt;br /&gt;
The Thargoid invasions usually seem to be prompted by the need for either agricultural or mineral resources, rather than a sociological or anthropological need to expand or colonise. In fact, the animal life on an invaded world is largely ignored unless it poses a threat to Thargoids.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Thargoid technology is vastly different and in many ways far superior to established GalCop technology. The warships have no visible form of propulsion, neither from vented emissions nor engine exhausts, yet they are manoeuvrable and agile.&lt;br /&gt;
&lt;br /&gt;
The Thargoids are also superior in the use of advanced AI and remote craft, an area in which GalCop is sadly behind.&lt;br /&gt;
&lt;br /&gt;
Other fields of technology that the Thargoids are in advance of GalCop, include metallurgy, biogenetics, physics and weapons tech. Their hyperdrives and shield technologies are also superior.&lt;br /&gt;
&lt;br /&gt;
==Origins of name==&lt;br /&gt;
The name &#039;Thargoid&#039; is believed to have come from the regular skit &#039;Captain Kremmen&#039; performed by radio and TV personality Kenny Everett on both his radio shows and, in animated form, on TV.&amp;lt;ref&amp;gt;http://en.wikipedia.org/wiki/Captain_Kremmen&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The animated skits show the Thargoids as a race of tall, transparent creatures who are part of a highly-wealthy monarchical society.&amp;lt;ref&amp;gt;http://youtu.be/pyjKPbkkW9k?t=2m26s&amp;lt;/ref&amp;gt; It is assumed that their main source of income is profiting from the sale of natural resources taken from planets they have colonised stretching billions of light years.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>81.146.24.187</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1828</id>
		<title>Elite Dangerous</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1828"/>
		<updated>2015-08-15T22:33:51Z</updated>

		<summary type="html">&lt;p&gt;81.146.24.187: /* Interviews and articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EDSplash.jpg|right|200px]]&lt;br /&gt;
&#039;&#039;&#039;Elite: Dangerous&#039;&#039;&#039; is the fourth game in the [[Elite]] series of games and was released on December 16, 2014. It was partially funded via a [[Kickstarter]] campaign.&amp;lt;ref&amp;gt;[http://www.pcgamer.com/elite-dangerous-crowdfunding-covered-less-than-one-quarter-of-its-total-cost-creator-says/ Chalk, Andy. &amp;quot;Elite: Dangerous Creator Says Crowdfunding Covered Less than One-quarter of Its Total Cost.&amp;quot; PC Gamer, 11 Sept. 2014. Web. 14 Jan. 2015.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New players start out with a [[Sidewinder Mk. I]] spacecraft and a small sum of [[Credits]]. They are able to trade, pirate, bounty-hunt, mine, explore, and salvage their way to wealth and fame.&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous brings a modern look and new features to the Elite Franchise. It is also the first game in the series to feature online multiplayer.&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous takes place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], 50 years after the events of FFE, in the year 3300AD - 3301AD. The [[Thargoids|Thargoid]] race, introduced in earlier games, will also appear.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Elite: Dangerous builds upon the foundations of the previous Elite titles, but aims to expand these ideas to a modern context.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer vs Solo ===&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|250px]]&lt;br /&gt;
The player may choose from the following: Solo Play, Private Channels (only friends or invited people will be encountered), or Open Play. In open play, you may be matched with any other player who is also in open play and happens to be on the same server.&lt;br /&gt;
&lt;br /&gt;
The game works in a seamless, lobby-less way, with the ability to rendezvous with friends as the player chooses. This technology is already working and has been tested since the early betas, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
Depending on the player&#039;s chosen configuration, some of the other ships they meet as they travel around are real players as opposed to computer-controlled ships. It may be a friend the player has agreed to rendezvous with there, or it may be another real player that has been encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players are part of a “Pilot’s Federation” – that is how they are distinguished from non-players – allowing players to differentiate between who player and non-player easily. The radar is used to distinguish a real player from a ship controlled by the computer. A player will show as a hollow square or triangle (indicating stowed or deployed hardpoints) while a ship controlled by the computer will appear as either a solid square or triangle.&lt;br /&gt;
&lt;br /&gt;
== Evolving Universe ==&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 2- How the Galaxy will Evolve Over Time|right|250px]]&amp;lt;gallery type=&amp;quot;slideshow&amp;quot; widths=&amp;quot;250&amp;quot; crop=&amp;quot;true&amp;quot; hidebutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Stationoverplanet.jpg|Space station over a planet&lt;br /&gt;
EDwallpaper2.jpg|Closer view&lt;br /&gt;
EDwallpaper4.jpg|Flying close to a damaged ship&lt;br /&gt;
EDwallpaper.jpg|Space battle&lt;br /&gt;
EDwallpaper1.jpg|Docking&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Unlike previous games, in Elite: Dangerous the milky way galaxy will evolve. As players explore, the different factions will be seen to spread to further star systems, colonizing planets and building space stations. Players can participate in this process by completing missions for a particular faction to increase their influence in that system. This can eventually lead to war which players can then continue to help their chosen faction by participating in it. In addition to war, players can also influence minor star system factions in other ways such as causing an economic boom.&lt;br /&gt;
&lt;br /&gt;
New star ports will be slowly built in real time. These events will create opportunities for players as the resources and workers required for building will need to be transported and there will no doubt be related military missions and scope for increased piracy.&lt;br /&gt;
&lt;br /&gt;
== Procedural Content ==&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|250px]]&lt;br /&gt;
[[Procedural Generation|Procedural generation]] of content is a technique where content is generated from rules. It abstracts repetitive or arbitrary elements of content creation in a very efficient way.&lt;br /&gt;
&lt;br /&gt;
Imagine a medieval landscape. Laying out towns, roads, castles, farm land, forests and so on can be done by a system of rules – putting castles widely spaced out on vantage points, towns near rivers but under the protection of such a castle, roads between them, then with farm land to support them all. An artist can still design the castle, the houses in the towns, but this approach greatly magnifies the content that can be created. “Frontier” did this for the star systems, and planets, and with Elite: Dangerous, [[Frontier Developments]] will go further.&lt;br /&gt;
&lt;br /&gt;
== Destructible Ship Models ==&lt;br /&gt;
[[File:Elite Dangerous Dev Diary - Shields|full|right|250px]]&lt;br /&gt;
Larger ships will have multiple [[Shield Generator|shield generators]] which can be targeted and will fail individually. This will add an extra level of skill where attackers can inflict hull damage by firing weapons at a single point and the prey navigates in a way that draws fire to working shields.&lt;br /&gt;
&lt;br /&gt;
The operating shield radius on very large ships will also allow for very small fighters to be able to sneak under them and cause immediate damage to the hull.&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Cobra Teaser|full|right|250px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous Elite games where ships would simply explode once the hull integrity hit zero, the ship models will be divided into sections so that damage will be localized to where weapon fire impacts. This means that, for example, the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives, and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Once a ship has been targeted, a subsystem can be specifically targeted, making it possible to attack specific modules to cause desired malfunctions. Frontier Developments have already hinted at future updates allowing for boarding of ships.&lt;br /&gt;
&lt;br /&gt;
== Player Roles ==&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 3 - Player Roles|full|right|480x480px]]&lt;br /&gt;
Unlike RPGs, players in Elite Dangerous will not choose their [[Roles|role]] by customising their character. Instead, the choice and customisation of their ship will be geared towards specific role(s). Examples cited are [[Roles#Trader|Trader]], [[Miner]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]], [http://elite-dangerous.wikia.com/wiki/Smuggler Smuggler] and [[Roles#Pirate|Pirate]]. However hybrid roles or new roles may be possible through updates or emergent gameplay e.g. mining.&lt;br /&gt;
&lt;br /&gt;
In order to allow each player to explore each role they are able to own multiple ships and each can be customised to fill a certain role. When not in use a ship is stored in a station and can be retrieved by returning to that station at any time.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|1x1px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. &lt;br /&gt;
Traders in Elite: Dangerous have access to a large number of commodities both legal and illegal. Also present are &amp;quot;rare commodities&amp;quot; that are unique to a specific star system and increase in value the further from their origin they are sold.&lt;br /&gt;
&lt;br /&gt;
Instead of static prices per star systems, [[Commodities Market|stockmarkets]] will now respond to events going on in the vicinity such as war, famine, blockades etc. This creates the opportunity for players to &amp;quot;game&amp;quot; the stockmarkets by controlling supply and demand.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t just be commodities that can be traded. Game items can also be bought and sold, such as maps and permits.{{cite}} Players are also able to smuggle goods, needing to use precise management of heat in order to slip past station security forces.&lt;br /&gt;
&lt;br /&gt;
=== Interdiction ===&lt;br /&gt;
A useful tactic for player roles involving combat. While travelling faster than light through a star system ships are able to be pulled back into real space by a ship equipped with a [[Frame Shift Drive Interdictor]]. This allows security forces, pirates, and bounty hunters to interact with other ships while travelling faster than light. Once initiated a mini-game will start forcing both players to concentrate on a single point at the center of their screens and hold it there to either succeed in pulling the other ship out into real space or escaping interdiction. This mechanic is demonstrated in [https://www.youtube.com/watch?v=WArqM9L0o4o this] video.&lt;br /&gt;
=== Piracy ===&lt;br /&gt;
Players are able to steal cargo from other ships using a variety of means. They can employ hatch-breakers which when fired at an un-shielded target will latch onto the cargo hatch and extract cargo canisters from it. In addition, once shields have been dropped a player can shoot the cargo hatch manually to damage it which will have the same effect but in most cases takes more skill. Once stolen cargo has been scooped it can be smuggled and sold on the black market at stations and outposts that feature one.&lt;br /&gt;
&lt;br /&gt;
Various combat events (e.g. performing tight turns, firing weapons) heat up the ship&#039;s hull, which will make the ship easier to be spotted on scanners, which in turn will make it easier for [[Pirates]] and bounty hunters to locate such ships. This means that players will be able to detect on-going battles and join in. David Braben has hinted at the ability for combatants to communicate with ships in the vicinity to &amp;quot;do deals&amp;quot;.{{cite}} This may mean that the player may get a share of the profits if they save a trader from pirates or get a share in the loot if they don&#039;t mind getting a bounty on their head.&lt;br /&gt;
&lt;br /&gt;
=== Bounty Hunting ===&lt;br /&gt;
Throughout the galaxy players will encounter computer controlled ships and other players that have fallen to a life of crime. Once scanned a player is able to see the current bounty issued to another commander. If destroyed in combat the player will receive a voucher that they can redeem at a station or outpost controlled by the faction that issued the bounty to get the reward.&lt;br /&gt;
&lt;br /&gt;
As a result of this, many criminals seek refuge in systems with an anarchy status. Anarchy systems are not controlled by the Empire, Federation, Alliance, or an independent government and instead are ruled by a splinter faction. However, players are able to scan other ships in these systems with a [[Kill Warrant Scanner|kill warrant scanner]] in order to see if they are wanted in any other systems. Upon destroying them they will be able to travel to the system the bounty was issued in and claim it.&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Players are able to mine resources from planetary ring systems and asteroid belts in orbit around stars. Once a [[Mining Laser|mining laser]] and refinery module is equipped the player can fire at a suitable asteroid and use his cargo scoop to collect the raw materials. They can then be sold to a station or outpost on the commodities market.&lt;br /&gt;
&lt;br /&gt;
=== Fuel Scooping ===&lt;br /&gt;
With a [[Fuel Scoop|fuel scoop]] equipped a ship is able to gather fuel from certain types of stars. As the player needs to remain relatively close to the star in order to capture fuel from it, a careful balance between fuel scooped per second and heat gained needs to be observed. Fuel scoops can be upgraded in order to capture more fuel per second thereby speeding up the process. This is the life-blood of an explorer as once the boundaries of colonized space is left there are no stations or outposts left to refuel at.&lt;br /&gt;
== Hyperdrives ==&lt;br /&gt;
Previous games tried to obey the laws of physics to a certain extent. This meant conventional thrusters were limited by the laws of relativity i.e. players could not travel faster than light within a star system. [[Frontier: Elite II]] used the Stardreamer feature as a realism/gameplay trade-off.&lt;br /&gt;
&lt;br /&gt;
However, such a mechanism would not work in a multiplayer game, so Elite Dangerous features faster than light travel using [[Hyperspace|hyperspace]]. Each ship comes equipped with a frame shift drive that allows them to travel to faster than light within a star system and to others. These drives can be upgraded to increase their range allowing for faster travel around the galaxy and long range exploration.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&lt;br /&gt;
&amp;lt;gallery type=&amp;quot;slideshow&amp;quot; widths=&amp;quot;250&amp;quot; crop=&amp;quot;true&amp;quot; hidebutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Wallpaper12.jpg|Concept art showing atmospheric entry&lt;br /&gt;
cloudscape.jpg|Concept art of flying through a planet&#039;s atmosphere&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Frontier Developments took the decision to implement landing on planets as a future update. This gives them more time to implement a significant feature in a manner that they&#039;re happy with. Players will still be able to skim the atmosphere to scoop gases. For an insight into the rich experience planned for atmospheres, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
{{clr}}&lt;br /&gt;
==Ship Customization==&lt;br /&gt;
[[File:Engines.jpg|thumb|250px]]&lt;br /&gt;
Ships can be customized to give the player control over the strengths and weaknesses of each. Modules within each ship are customized to affect how the ship performs and functions. Thrusters, sensors, frame shift drives, power plants, and more can all be upgraded to affect this. All customization takes place in the the outfitting screen when docked at a station or outpost.&lt;br /&gt;
{{clr}}&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapon hardpoints on a ship can be either stowed or deployed. Other players in your vicinity have their weapons stowed your scanner will indicate a square symbol, this changes to a triangle when their weapons are deployed. NPC craft have solid squares/triangles, real players (Cmdrs) symbols are hollow.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
&amp;lt;gallery type=&amp;quot;slideshow&amp;quot; widths=&amp;quot;250&amp;quot; crop=&amp;quot;true&amp;quot; hidebutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Asteroid_field.jpg|Asteroid Field&lt;br /&gt;
EDwallpaper5.jpg|Flying through a field&lt;br /&gt;
EDwallpaper3.jpg|Flying on the edge of the atmosphere&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is going to be a vast improvement in astrophysics. David Braben has confirmed the inclusion of new encounters with comets, black holes and quasars.&lt;br /&gt;
&lt;br /&gt;
==Realistic Scale==&lt;br /&gt;
David Braben, in an interview with [http://www.pcgamesn.com/article/elite-dangerous-will-have-100-billion-star-systems-and-thargoids-braben-reveals-whats-next-his-space-sim PCGamesN] indicated that Elite: Dangerous will be set in a procedurally generated Milky Way with over 400 billion solar systems, including our own. In addition each system could have up to 100 objects, leading to plenty of opportunities for the player.&lt;br /&gt;
&lt;br /&gt;
==Features in the expansions==&lt;br /&gt;
After release [[Features in the expansions|several features]] will be added to Elite: Dangerous. Some of these were available in previous editions of the game and some new to this one.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Elite: Dangerous]]&lt;/div&gt;</summary>
		<author><name>81.146.24.187</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1823</id>
		<title>Elite Dangerous</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1823"/>
		<updated>2015-08-15T22:32:29Z</updated>

		<summary type="html">&lt;p&gt;81.146.24.187: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EDSplash.jpg|right|200px]]&lt;br /&gt;
&#039;&#039;&#039;Elite: Dangerous&#039;&#039;&#039; is the fourth game in the [[Elite]] series of games and was released on December 16, 2014. It was partially funded via a [[Kickstarter]] campaign.&amp;lt;ref&amp;gt;[http://www.pcgamer.com/elite-dangerous-crowdfunding-covered-less-than-one-quarter-of-its-total-cost-creator-says/ Chalk, Andy. &amp;quot;Elite: Dangerous Creator Says Crowdfunding Covered Less than One-quarter of Its Total Cost.&amp;quot; PC Gamer, 11 Sept. 2014. Web. 14 Jan. 2015.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New players start out with a [[Sidewinder Mk. I]] spacecraft and a small sum of [[Credits]]. They are able to trade, pirate, bounty-hunt, mine, explore, and salvage their way to wealth and fame.&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous brings a modern look and new features to the Elite Franchise. It is also the first game in the series to feature online multiplayer.&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous takes place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], 50 years after the events of FFE, in the year 3300AD - 3301AD. The [[Thargoids|Thargoid]] race, introduced in earlier games, will also appear.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Elite: Dangerous builds upon the foundations of the previous Elite titles, but aims to expand these ideas to a modern context.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer vs Solo ===&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|250px]]&lt;br /&gt;
The player may choose from the following: Solo Play, Private Channels (only friends or invited people will be encountered), or Open Play. In open play, you may be matched with any other player who is also in open play and happens to be on the same server.&lt;br /&gt;
&lt;br /&gt;
The game works in a seamless, lobby-less way, with the ability to rendezvous with friends as the player chooses. This technology is already working and has been tested since the early betas, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
Depending on the player&#039;s chosen configuration, some of the other ships they meet as they travel around are real players as opposed to computer-controlled ships. It may be a friend the player has agreed to rendezvous with there, or it may be another real player that has been encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players are part of a “Pilot’s Federation” – that is how they are distinguished from non-players – allowing players to differentiate between who player and non-player easily. The radar is used to distinguish a real player from a ship controlled by the computer. A player will show as a hollow square or triangle (indicating stowed or deployed hardpoints) while a ship controlled by the computer will appear as either a solid square or triangle.&lt;br /&gt;
&lt;br /&gt;
== Evolving Universe ==&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 2- How the Galaxy will Evolve Over Time|right|250px]]&amp;lt;gallery type=&amp;quot;slideshow&amp;quot; widths=&amp;quot;250&amp;quot; crop=&amp;quot;true&amp;quot; hidebutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Stationoverplanet.jpg|Space station over a planet&lt;br /&gt;
EDwallpaper2.jpg|Closer view&lt;br /&gt;
EDwallpaper4.jpg|Flying close to a damaged ship&lt;br /&gt;
EDwallpaper.jpg|Space battle&lt;br /&gt;
EDwallpaper1.jpg|Docking&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Unlike previous games, in Elite: Dangerous the milky way galaxy will evolve. As players explore, the different factions will be seen to spread to further star systems, colonizing planets and building space stations. Players can participate in this process by completing missions for a particular faction to increase their influence in that system. This can eventually lead to war which players can then continue to help their chosen faction by participating in it. In addition to war, players can also influence minor star system factions in other ways such as causing an economic boom.&lt;br /&gt;
&lt;br /&gt;
New star ports will be slowly built in real time. These events will create opportunities for players as the resources and workers required for building will need to be transported and there will no doubt be related military missions and scope for increased piracy.&lt;br /&gt;
&lt;br /&gt;
== Procedural Content ==&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|250px]]&lt;br /&gt;
[[Procedural Generation|Procedural generation]] of content is a technique where content is generated from rules. It abstracts repetitive or arbitrary elements of content creation in a very efficient way.&lt;br /&gt;
&lt;br /&gt;
Imagine a medieval landscape. Laying out towns, roads, castles, farm land, forests and so on can be done by a system of rules – putting castles widely spaced out on vantage points, towns near rivers but under the protection of such a castle, roads between them, then with farm land to support them all. An artist can still design the castle, the houses in the towns, but this approach greatly magnifies the content that can be created. “Frontier” did this for the star systems, and planets, and with Elite: Dangerous, [[Frontier Developments]] will go further.&lt;br /&gt;
&lt;br /&gt;
== Destructible Ship Models ==&lt;br /&gt;
[[File:Elite Dangerous Dev Diary - Shields|full|right|250px]]&lt;br /&gt;
Larger ships will have multiple [[Shield Generator|shield generators]] which can be targeted and will fail individually. This will add an extra level of skill where attackers can inflict hull damage by firing weapons at a single point and the prey navigates in a way that draws fire to working shields.&lt;br /&gt;
&lt;br /&gt;
The operating shield radius on very large ships will also allow for very small fighters to be able to sneak under them and cause immediate damage to the hull.&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Cobra Teaser|full|right|250px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous Elite games where ships would simply explode once the hull integrity hit zero, the ship models will be divided into sections so that damage will be localized to where weapon fire impacts. This means that, for example, the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives, and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Once a ship has been targeted, a subsystem can be specifically targeted, making it possible to attack specific modules to cause desired malfunctions. Frontier Developments have already hinted at future updates allowing for boarding of ships.&lt;br /&gt;
&lt;br /&gt;
== Player Roles ==&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 3 - Player Roles|full|right|480x480px]]&lt;br /&gt;
Unlike RPGs, players in Elite Dangerous will not choose their [[Roles|role]] by customising their character. Instead, the choice and customisation of their ship will be geared towards specific role(s). Examples cited are [[Roles#Trader|Trader]], [[Miner]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]], [http://elite-dangerous.wikia.com/wiki/Smuggler Smuggler] and [[Roles#Pirate|Pirate]]. However hybrid roles or new roles may be possible through updates or emergent gameplay e.g. mining.&lt;br /&gt;
&lt;br /&gt;
In order to allow each player to explore each role they are able to own multiple ships and each can be customised to fill a certain role. When not in use a ship is stored in a station and can be retrieved by returning to that station at any time.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|1x1px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. &lt;br /&gt;
Traders in Elite: Dangerous have access to a large number of commodities both legal and illegal. Also present are &amp;quot;rare commodities&amp;quot; that are unique to a specific star system and increase in value the further from their origin they are sold.&lt;br /&gt;
&lt;br /&gt;
Instead of static prices per star systems, [[Commodities Market|stockmarkets]] will now respond to events going on in the vicinity such as war, famine, blockades etc. This creates the opportunity for players to &amp;quot;game&amp;quot; the stockmarkets by controlling supply and demand.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t just be commodities that can be traded. Game items can also be bought and sold, such as maps and permits.{{cite}} Players are also able to smuggle goods, needing to use precise management of heat in order to slip past station security forces.&lt;br /&gt;
&lt;br /&gt;
=== Interdiction ===&lt;br /&gt;
A useful tactic for player roles involving combat. While travelling faster than light through a star system ships are able to be pulled back into real space by a ship equipped with a [[Frame Shift Drive Interdictor]]. This allows security forces, pirates, and bounty hunters to interact with other ships while travelling faster than light. Once initiated a mini-game will start forcing both players to concentrate on a single point at the center of their screens and hold it there to either succeed in pulling the other ship out into real space or escaping interdiction. This mechanic is demonstrated in [https://www.youtube.com/watch?v=WArqM9L0o4o this] video.&lt;br /&gt;
=== Piracy ===&lt;br /&gt;
Players are able to steal cargo from other ships using a variety of means. They can employ hatch-breakers which when fired at an un-shielded target will latch onto the cargo hatch and extract cargo canisters from it. In addition, once shields have been dropped a player can shoot the cargo hatch manually to damage it which will have the same effect but in most cases takes more skill. Once stolen cargo has been scooped it can be smuggled and sold on the black market at stations and outposts that feature one.&lt;br /&gt;
&lt;br /&gt;
Various combat events (e.g. performing tight turns, firing weapons) heat up the ship&#039;s hull, which will make the ship easier to be spotted on scanners, which in turn will make it easier for [[Pirates]] and bounty hunters to locate such ships. This means that players will be able to detect on-going battles and join in. David Braben has hinted at the ability for combatants to communicate with ships in the vicinity to &amp;quot;do deals&amp;quot;.{{cite}} This may mean that the player may get a share of the profits if they save a trader from pirates or get a share in the loot if they don&#039;t mind getting a bounty on their head.&lt;br /&gt;
&lt;br /&gt;
=== Bounty Hunting ===&lt;br /&gt;
Throughout the galaxy players will encounter computer controlled ships and other players that have fallen to a life of crime. Once scanned a player is able to see the current bounty issued to another commander. If destroyed in combat the player will receive a voucher that they can redeem at a station or outpost controlled by the faction that issued the bounty to get the reward.&lt;br /&gt;
&lt;br /&gt;
As a result of this, many criminals seek refuge in systems with an anarchy status. Anarchy systems are not controlled by the Empire, Federation, Alliance, or an independent government and instead are ruled by a splinter faction. However, players are able to scan other ships in these systems with a [[Kill Warrant Scanner|kill warrant scanner]] in order to see if they are wanted in any other systems. Upon destroying them they will be able to travel to the system the bounty was issued in and claim it.&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Players are able to mine resources from planetary ring systems and asteroid belts in orbit around stars. Once a [[Mining Laser|mining laser]] and refinery module is equipped the player can fire at a suitable asteroid and use his cargo scoop to collect the raw materials. They can then be sold to a station or outpost on the commodities market.&lt;br /&gt;
&lt;br /&gt;
=== Fuel Scooping ===&lt;br /&gt;
With a [[Fuel Scoop|fuel scoop]] equipped a ship is able to gather fuel from certain types of stars. As the player needs to remain relatively close to the star in order to capture fuel from it, a careful balance between fuel scooped per second and heat gained needs to be observed. Fuel scoops can be upgraded in order to capture more fuel per second thereby speeding up the process. This is the life-blood of an explorer as once the boundaries of colonized space is left there are no stations or outposts left to refuel at.&lt;br /&gt;
== Hyperdrives ==&lt;br /&gt;
Previous games tried to obey the laws of physics to a certain extent. This meant conventional thrusters were limited by the laws of relativity i.e. players could not travel faster than light within a star system. [[Frontier: Elite II]] used the Stardreamer feature as a realism/gameplay trade-off.&lt;br /&gt;
&lt;br /&gt;
However, such a mechanism would not work in a multiplayer game, so Elite Dangerous features faster than light travel using [[Hyperspace|hyperspace]]. Each ship comes equipped with a frame shift drive that allows them to travel to faster than light within a star system and to others. These drives can be upgraded to increase their range allowing for faster travel around the galaxy and long range exploration.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&lt;br /&gt;
&amp;lt;gallery type=&amp;quot;slideshow&amp;quot; widths=&amp;quot;250&amp;quot; crop=&amp;quot;true&amp;quot; hidebutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Wallpaper12.jpg|Concept art showing atmospheric entry&lt;br /&gt;
cloudscape.jpg|Concept art of flying through a planet&#039;s atmosphere&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Frontier Developments took the decision to implement landing on planets as a future update. This gives them more time to implement a significant feature in a manner that they&#039;re happy with. Players will still be able to skim the atmosphere to scoop gases. For an insight into the rich experience planned for atmospheres, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
{{clr}}&lt;br /&gt;
==Ship Customization==&lt;br /&gt;
[[File:Engines.jpg|thumb|250px]]&lt;br /&gt;
Ships can be customized to give the player control over the strengths and weaknesses of each. Modules within each ship are customized to affect how the ship performs and functions. Thrusters, sensors, frame shift drives, power plants, and more can all be upgraded to affect this. All customization takes place in the the outfitting screen when docked at a station or outpost.&lt;br /&gt;
{{clr}}&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapon hardpoints on a ship can be either stowed or deployed. Other players in your vicinity have their weapons stowed your scanner will indicate a square symbol, this changes to a triangle when their weapons are deployed. NPC craft have solid squares/triangles, real players (Cmdrs) symbols are hollow.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
&amp;lt;gallery type=&amp;quot;slideshow&amp;quot; widths=&amp;quot;250&amp;quot; crop=&amp;quot;true&amp;quot; hidebutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Asteroid_field.jpg|Asteroid Field&lt;br /&gt;
EDwallpaper5.jpg|Flying through a field&lt;br /&gt;
EDwallpaper3.jpg|Flying on the edge of the atmosphere&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is going to be a vast improvement in astrophysics. David Braben has confirmed the inclusion of new encounters with comets, black holes and quasars.&lt;br /&gt;
&lt;br /&gt;
==Realistic Scale==&lt;br /&gt;
David Braben, in an interview with [http://www.pcgamesn.com/article/elite-dangerous-will-have-100-billion-star-systems-and-thargoids-braben-reveals-whats-next-his-space-sim PCGamesN] indicated that Elite: Dangerous will be set in a procedurally generated Milky Way with over 400 billion solar systems, including our own. In addition each system could have up to 100 objects, leading to plenty of opportunities for the player.&lt;br /&gt;
&lt;br /&gt;
==Features in the expansions==&lt;br /&gt;
After release [[Features in the expansions|several features]] will be added to Elite: Dangerous. Some of these were available in previous editions of the game and some new to this one.&lt;br /&gt;
&lt;br /&gt;
==Interviews and articles==&lt;br /&gt;
*[http://www.rockpapershotgun.com/2012/12/05/elite-dangerous-is-winning-the-space-race-for-my-heart/ Rock, Paper, Shotgun]&lt;br /&gt;
*[http://www.vg247.com/2012/11/23/elite-dangerous-brabens-square-peg/ VG24/7]&lt;br /&gt;
*[http://beefjack.com/features/david-braben-elite-dangerous-interview/ BeffJack]&lt;br /&gt;
*[http://www.pcgamesn.com/interview-david-braben-elite-dangerous-kickstarter-if-it-fails-ill-be-terribly-upset PCGamesN]&lt;br /&gt;
*[http://www.incgamers.com/2012/11/credits-cobras-and-crowd-funding-david-braben-tells-us-about-elite-dangerous/ IncGamers]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Elite: Dangerous]]&lt;/div&gt;</summary>
		<author><name>81.146.24.187</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Fer-de-Lance&amp;diff=20724</id>
		<title>Fer-de-Lance</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Fer-de-Lance&amp;diff=20724"/>
		<updated>2015-08-15T20:41:16Z</updated>

		<summary type="html">&lt;p&gt;81.146.24.187: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ShipInfobox&lt;br /&gt;
| image               = Ferdelance.jpg&lt;br /&gt;
| manufacturer        = Zorgon Peterson&lt;br /&gt;
| cost                = 51,567,040&lt;br /&gt;
| topspeed            = 265&lt;br /&gt;
| boostspeed          = 357&lt;br /&gt;
| manoeuvrability     = 6&lt;br /&gt;
| shields             = 271&lt;br /&gt;
| armour              = 405&lt;br /&gt;
| hullmass            = 250&lt;br /&gt;
| cargocapacity       = 24&lt;br /&gt;
| fuelcapacity        = 8&lt;br /&gt;
| jumprange           = 7.04&lt;br /&gt;
| utility             = 6&lt;br /&gt;
| small               = &lt;br /&gt;
| medium              = 4&lt;br /&gt;
| large               = &lt;br /&gt;
| huge                = 1&lt;br /&gt;
| size1               = 1&lt;br /&gt;
| size2               = 1&lt;br /&gt;
| size3               = &lt;br /&gt;
| size4               = 2&lt;br /&gt;
| size5               = 1&lt;br /&gt;
| size6               = &lt;br /&gt;
| size7               = &lt;br /&gt;
| size8               = &lt;br /&gt;
| landingpad          = Medium&lt;br /&gt;
|maxjumprange = 20.94|maxcargocapacity = 70|type = Heavy Fighter}}&lt;br /&gt;
{{quote|The Fer-de-Lance is another classic design that has now been in production for two centuries. The ship became famous for its popularity with top business executives and wealthy bounty hunters, being a fast, well armed vessel, with luxurious accommodation and high quality components fitted as standard. Early models were built by Zorgon Peterson, but more recently, limited numbers have been upgraded by Saud Kruger in a rare collaboration, resulting in even more lavish creations, without spoiling the original design and specification requirements.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fer-de-Lance&#039;&#039;&#039; is a heavy combat ship. The Fer-de-Lance&#039;s hull is a bit more resistant to smaller [[weapons]] than other ships of its class.&amp;lt;ref&amp;gt;[https://forums.frontier.co.uk/showthread.php?t=120789&amp;amp;p=1873136&amp;amp;viewfull=1#post1873136 Sandro Sammarco in the Official Forums]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| Heavy Fighter&lt;br /&gt;
|-&lt;br /&gt;
! Crew&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Cargo Capacity&lt;br /&gt;
| 70 T&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Hyperspace Range&lt;br /&gt;
| 20.94 Ly&lt;br /&gt;
|-&lt;br /&gt;
! Dimensions (metres)&lt;br /&gt;
| 73.6L - 51.6W - 15.4H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Purchase Locations==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;article-table sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
! Station&lt;br /&gt;
! Date Seen&lt;br /&gt;
|-&lt;br /&gt;
|44 B Ophiuchi&lt;br /&gt;
|Feustel Gateway&lt;br /&gt;
|Jun 12, 2015&lt;br /&gt;
|-&lt;br /&gt;
| 78 Ursae Majoris&lt;br /&gt;
| Berners-Lee City&lt;br /&gt;
| 23 May 2015&lt;br /&gt;
|-&lt;br /&gt;
|Afli&lt;br /&gt;
|Pu City&lt;br /&gt;
|05 April 2015&lt;br /&gt;
|-&lt;br /&gt;
|Arth&lt;br /&gt;
|Midgeley Dock&lt;br /&gt;
|31 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Asgaa&lt;br /&gt;
|Wheeler Horizons&lt;br /&gt;
|Apr 20, 2015&lt;br /&gt;
|-&lt;br /&gt;
|BD-15 447&lt;br /&gt;
|Good Enterprise&lt;br /&gt;
|July 20, 2015&lt;br /&gt;
|-&lt;br /&gt;
|BD+28 413&lt;br /&gt;
|Gunn Station (15% faction discount)&lt;br /&gt;
|13 July 2015&lt;br /&gt;
|-&lt;br /&gt;
| Bhritzameno&lt;br /&gt;
| Feynman Terminal&lt;br /&gt;
| 15 March 2015&lt;br /&gt;
|-&lt;br /&gt;
| Carener&lt;br /&gt;
| Butz Port&lt;br /&gt;
| 9 August 2015&lt;br /&gt;
|-&lt;br /&gt;
|CD-51 102&lt;br /&gt;
|McDermott Enterprise&lt;br /&gt;
|May 05, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Cerno&lt;br /&gt;
| Kanwar Enterprises&lt;br /&gt;
| 15 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Chamunda&lt;br /&gt;
|Gidzenko Ring&lt;br /&gt;
|27 June 2015&lt;br /&gt;
|-&lt;br /&gt;
|Cubeo&lt;br /&gt;
|Medupe City&lt;br /&gt;
|05 July 2015&lt;br /&gt;
|-&lt;br /&gt;
|Devane&lt;br /&gt;
|Davies City&lt;br /&gt;
|25 April 2015&lt;br /&gt;
|-&lt;br /&gt;
| Disci&lt;br /&gt;
| Snodgrass Orbital&lt;br /&gt;
| March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Euboa&lt;br /&gt;
|Foreman Orbital&lt;br /&gt;
|21 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Facece&lt;br /&gt;
|Simpson Depot&lt;br /&gt;
|04 April 2015&lt;br /&gt;
|-&lt;br /&gt;
|Fawaol&lt;br /&gt;
|Sutter Hub&lt;br /&gt;
|30 March 2015&lt;br /&gt;
|-&lt;br /&gt;
| Gandui&lt;br /&gt;
| Regiomontanus ring&lt;br /&gt;
| 15 March 2015&lt;br /&gt;
|-&lt;br /&gt;
| GAT 2&lt;br /&gt;
| Thompsons vision station&lt;br /&gt;
| 15 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|HIP 18828&lt;br /&gt;
|Ruppelt City&lt;br /&gt;
|06 April 2015&lt;br /&gt;
|-&lt;br /&gt;
|HIP 102895&lt;br /&gt;
|Barmin Terminal&lt;br /&gt;
|17 May 2015&lt;br /&gt;
|-&lt;br /&gt;
|HIP 107385&lt;br /&gt;
|Winthrop Enterprise&lt;br /&gt;
|May 22, 2015&lt;br /&gt;
|-&lt;br /&gt;
|HR 943&lt;br /&gt;
|Hildebrandt Terminal&lt;br /&gt;
|May 30, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Kamaki&lt;br /&gt;
|Shinjo Station&lt;br /&gt;
|23 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Khampti&lt;br /&gt;
|Wafa Hub&lt;br /&gt;
|30 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Khernidjal&lt;br /&gt;
|West Gateway&lt;br /&gt;
|May 06, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Laifangyi&lt;br /&gt;
|Anning Enterprise&lt;br /&gt;
|1 July 2015&lt;br /&gt;
|-&lt;br /&gt;
|Lakluit&lt;br /&gt;
|Garriott Hub&lt;br /&gt;
|July 16, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Leesti&lt;br /&gt;
| George Lucas&lt;br /&gt;
| 27 July 2015&lt;br /&gt;
|-&lt;br /&gt;
|LHS 1446&lt;br /&gt;
|Blalock Terminal&lt;br /&gt;
|May 10, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Lo Pegasi&lt;br /&gt;
|Garcia Station&lt;br /&gt;
|May 14, 2015&lt;br /&gt;
|-&lt;br /&gt;
|LP 926-40&lt;br /&gt;
|Lee City&lt;br /&gt;
|Apr 23, 2015&lt;br /&gt;
|-&lt;br /&gt;
|LTT 1349&lt;br /&gt;
|Lundwall City&lt;br /&gt;
|26 May 2015&lt;br /&gt;
|-&lt;br /&gt;
|LTT 9863&lt;br /&gt;
|Lynden-Bell Terminal&lt;br /&gt;
|July 10, 2015&lt;br /&gt;
|-&lt;br /&gt;
|LTT 15278&lt;br /&gt;
|Zholobov Enterprise&lt;br /&gt;
|27 April 2015&lt;br /&gt;
|-&lt;br /&gt;
|Lumbla&lt;br /&gt;
|Perrin Ring&lt;br /&gt;
|04 August 2015&lt;br /&gt;
|-&lt;br /&gt;
|Mac Cimi&lt;br /&gt;
|Aikin Dock (15% faction discount)&lt;br /&gt;
|02 August 2015&lt;br /&gt;
|-&lt;br /&gt;
|Malloc&lt;br /&gt;
|Julian Gateway&lt;br /&gt;
|13 April 2015&lt;br /&gt;
|-&lt;br /&gt;
| Mundjiga&lt;br /&gt;
| Sagan Port&lt;br /&gt;
| 17 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Praecipua&lt;br /&gt;
|Denton Dock&lt;br /&gt;
|28 March 2015&lt;br /&gt;
|-&lt;br /&gt;
|Tolians&lt;br /&gt;
|Kuo Dock&lt;br /&gt;
|Aug 11, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Wailladyan&lt;br /&gt;
|Bass Port&lt;br /&gt;
|June 16, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Wolf 562&lt;br /&gt;
|Hopkins Port&lt;br /&gt;
|11 April 2015&lt;br /&gt;
|-&lt;br /&gt;
|Yu Di Yi&lt;br /&gt;
|Aksyonov Orbital&lt;br /&gt;
|02 April 2015&lt;br /&gt;
|-&lt;br /&gt;
| Zavijah&lt;br /&gt;
| Wheelock Ring&lt;br /&gt;
| 17 March 2015&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outfitting==&lt;br /&gt;
{{main|Outfitting}}&lt;br /&gt;
&lt;br /&gt;
All ships are highly customizable through the Outfitting menu of Station Services. Listed below is the default load-out for the Fer-de-Lance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Category&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default System&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default Rating&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Default Class&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max Class&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Hardpoint|Medium Hardpoint]]&lt;br /&gt;
| [[Pulse Laser]] || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulse Laser]] || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Hardpoint|Huge Hardpoint]]&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 4&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Utility Mount&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Bulkheads]]&lt;br /&gt;
| [[Lightweight Alloys]] || I || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Bay&lt;br /&gt;
| [[Power Plant]] || E || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Thrusters Mounting&lt;br /&gt;
| [[Thrusters]] || E || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Frame Shift Drive Housing&lt;br /&gt;
| [[Frame Shift Drive]] || E || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Control&lt;br /&gt;
| [[Life Support]] || E || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Power Coupling&lt;br /&gt;
| [[Power Distributor]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Sensor Suite&lt;br /&gt;
| [[Sensors]] || E || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Store&lt;br /&gt;
| [[Fuel Tank]] [x8] || C || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | [[Internal Compartment]]s&lt;br /&gt;
| [[Cargo Rack]] [x16] || E || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Generator]] || E || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x8] || E || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Discovery Scanner|BDS]] || E || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;(L) = Loaned&#039;&#039;&lt;br /&gt;
* &#039;&#039;[x#] = Capacity&#039;&#039;&lt;br /&gt;
* &#039;&#039;BDS = Basic Discovery Scanner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In the original Elite it was faster than the [[Cobra]]&lt;br /&gt;
* Added to game in version 1.2&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery position=&amp;quot;center&amp;quot; orientation=&amp;quot;none&amp;quot;&amp;gt;&lt;br /&gt;
fer_de_lance_amend_Comp.jpg|Concept art from newsletter 57&lt;br /&gt;
2015-04-08_00003.jpg|Showing front right mounts on the Fer-de-Lance&lt;br /&gt;
2015-04-08_00001.jpg|The Huge Gimballed Cannon mount on the Fer-de-Lance&lt;br /&gt;
2015-04-08_00005.jpg|A silhouette of the Fer-de-Lance from the side, showing its left side mounted guns&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShipNavbox}}&lt;br /&gt;
[[ru:Fer-de-Lance]]&lt;br /&gt;
[[Category:Fighters]]&lt;br /&gt;
[[Category:Zorgon Peterson]]&lt;/div&gt;</summary>
		<author><name>81.146.24.187</name></author>
	</entry>
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