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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=81.174.0.0%2F16</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=81.174.0.0%2F16"/>
	<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/wiki/Special:Contributions/81.174.0.0/16"/>
	<updated>2026-10-30T01:53:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Imperial_Clipper&amp;diff=42473</id>
		<title>Imperial Clipper</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Imperial_Clipper&amp;diff=42473"/>
		<updated>2015-07-17T20:44:56Z</updated>

		<summary type="html">&lt;p&gt;81.174.204.220: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ShipInfobox&lt;br /&gt;
| image               = clipper3.jpg&lt;br /&gt;
| manufacturer        = Gutamaya&lt;br /&gt;
| cost                = 22,295,860&lt;br /&gt;
| topspeed            = 306&lt;br /&gt;
| boostspeed          = 388&lt;br /&gt;
| manoeuvrability     = 2&lt;br /&gt;
| shields             = 186&lt;br /&gt;
| armour              = 486&lt;br /&gt;
| hullmass            = 400&lt;br /&gt;
| cargocapacity       = 74&lt;br /&gt;
| fuelcapacity        = 16&lt;br /&gt;
| jumprange           = 8.98&lt;br /&gt;
| utility             = 4&lt;br /&gt;
| small               = &lt;br /&gt;
| medium              = 2&lt;br /&gt;
| large               = 2&lt;br /&gt;
| huge                = &lt;br /&gt;
| size1               = &lt;br /&gt;
| size2               = 2&lt;br /&gt;
| size3               = 2&lt;br /&gt;
| size4               = 2&lt;br /&gt;
| size5               = &lt;br /&gt;
| size6               = 1&lt;br /&gt;
| size7               = 1&lt;br /&gt;
| size8               = &lt;br /&gt;
| factionreq          = Empire&lt;br /&gt;
| factionrank         = Baron&lt;br /&gt;
| landingpad          = Large&lt;br /&gt;
|dimensions = 106.7L - 103.7W - 24.8H&lt;br /&gt;
|type = Heavy Multipurpose&lt;br /&gt;
|maxjumprange = 26.63&lt;br /&gt;
|maxcargocapacity = 248|maxboostspeed = 439}}&lt;br /&gt;
{{quote|The Imperial Clipper is the quintessential Imperial ship. It epitomises elegance of form while delivering speed and agility. Because of its balance of Speed, Luxury and strength it is used for transporting valuable items and personnel of importance across the Empire.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039;, built by [[Gutamaya]], is one of the [[Empire]]&#039;s [[ships]] and thus are generally sold at [[Station]]s that are aligned with the Empire. To purchase the {{PAGENAME}} players must have earned the rank of [http://elite-dangerous.wikia.com/wiki/Empire/Ranks Serf]* with the Imperial Navy.&amp;lt;ref group=&amp;quot;nb&amp;quot;&amp;gt;[[GalNet]] announced [https://community.elitedangerous.com/galnet/uid/55a4dc5d9657ba6d253de737 14 Jul 3301] that all independent pilots with an active Imperial Navy rank could now purchase the Clipper.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This ship is quite popular with [[pirate]]s, [[trader]]s, and some [[explorer]]s. It is a reasonable pirate ship due to the large cargo capacity and heavy armament. Traders may find this ship appealing due to its superb cargo capacity and defensive capability; while it is more expensive than the [[Lakon Type-7]] it can easily defend itself against a pirate.&lt;br /&gt;
&lt;br /&gt;
Pilots of any [[profession]] may appreciate its speed; no other ship released can exceed the boost speed of an Imperial Clipper with fully upgraded [[Thrusters]]. Additionally, its pitch rotation speed is higher than most ships, making it feel like a very hefty, weighted-down [[Eagle]] with a boost speed that almost reaches that of the [[Cobra]]. As an added benefit, flying at high speed has less effect on its pitch rotation speed than comparable ships, making it a very manoeuvrable ship at high speed. Its only manoeuvring drawback, and likely the reason for its low overall agility rating, is its poor yaw capability; the vertical-lateral thrusters are very weak compared to those of other ships. This weakness, combined with very weak [[shield]]s for its size and wing-mounted [[hardpoint]]s ill-suited for fixed weapons, limits the Imperial Clipper&#039;s efficiency as a [[combat]] ship even if the shields are upgraded to maximum.&lt;br /&gt;
&lt;br /&gt;
Speed and manoeuvrability fall off more heavily when heavily loaded than other ships, bringing it back into more normal speeds and turn rates when hauling cargo.&lt;br /&gt;
&lt;br /&gt;
Both the ships interior and exterior are luxurious in design, the engines sport a radically different sound than other ships, and the large cockpit canopy features an unobstructed view of space making the Imperial Clipper very popular among explorers.&lt;br /&gt;
&lt;br /&gt;
==Purchase Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! System !! Station !! Date Seen&lt;br /&gt;
|-&lt;br /&gt;
|WAQ&lt;br /&gt;
|Fischer Orbital&lt;br /&gt;
|2015-06-27&lt;br /&gt;
|-&lt;br /&gt;
|Shinigami&lt;br /&gt;
|Shone&#039;s Spaceport&lt;br /&gt;
|June 10, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Wuru&lt;br /&gt;
| Wendelin Terminal&lt;br /&gt;
| Jan 3, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Erio&lt;br /&gt;
|Babakin Hub&lt;br /&gt;
|May 22, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Beta-1 Tucanae&lt;br /&gt;
| Adams Orbital&lt;br /&gt;
| Jul 14, 2015&lt;br /&gt;
|-&lt;br /&gt;
| HIP 105408&lt;br /&gt;
| Binney Horizons&lt;br /&gt;
| Jan 4, 2015&lt;br /&gt;
|-&lt;br /&gt;
| CD-54 9671&lt;br /&gt;
| Somayaji Terminal&lt;br /&gt;
| Jan 7, 2015&lt;br /&gt;
|-&lt;br /&gt;
| CD-60 7742&lt;br /&gt;
| Kopal Dock&lt;br /&gt;
| Feb 5, 2015&lt;br /&gt;
|-&lt;br /&gt;
|ETA-2 Hydri&lt;br /&gt;
|Bordage Orbital&lt;br /&gt;
|Jul 4, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Sowiio&lt;br /&gt;
| Shaw Port (Removed 1.2)&lt;br /&gt;
| Mar 19, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Kadrusa&lt;br /&gt;
| Slipher Vision&lt;br /&gt;
| Feb 8, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Kamadhenu&lt;br /&gt;
|Shajn Market (22.229.860 cr)&lt;br /&gt;
|jun 26, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Chiut&lt;br /&gt;
| Andoyer City&lt;br /&gt;
| Feb 8, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Manianscudo&lt;br /&gt;
| Miller Port&lt;br /&gt;
| Feb 8, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Sak Manka&lt;br /&gt;
| Impey Vision&lt;br /&gt;
| Feb 8, 2015&lt;br /&gt;
|-&lt;br /&gt;
| LTT 9097&lt;br /&gt;
| Fox Gateway&lt;br /&gt;
| Feb 9, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Liu Di&lt;br /&gt;
| Sudworth Orbital&lt;br /&gt;
| Feb 10, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Karadjari&lt;br /&gt;
| Dufay Vision&lt;br /&gt;
| Feb 10, 2015&lt;br /&gt;
|-&lt;br /&gt;
| HD 137388&lt;br /&gt;
| Delsanti Vision&lt;br /&gt;
| Feb 11, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Miphifa&lt;br /&gt;
|Happis (22.229.860 cr)&lt;br /&gt;
|Jun 30, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Avalon&lt;br /&gt;
| Noctilux&lt;br /&gt;
| May 24, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Lombi&lt;br /&gt;
| Xin Hub&lt;br /&gt;
| Feb 12, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Afli&lt;br /&gt;
| Pu City&lt;br /&gt;
| Mar 15, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Afli&lt;br /&gt;
| Quetelet Dock&lt;br /&gt;
| Feb 15, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Wapiya&lt;br /&gt;
| Brothers Vision&lt;br /&gt;
| Apr 4, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Har Pahary&lt;br /&gt;
| Leonard Station&lt;br /&gt;
| Feb 19, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Wolf 1301&lt;br /&gt;
| Saunders&#039;s Dive (independent station)&lt;br /&gt;
| Mar 12, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Ngaiawang&lt;br /&gt;
| &amp;lt;s&amp;gt;Dornier Terminal &amp;lt;/s&amp;gt;not buyable&lt;br /&gt;
| Mar 15, 2015&lt;br /&gt;
|-&lt;br /&gt;
| Nezhen&lt;br /&gt;
| Hand Dock&lt;br /&gt;
| Mar 8, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Angurongo&lt;br /&gt;
|Dahm Port&lt;br /&gt;
|Mar 19, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Yawa&lt;br /&gt;
|Dean Hub&lt;br /&gt;
|May 1, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Ross 777&lt;br /&gt;
|Bradley Dock&lt;br /&gt;
|Mar 24, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Shonso&lt;br /&gt;
|Hill Tinsley Station&lt;br /&gt;
|Mar 31, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Coelatuvean&lt;br /&gt;
|Robert Station&lt;br /&gt;
|Apr 8, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Xuangu (closest to Lave)&lt;br /&gt;
|Schroter Terminal&lt;br /&gt;
|May 24, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Mu-2 Octanis&lt;br /&gt;
|Chiang Orbital&lt;br /&gt;
|June 7, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Pandemonium&lt;br /&gt;
|Hirayama Port&lt;br /&gt;
|June 9, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Orang&lt;br /&gt;
|Bessel Gateway&lt;br /&gt;
|June 12, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Dievat&lt;br /&gt;
|Bothezat City&lt;br /&gt;
|June 25, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Chona&lt;br /&gt;
|Smoot Station&lt;br /&gt;
|July 1, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Punavatii&lt;br /&gt;
|Cayley Enterprise&lt;br /&gt;
|July 9, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Maityan&lt;br /&gt;
|Maughmer Ring&lt;br /&gt;
|July 9, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Zelano&lt;br /&gt;
|Mueller Station (10% discount)&lt;br /&gt;
|July 17, 2015&lt;br /&gt;
|-&lt;br /&gt;
|Kamito&lt;br /&gt;
|Newcomb Hub (18,951481 cr)&lt;br /&gt;
|July 17, 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 {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center;&amp;quot; class=&amp;quot;article-table&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;2&amp;quot; | [[Hardpoint|Medium Hardpoint]]&lt;br /&gt;
| [[Pulse Laser]] (L) || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulse Laser]] (L) || F || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hardpoint|Large Hardpoint]]&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&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;
| [[Bulkheads]]&lt;br /&gt;
| [[Lightweight Alloys]] || I || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Reactor Bay&lt;br /&gt;
| [[Power Plant]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Thrusters Mounting&lt;br /&gt;
| [[Thrusters]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Frame Shift Drive Housing&lt;br /&gt;
| [[Frame Shift Drive]] || E || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Environment Control&lt;br /&gt;
| [[Life Support]] || E || 5 || 5&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 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Store&lt;br /&gt;
| [[Fuel Tank]] [x16] || C || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; | [[Internal Compartment]]s&lt;br /&gt;
| [[Cargo Rack]] [x64] || E || 6 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Generator]] || E || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x8] || E || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Rack]] [x2] || E || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Empty&#039;&#039; || -- || -- || 2&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;
&amp;lt;references group=&amp;quot;nb&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Clipper_concept.jpg|Imperial Clipper concept art&lt;br /&gt;
File:Clipper_landed1.jpg|Imperial Clipper in station&lt;br /&gt;
clipper1920.png|Imperial Clipper in flight&lt;br /&gt;
wunjo_6_1920.png|Imperial Clipper cockpit&lt;br /&gt;
Screenshot_0074 (1).jpg|Red Imperial Clipper from Vibrant Colors livery pack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShipNavbox}}&lt;br /&gt;
[[ru:Imperial Clipper]]&lt;br /&gt;
[[Category:Multipurpose]]&lt;/div&gt;</summary>
		<author><name>81.174.204.220</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Ships&amp;diff=3145</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Ships&amp;diff=3145"/>
		<updated>2014-12-10T21:51:34Z</updated>

		<summary type="html">&lt;p&gt;81.174.56.113: /* Lakon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; are used to traverse space. As with previous Elite games, [http://www.helvellyn.plus.com/3dfrontier][http://www.frontierastro.co.uk/Ships/ships.html][http://ffeartpage.com/ident.htm][http://www.jades.org/shiprevs.htm] there will be a variety of designs.&lt;br /&gt;
&lt;br /&gt;
There will be 30 different &#039;&#039;&#039;playable&#039;&#039;&#039; ships in addition to some non-playable ones after launch,&amp;lt;ref&amp;gt;[http://forums.frontier.co.uk/showthread.php?t=9285 Forum Thread]&amp;lt;/ref&amp;gt; with each manufacturer having its own unique style.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=a4bd777a7f#4 Newsletter #5]&amp;lt;/ref&amp;gt; Some will have variant versions, and each will have a huge range of different equipment levels, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9NSMMTfwTOU&amp;amp;t=203 Art Journal]&amp;lt;/ref&amp;gt; so they could be equipped as freighters, attack ships, explorers, etc.&lt;br /&gt;
&lt;br /&gt;
== Choosing a ship ==&lt;br /&gt;
All commanders start out with a Sidewinder. You may choose to enhance the components of your Sidewinder, or upgrade to an entirely new ship. What ship should you choose?&lt;br /&gt;
&lt;br /&gt;
=== Multi-purpose ===&lt;br /&gt;
The outfitting system allows you to re-equip any ship for almost any role. A multi-purpose ship is designed with this in mind and without a specific focus to begin with. Your starting Sidewinder, and the ever popular Cobra are two such ships. With the right equipment, a multi-purpose ship can be equally as good as bounty hunter ship, a trade ship or an exploration ship depending on the various add-ons.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Combat ships are designed predominately to hunt and destroy other vessels. If two equally skilled pilots face off against each other, the one who has the craft specifically designed for combat will most often win. Combat ships are typically faster, more agile and heavily armed than other ships of the same size. It is also common for these ships to come pre-fitted with the highest class shield that their internal compartments can fit. The exception to this would be gun boats, which have more weapon mounts designed for turrets, but sacrifice their agility for them.&lt;br /&gt;
&lt;br /&gt;
=== Freighter ===&lt;br /&gt;
Traders who want to engage in some space trucking will want to pick up a freighter with plenty of storage room for cargo. These freighters are slow and cumbersome, making them an easy prey for pirates. Therefore, it&#039;ll be smart to bring protection in the form of a couple of buddies in fighters, if you have the chance. If pirates destroy your ship, insurance will get you your ship back. Unfortunately, the loss cargo can risk a significant financial blow.&lt;br /&gt;
&lt;br /&gt;
=== Explorer ===&lt;br /&gt;
If you want to explore the galaxy, an exploration ship is the way to go. Exploration ships typically come with large default jump ranges, large fuel tank for a ship of it&#039;s size and lots of low class internal compartments for scanners. These ships are designed to be able to equip the multitude of scanning equipment needed for an expedition, then fly long distances into the void without the need for regular refuelling.&lt;br /&gt;
&lt;br /&gt;
=== Passenger ===&lt;br /&gt;
Couriers who fly passengers and valuable items with small storage requirements have a special class of ships available to them. These ships are elegant and fast, designed to quickly and comfortably get from one system to the next. You can think of them as giant limousines for space.&lt;br /&gt;
&lt;br /&gt;
== Current Playable Ships ==&lt;br /&gt;
{| class=&amp;quot;article-table article-table-selected sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Model&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Role**&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Price (CR)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Initial Cargo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Max Cargo&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: x-small;&amp;quot;&amp;gt;(No shields)&amp;lt;/span&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Jump Range***&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: x-small;&amp;quot;&amp;gt;(~Light Years)&amp;lt;/span&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Speed [Boost]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Hull Mass&lt;br /&gt;
|-&lt;br /&gt;
| [[Sidewinder Mk. I]]&lt;br /&gt;
| Multi-purpose 0&lt;br /&gt;
| 32,000*&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 7.56&lt;br /&gt;
| 220 [320]&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| [[Eagle Mk II|Eagle Mk. II]]&lt;br /&gt;
| Combat 5&lt;br /&gt;
| 44,800&lt;br /&gt;
| 2&lt;br /&gt;
| 14&lt;br /&gt;
| 8.47&lt;br /&gt;
| 250 [350]&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Zorgon Peterson Hauler]]&lt;br /&gt;
| Freighter 0&lt;br /&gt;
| 52,720&lt;br /&gt;
| 8&lt;br /&gt;
| 22&lt;br /&gt;
| 9.87&lt;br /&gt;
| 200 [300]&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Viper Mk III|Viper Mk. III]]&lt;br /&gt;
| Combat 6&lt;br /&gt;
| 142,931&lt;br /&gt;
| 4&lt;br /&gt;
| 22&lt;br /&gt;
| 6.92&lt;br /&gt;
| 309 [386]&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra Mk. III]]&lt;br /&gt;
| Multi-purpose 3&lt;br /&gt;
| 379,718&lt;br /&gt;
| 18&lt;br /&gt;
| 60&lt;br /&gt;
| 10.46&lt;br /&gt;
| 280 [400]&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakon Type 6|Lakon Type 6 Transporter]]&lt;br /&gt;
| Freighter 4&lt;br /&gt;
| 1,045,945&lt;br /&gt;
| 50&lt;br /&gt;
| 112&lt;br /&gt;
| 12.39&lt;br /&gt;
| 220 [350]&lt;br /&gt;
| 155&lt;br /&gt;
|-&lt;br /&gt;
| [[Asp Explorer]]&lt;br /&gt;
| Explorer 5&lt;br /&gt;
| 6,661,153&lt;br /&gt;
| 38&lt;br /&gt;
| 128&lt;br /&gt;
| 13.2&lt;br /&gt;
| 254 [345]&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Clipper]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 22,295,860&lt;br /&gt;
| 42&lt;br /&gt;
| 184&lt;br /&gt;
| 8.25&lt;br /&gt;
| 290 [370]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Federal Dropship]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 37,814,205&lt;br /&gt;
| 56&lt;br /&gt;
| 164&lt;br /&gt;
| 7.25&lt;br /&gt;
| 182 [300]&lt;br /&gt;
| 580&lt;br /&gt;
|-&lt;br /&gt;
| [[Orca]]&lt;br /&gt;
| Passenger 5&lt;br /&gt;
| 48,539,887&lt;br /&gt;
| 72&lt;br /&gt;
| 96&lt;br /&gt;
|&lt;br /&gt;
| 300 [380]&lt;br /&gt;
| 580&lt;br /&gt;
|-&lt;br /&gt;
| [[Python]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 56,978,179&lt;br /&gt;
| 82&lt;br /&gt;
| 292&lt;br /&gt;
| 8.23&lt;br /&gt;
| 250 [330]&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakon Type 9|Lakon Type-9 Heavy]]&lt;br /&gt;
| Freighter 9&lt;br /&gt;
| 76,555,842&lt;br /&gt;
| 220&lt;br /&gt;
| 532&lt;br /&gt;
| 17.722&lt;br /&gt;
| 130 [200]&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda]]&lt;br /&gt;
| Multi-purpose 8&lt;br /&gt;
| 146,969,451&lt;br /&gt;
| 114&lt;br /&gt;
| 468&lt;br /&gt;
| 19.555&lt;br /&gt;
| 180 [240]&lt;br /&gt;
| 400&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note the sidewinder is available for free via insurance. &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Ship roles classes are rated 0 - 9 where 0 is most basic and 9 is most advanced and 5 is mid-range. Meant to be used for sorting purposes. &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; No cargo, default loadout, full fuel.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Considerations&lt;br /&gt;
*The in-shipyard prices are modified by the value of your current ship and supply/demand. It is not the true value of the ship. Generate costs from the insurance.&lt;br /&gt;
&lt;br /&gt;
*Note that prices will vary greatly between star ports and are modified by the resell value of your current ship, Lakons and Anacondas in particular undergo a significant markup, expect to pay up to double the values in the table. The above prices are the based of the insurance values which are currently the only way to find the true value of a ship.&lt;br /&gt;
&lt;br /&gt;
*Beta 2.04: The ship (and modules!) you sell, is sold at 90% it&#039;s value (you lose 10%).&lt;br /&gt;
**As your modules are sold at 90% value when buying a new ship, sell/swap your modules to cheaper ones, if possible, in the outfitting, as you get 100% the price there, so in the end the 10% you lose, will be from a less expensive module (I would expect this to be fixed to a 10% loss as well at some stage. Would make sense, so buyer beware).&lt;br /&gt;
&lt;br /&gt;
*Given you know the value of your current ship (use the table above) you can then calculate the real price of the rest of the ships the current shipyard offers. Just add 90% of the base value of the ship you are in to the price listed (this assumes your current ship is standard fitted only - else add 90% value of modules as well)&lt;br /&gt;
&lt;br /&gt;
*Here are [https://forums.frontier.co.uk/showthread.php?t=31072 some more detailed ship stats], which include things such as turnrates, which should be added to this page soon.&lt;br /&gt;
&lt;br /&gt;
;Upcoming Ships&lt;br /&gt;
There will be 30 playable ships in total.&lt;br /&gt;
* [[Adder]]&lt;br /&gt;
* [[Beluga Liner]]&lt;br /&gt;
* [[Dolphin]]&lt;br /&gt;
* [[Fer de Lance]]&lt;br /&gt;
* [[Krait]]&lt;br /&gt;
* [[Freighter 3|Lakon Type 7]] (previously known as the Freighter 3)&lt;br /&gt;
* [[Panther Clipper]]&lt;br /&gt;
* [[The Hunter]]&lt;br /&gt;
* [[Imperial Courier]]&lt;br /&gt;
&lt;br /&gt;
== Available Outfitting on Ships ==&lt;br /&gt;
All ships are highly customizable through outfitting. Each outfit slot has a maximum class that can be put into that slot. This only lists what type of outfit slots are available for each ship, their exact content has to be put on some other page. For example: Internal compartments can contain cargo space, where class 1 = 2t, class 2 = 4t, class 3 = 8t, class 4 = 16t... But Internal compartments can also contain shield capacitors, scanners, etc. Apart from classes, outfits also have a quality rating A-H, and other characteristics such as energy drain, armor piercing, etc.&lt;br /&gt;
&lt;br /&gt;
Max class for each outfit slot in table below (more info on respective ship page):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Sidewinder Mk. I|Sidewinder]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Eagle Mk. II|Eagle]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Zorgon Peterson Hauler|Hauler]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Viper Mk III|Viper]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Cobra Mk. III|Cobra]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Lakon Type-6 Transporter|Type-6]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Asp Explorer|Asp]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Imperial Clipper]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Federal Dropship]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Orca]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Python]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Lakon Type-9 Heavy|Type-9]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Small Hardpoints]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Medium Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Large Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Huge Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Utility Mounts]]&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Bulkheads]]&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Reactor Bay]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Thrusters Mounting]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Frame Shift Drive Housing]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Environment Control]]&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Power  Coupling|Power&amp;amp;nbsp;Coupling]]&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Sensor Suite]]&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Fuel Store]]&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Internal Compartments]]&lt;br /&gt;
|&lt;br /&gt;
2 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
1 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
3 C4&lt;br /&gt;
&lt;br /&gt;
3 C2&lt;br /&gt;
|&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
2 C4&lt;br /&gt;
&lt;br /&gt;
1 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
1C6&lt;br /&gt;
&lt;br /&gt;
1 C5&lt;br /&gt;
&lt;br /&gt;
3 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
2 C6&lt;br /&gt;
&lt;br /&gt;
2 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
1 C6&lt;br /&gt;
&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
1 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
1 C4&lt;br /&gt;
&lt;br /&gt;
1 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
3 C6&lt;br /&gt;
&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
1 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|&lt;br /&gt;
1 C8&lt;br /&gt;
&lt;br /&gt;
1 C7&lt;br /&gt;
&lt;br /&gt;
1 C6&lt;br /&gt;
&lt;br /&gt;
1 C5&lt;br /&gt;
&lt;br /&gt;
2 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|&lt;br /&gt;
1 C7&lt;br /&gt;
&lt;br /&gt;
3 C6&lt;br /&gt;
&lt;br /&gt;
3 C5&lt;br /&gt;
&lt;br /&gt;
3 C4&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manufacturers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Core Dynamics]] ===&lt;br /&gt;
* Eagle&lt;br /&gt;
* Condor&lt;br /&gt;
* Farragut&lt;br /&gt;
* Federal Dropship&lt;br /&gt;
&lt;br /&gt;
=== [[Faulcon DeLacy]] ===&lt;br /&gt;
* Sidewinder&lt;br /&gt;
* Viper&lt;br /&gt;
* Cobra&lt;br /&gt;
* Anaconda&lt;br /&gt;
* Python&lt;br /&gt;
&lt;br /&gt;
=== [[Lakon]] ===&lt;br /&gt;
* Asp Explorer&lt;br /&gt;
* Type 6 Transporter&lt;br /&gt;
* Type 7 Transport&lt;br /&gt;
* Type 9 Heavy&lt;br /&gt;
&lt;br /&gt;
=== [[Gutamaya]] ===&lt;br /&gt;
* Imperial Clipper&lt;br /&gt;
* Majestic Class Interdictor&lt;br /&gt;
&lt;br /&gt;
=== [[Saud Kruger]] ===&lt;br /&gt;
* Orca&lt;br /&gt;
&lt;br /&gt;
=== [[Zorgon Peterson]] ===&lt;br /&gt;
* Adder&lt;br /&gt;
* Hauler&lt;br /&gt;
* Panther Clipper&lt;br /&gt;
&lt;br /&gt;
== Faction Ships ==&lt;br /&gt;
Frontier are developing a family of ships for the navies of each faction in the game. Examples:&lt;br /&gt;
* [[Empire Fighter]] - Empire Fighter&lt;br /&gt;
* [[Empire Courier|Imperial Courier]] - Empire Scout&lt;br /&gt;
* [[Empire Courier|Imperial Cutter]] - civilian version of Empire Light Warship&lt;br /&gt;
* [[Majestic Class Interdictor]] - Empire Capital Ship&lt;br /&gt;
* [[F63 Condor]] - Federal Fighter&lt;br /&gt;
* [[Farragut]] - Federal Capital Ship&lt;br /&gt;
&lt;br /&gt;
The fleet-class ships that are available to the game’s major factions follow a hierarchy.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=c0b11fe947 Newsletter #7]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cruisers (Battle cruisers, Battleships, Interdictors) ===&lt;br /&gt;
Long range, independent ships that are capable of controlling entire systems. Heavily armed and capable of deploying large fighter squadrons. The capital ships already shown are an example of this class. In the Empire they are usually known as “Interdictors” – named after the first successful class of cruisers. Currently the most common and most successful is the Majestic class – generally referred to as a “Majestic class Interdictor”. As ships that can also carry out ambassadorial missions they can be used for ‘soft’ power projection, as well as hard.&lt;br /&gt;
&lt;br /&gt;
=== Frigates ===&lt;br /&gt;
These are large ships designed for escort duties. The actual vessels vary greatly between navies, but are all designed to engage multiple small, fast enemies (typically fighters and missile swarms) and are loaded with point defense batteries. They will also have some anti-ship capability, but are not designed to go up against other warships.&lt;br /&gt;
&lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
These are anti-warship vessels, but are generally no longer used in the front line, though some are still in service.&lt;br /&gt;
&lt;br /&gt;
=== Carriers ===&lt;br /&gt;
Designed for the deployment of fighter squadrons. Obsolete in the fleets of the major factions due to the popularity of Cruisers, but small navies still make use of them and some have even been converted into transporters.&lt;br /&gt;
&lt;br /&gt;
=== Transporters (Couriers) ===&lt;br /&gt;
Armored warships designed specifically for transporting valuable assets and cargo quickly and safely.&lt;br /&gt;
&lt;br /&gt;
=== Corvettes (Cutters) ===&lt;br /&gt;
Light multi-role warships, capable of recon, incursions and escort missions. These small warships are also popular with smaller factions, organizations and even wealthy individuals due to their adaptability. The Imperial Cutter is a lighter and faster Corvette-class ship, which players will be able to get their hands on in the final game (assuming they can make the right contacts).&lt;br /&gt;
&lt;br /&gt;
=== Fighters ===&lt;br /&gt;
Small short-range craft that generally cannot operate independently due to having no jump capability. Their main roles include the defense of stations and the large warships that they are deployed from. Commercial fighters are typically jump-capable and are therefore much more flexible than their faction-specific counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Drones ===&lt;br /&gt;
Small automated ships that have largely been phased out due to the existence of effective counter-measures.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>81.174.56.113</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Ships&amp;diff=3142</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Ships&amp;diff=3142"/>
		<updated>2014-12-10T21:49:46Z</updated>

		<summary type="html">&lt;p&gt;81.174.56.113: /* Lakon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; are used to traverse space. As with previous Elite games, [http://www.helvellyn.plus.com/3dfrontier][http://www.frontierastro.co.uk/Ships/ships.html][http://ffeartpage.com/ident.htm][http://www.jades.org/shiprevs.htm] there will be a variety of designs.&lt;br /&gt;
&lt;br /&gt;
There will be 30 different &#039;&#039;&#039;playable&#039;&#039;&#039; ships in addition to some non-playable ones after launch,&amp;lt;ref&amp;gt;[http://forums.frontier.co.uk/showthread.php?t=9285 Forum Thread]&amp;lt;/ref&amp;gt; with each manufacturer having its own unique style.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=a4bd777a7f#4 Newsletter #5]&amp;lt;/ref&amp;gt; Some will have variant versions, and each will have a huge range of different equipment levels, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9NSMMTfwTOU&amp;amp;t=203 Art Journal]&amp;lt;/ref&amp;gt; so they could be equipped as freighters, attack ships, explorers, etc.&lt;br /&gt;
&lt;br /&gt;
== Choosing a ship ==&lt;br /&gt;
All commanders start out with a Sidewinder. You may choose to enhance the components of your Sidewinder, or upgrade to an entirely new ship. What ship should you choose?&lt;br /&gt;
&lt;br /&gt;
=== Multi-purpose ===&lt;br /&gt;
The outfitting system allows you to re-equip any ship for almost any role. A multi-purpose ship is designed with this in mind and without a specific focus to begin with. Your starting Sidewinder, and the ever popular Cobra are two such ships. With the right equipment, a multi-purpose ship can be equally as good as bounty hunter ship, a trade ship or an exploration ship depending on the various add-ons.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Combat ships are designed predominately to hunt and destroy other vessels. If two equally skilled pilots face off against each other, the one who has the craft specifically designed for combat will most often win. Combat ships are typically faster, more agile and heavily armed than other ships of the same size. It is also common for these ships to come pre-fitted with the highest class shield that their internal compartments can fit. The exception to this would be gun boats, which have more weapon mounts designed for turrets, but sacrifice their agility for them.&lt;br /&gt;
&lt;br /&gt;
=== Freighter ===&lt;br /&gt;
Traders who want to engage in some space trucking will want to pick up a freighter with plenty of storage room for cargo. These freighters are slow and cumbersome, making them an easy prey for pirates. Therefore, it&#039;ll be smart to bring protection in the form of a couple of buddies in fighters, if you have the chance. If pirates destroy your ship, insurance will get you your ship back. Unfortunately, the loss cargo can risk a significant financial blow.&lt;br /&gt;
&lt;br /&gt;
=== Explorer ===&lt;br /&gt;
If you want to explore the galaxy, an exploration ship is the way to go. Exploration ships typically come with large default jump ranges, large fuel tank for a ship of it&#039;s size and lots of low class internal compartments for scanners. These ships are designed to be able to equip the multitude of scanning equipment needed for an expedition, then fly long distances into the void without the need for regular refuelling.&lt;br /&gt;
&lt;br /&gt;
=== Passenger ===&lt;br /&gt;
Couriers who fly passengers and valuable items with small storage requirements have a special class of ships available to them. These ships are elegant and fast, designed to quickly and comfortably get from one system to the next. You can think of them as giant limousines for space.&lt;br /&gt;
&lt;br /&gt;
== Current Playable Ships ==&lt;br /&gt;
{| class=&amp;quot;article-table article-table-selected sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Model&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Role**&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Price (CR)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Initial Cargo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Max Cargo&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: x-small;&amp;quot;&amp;gt;(No shields)&amp;lt;/span&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Jump Range***&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: x-small;&amp;quot;&amp;gt;(~Light Years)&amp;lt;/span&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Speed [Boost]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Hull Mass&lt;br /&gt;
|-&lt;br /&gt;
| [[Sidewinder Mk. I]]&lt;br /&gt;
| Multi-purpose 0&lt;br /&gt;
| 32,000*&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 7.56&lt;br /&gt;
| 220 [320]&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| [[Eagle Mk II|Eagle Mk. II]]&lt;br /&gt;
| Combat 5&lt;br /&gt;
| 44,800&lt;br /&gt;
| 2&lt;br /&gt;
| 14&lt;br /&gt;
| 8.47&lt;br /&gt;
| 250 [350]&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Zorgon Peterson Hauler]]&lt;br /&gt;
| Freighter 0&lt;br /&gt;
| 52,720&lt;br /&gt;
| 8&lt;br /&gt;
| 22&lt;br /&gt;
| 9.87&lt;br /&gt;
| 200 [300]&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Viper Mk III|Viper Mk. III]]&lt;br /&gt;
| Combat 6&lt;br /&gt;
| 142,931&lt;br /&gt;
| 4&lt;br /&gt;
| 22&lt;br /&gt;
| 6.92&lt;br /&gt;
| 309 [386]&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra Mk. III]]&lt;br /&gt;
| Multi-purpose 3&lt;br /&gt;
| 379,718&lt;br /&gt;
| 18&lt;br /&gt;
| 60&lt;br /&gt;
| 10.46&lt;br /&gt;
| 280 [400]&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakon Type 6|Lakon Type 6 Transporter]]&lt;br /&gt;
| Freighter 4&lt;br /&gt;
| 1,045,945&lt;br /&gt;
| 50&lt;br /&gt;
| 112&lt;br /&gt;
| 12.39&lt;br /&gt;
| 220 [350]&lt;br /&gt;
| 155&lt;br /&gt;
|-&lt;br /&gt;
| [[Asp Explorer]]&lt;br /&gt;
| Explorer 5&lt;br /&gt;
| 6,661,153&lt;br /&gt;
| 38&lt;br /&gt;
| 128&lt;br /&gt;
| 13.2&lt;br /&gt;
| 254 [345]&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Clipper]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 22,295,860&lt;br /&gt;
| 42&lt;br /&gt;
| 184&lt;br /&gt;
| 8.25&lt;br /&gt;
| 290 [370]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Federal Dropship]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 37,814,205&lt;br /&gt;
| 56&lt;br /&gt;
| 164&lt;br /&gt;
| 7.25&lt;br /&gt;
| 182 [300]&lt;br /&gt;
| 580&lt;br /&gt;
|-&lt;br /&gt;
| [[Orca]]&lt;br /&gt;
| Passenger 5&lt;br /&gt;
| 48,539,887&lt;br /&gt;
| 72&lt;br /&gt;
| 96&lt;br /&gt;
|&lt;br /&gt;
| 300 [380]&lt;br /&gt;
| 580&lt;br /&gt;
|-&lt;br /&gt;
| [[Python]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 56,978,179&lt;br /&gt;
| 82&lt;br /&gt;
| 292&lt;br /&gt;
| 8.23&lt;br /&gt;
| 250 [330]&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakon Type 9|Lakon Type-9 Heavy]]&lt;br /&gt;
| Freighter 9&lt;br /&gt;
| 76,555,842&lt;br /&gt;
| 220&lt;br /&gt;
| 532&lt;br /&gt;
| 17.722&lt;br /&gt;
| 130 [200]&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda]]&lt;br /&gt;
| Multi-purpose 8&lt;br /&gt;
| 146,969,451&lt;br /&gt;
| 114&lt;br /&gt;
| 468&lt;br /&gt;
| 19.555&lt;br /&gt;
| 180 [240]&lt;br /&gt;
| 400&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note the sidewinder is available for free via insurance. &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Ship roles classes are rated 0 - 9 where 0 is most basic and 9 is most advanced and 5 is mid-range. Meant to be used for sorting purposes. &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; No cargo, default loadout, full fuel.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Considerations&lt;br /&gt;
*The in-shipyard prices are modified by the value of your current ship and supply/demand. It is not the true value of the ship. Generate costs from the insurance.&lt;br /&gt;
&lt;br /&gt;
*Note that prices will vary greatly between star ports and are modified by the resell value of your current ship, Lakons and Anacondas in particular undergo a significant markup, expect to pay up to double the values in the table. The above prices are the based of the insurance values which are currently the only way to find the true value of a ship.&lt;br /&gt;
&lt;br /&gt;
*Beta 2.04: The ship (and modules!) you sell, is sold at 90% it&#039;s value (you lose 10%).&lt;br /&gt;
**As your modules are sold at 90% value when buying a new ship, sell/swap your modules to cheaper ones, if possible, in the outfitting, as you get 100% the price there, so in the end the 10% you lose, will be from a less expensive module (I would expect this to be fixed to a 10% loss as well at some stage. Would make sense, so buyer beware).&lt;br /&gt;
&lt;br /&gt;
*Given you know the value of your current ship (use the table above) you can then calculate the real price of the rest of the ships the current shipyard offers. Just add 90% of the base value of the ship you are in to the price listed (this assumes your current ship is standard fitted only - else add 90% value of modules as well)&lt;br /&gt;
&lt;br /&gt;
*Here are [https://forums.frontier.co.uk/showthread.php?t=31072 some more detailed ship stats], which include things such as turnrates, which should be added to this page soon.&lt;br /&gt;
&lt;br /&gt;
;Upcoming Ships&lt;br /&gt;
There will be 30 playable ships in total.&lt;br /&gt;
* [[Adder]]&lt;br /&gt;
* [[Beluga Liner]]&lt;br /&gt;
* [[Dolphin]]&lt;br /&gt;
* [[Fer de Lance]]&lt;br /&gt;
* [[Krait]]&lt;br /&gt;
* [[Freighter 3|Lakon Type 7]] (previously known as the Freighter 3)&lt;br /&gt;
* [[Panther Clipper]]&lt;br /&gt;
* [[The Hunter]]&lt;br /&gt;
* [[Imperial Courier]]&lt;br /&gt;
&lt;br /&gt;
== Available Outfitting on Ships ==&lt;br /&gt;
All ships are highly customizable through outfitting. Each outfit slot has a maximum class that can be put into that slot. This only lists what type of outfit slots are available for each ship, their exact content has to be put on some other page. For example: Internal compartments can contain cargo space, where class 1 = 2t, class 2 = 4t, class 3 = 8t, class 4 = 16t... But Internal compartments can also contain shield capacitors, scanners, etc. Apart from classes, outfits also have a quality rating A-H, and other characteristics such as energy drain, armor piercing, etc.&lt;br /&gt;
&lt;br /&gt;
Max class for each outfit slot in table below (more info on respective ship page):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Sidewinder Mk. I|Sidewinder]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Eagle Mk. II|Eagle]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Zorgon Peterson Hauler|Hauler]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Viper Mk III|Viper]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Cobra Mk. III|Cobra]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Lakon Type-6 Transporter|Type-6]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Asp Explorer|Asp]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Imperial Clipper]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Federal Dropship]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Orca]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Python]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Lakon Type-9 Heavy|Type-9]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Small Hardpoints]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Medium Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Large Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Huge Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Utility Mounts]]&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Bulkheads]]&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Reactor Bay]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Thrusters Mounting]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
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! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Frame Shift Drive Housing]]&lt;br /&gt;
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! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Environment Control]]&lt;br /&gt;
|1&lt;br /&gt;
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! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Power  Coupling|Power&amp;amp;nbsp;Coupling]]&lt;br /&gt;
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! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Sensor Suite]]&lt;br /&gt;
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! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Fuel Store]]&lt;br /&gt;
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! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Internal Compartments]]&lt;br /&gt;
|&lt;br /&gt;
2 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
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1C6&lt;br /&gt;
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3 C3&lt;br /&gt;
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2 C5&lt;br /&gt;
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3 C6&lt;br /&gt;
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3 C4&lt;br /&gt;
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1 C2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manufacturers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Core Dynamics]] ===&lt;br /&gt;
* Eagle&lt;br /&gt;
* Condor&lt;br /&gt;
* Farragut&lt;br /&gt;
* Federal Dropship&lt;br /&gt;
&lt;br /&gt;
=== [[Faulcon DeLacy]] ===&lt;br /&gt;
* Sidewinder&lt;br /&gt;
* Viper&lt;br /&gt;
* Cobra&lt;br /&gt;
* Anaconda&lt;br /&gt;
* Python&lt;br /&gt;
&lt;br /&gt;
=== [[Lakon]] ===&lt;br /&gt;
* Asp Explorer&lt;br /&gt;
* Type 6 Transporter&lt;br /&gt;
* Type 7&lt;br /&gt;
* Type 9 Heavy&lt;br /&gt;
&lt;br /&gt;
=== [[Gutamaya]] ===&lt;br /&gt;
* Imperial Clipper&lt;br /&gt;
* Majestic Class Interdictor&lt;br /&gt;
&lt;br /&gt;
=== [[Saud Kruger]] ===&lt;br /&gt;
* Orca&lt;br /&gt;
&lt;br /&gt;
=== [[Zorgon Peterson]] ===&lt;br /&gt;
* Adder&lt;br /&gt;
* Hauler&lt;br /&gt;
* Panther Clipper&lt;br /&gt;
&lt;br /&gt;
== Faction Ships ==&lt;br /&gt;
Frontier are developing a family of ships for the navies of each faction in the game. Examples:&lt;br /&gt;
* [[Empire Fighter]] - Empire Fighter&lt;br /&gt;
* [[Empire Courier|Imperial Courier]] - Empire Scout&lt;br /&gt;
* [[Empire Courier|Imperial Cutter]] - civilian version of Empire Light Warship&lt;br /&gt;
* [[Majestic Class Interdictor]] - Empire Capital Ship&lt;br /&gt;
* [[F63 Condor]] - Federal Fighter&lt;br /&gt;
* [[Farragut]] - Federal Capital Ship&lt;br /&gt;
&lt;br /&gt;
The fleet-class ships that are available to the game’s major factions follow a hierarchy.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=c0b11fe947 Newsletter #7]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cruisers (Battle cruisers, Battleships, Interdictors) ===&lt;br /&gt;
Long range, independent ships that are capable of controlling entire systems. Heavily armed and capable of deploying large fighter squadrons. The capital ships already shown are an example of this class. In the Empire they are usually known as “Interdictors” – named after the first successful class of cruisers. Currently the most common and most successful is the Majestic class – generally referred to as a “Majestic class Interdictor”. As ships that can also carry out ambassadorial missions they can be used for ‘soft’ power projection, as well as hard.&lt;br /&gt;
&lt;br /&gt;
=== Frigates ===&lt;br /&gt;
These are large ships designed for escort duties. The actual vessels vary greatly between navies, but are all designed to engage multiple small, fast enemies (typically fighters and missile swarms) and are loaded with point defense batteries. They will also have some anti-ship capability, but are not designed to go up against other warships.&lt;br /&gt;
&lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
These are anti-warship vessels, but are generally no longer used in the front line, though some are still in service.&lt;br /&gt;
&lt;br /&gt;
=== Carriers ===&lt;br /&gt;
Designed for the deployment of fighter squadrons. Obsolete in the fleets of the major factions due to the popularity of Cruisers, but small navies still make use of them and some have even been converted into transporters.&lt;br /&gt;
&lt;br /&gt;
=== Transporters (Couriers) ===&lt;br /&gt;
Armored warships designed specifically for transporting valuable assets and cargo quickly and safely.&lt;br /&gt;
&lt;br /&gt;
=== Corvettes (Cutters) ===&lt;br /&gt;
Light multi-role warships, capable of recon, incursions and escort missions. These small warships are also popular with smaller factions, organizations and even wealthy individuals due to their adaptability. The Imperial Cutter is a lighter and faster Corvette-class ship, which players will be able to get their hands on in the final game (assuming they can make the right contacts).&lt;br /&gt;
&lt;br /&gt;
=== Fighters ===&lt;br /&gt;
Small short-range craft that generally cannot operate independently due to having no jump capability. Their main roles include the defense of stations and the large warships that they are deployed from. Commercial fighters are typically jump-capable and are therefore much more flexible than their faction-specific counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Drones ===&lt;br /&gt;
Small automated ships that have largely been phased out due to the existence of effective counter-measures.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>81.174.56.113</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Ships&amp;diff=3138</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Ships&amp;diff=3138"/>
		<updated>2014-12-10T21:49:16Z</updated>

		<summary type="html">&lt;p&gt;81.174.56.113: /* Zorgon Peterson */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; are used to traverse space. As with previous Elite games, [http://www.helvellyn.plus.com/3dfrontier][http://www.frontierastro.co.uk/Ships/ships.html][http://ffeartpage.com/ident.htm][http://www.jades.org/shiprevs.htm] there will be a variety of designs.&lt;br /&gt;
&lt;br /&gt;
There will be 30 different &#039;&#039;&#039;playable&#039;&#039;&#039; ships in addition to some non-playable ones after launch,&amp;lt;ref&amp;gt;[http://forums.frontier.co.uk/showthread.php?t=9285 Forum Thread]&amp;lt;/ref&amp;gt; with each manufacturer having its own unique style.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=a4bd777a7f#4 Newsletter #5]&amp;lt;/ref&amp;gt; Some will have variant versions, and each will have a huge range of different equipment levels, &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9NSMMTfwTOU&amp;amp;t=203 Art Journal]&amp;lt;/ref&amp;gt; so they could be equipped as freighters, attack ships, explorers, etc.&lt;br /&gt;
&lt;br /&gt;
== Choosing a ship ==&lt;br /&gt;
All commanders start out with a Sidewinder. You may choose to enhance the components of your Sidewinder, or upgrade to an entirely new ship. What ship should you choose?&lt;br /&gt;
&lt;br /&gt;
=== Multi-purpose ===&lt;br /&gt;
The outfitting system allows you to re-equip any ship for almost any role. A multi-purpose ship is designed with this in mind and without a specific focus to begin with. Your starting Sidewinder, and the ever popular Cobra are two such ships. With the right equipment, a multi-purpose ship can be equally as good as bounty hunter ship, a trade ship or an exploration ship depending on the various add-ons.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Combat ships are designed predominately to hunt and destroy other vessels. If two equally skilled pilots face off against each other, the one who has the craft specifically designed for combat will most often win. Combat ships are typically faster, more agile and heavily armed than other ships of the same size. It is also common for these ships to come pre-fitted with the highest class shield that their internal compartments can fit. The exception to this would be gun boats, which have more weapon mounts designed for turrets, but sacrifice their agility for them.&lt;br /&gt;
&lt;br /&gt;
=== Freighter ===&lt;br /&gt;
Traders who want to engage in some space trucking will want to pick up a freighter with plenty of storage room for cargo. These freighters are slow and cumbersome, making them an easy prey for pirates. Therefore, it&#039;ll be smart to bring protection in the form of a couple of buddies in fighters, if you have the chance. If pirates destroy your ship, insurance will get you your ship back. Unfortunately, the loss cargo can risk a significant financial blow.&lt;br /&gt;
&lt;br /&gt;
=== Explorer ===&lt;br /&gt;
If you want to explore the galaxy, an exploration ship is the way to go. Exploration ships typically come with large default jump ranges, large fuel tank for a ship of it&#039;s size and lots of low class internal compartments for scanners. These ships are designed to be able to equip the multitude of scanning equipment needed for an expedition, then fly long distances into the void without the need for regular refuelling.&lt;br /&gt;
&lt;br /&gt;
=== Passenger ===&lt;br /&gt;
Couriers who fly passengers and valuable items with small storage requirements have a special class of ships available to them. These ships are elegant and fast, designed to quickly and comfortably get from one system to the next. You can think of them as giant limousines for space.&lt;br /&gt;
&lt;br /&gt;
== Current Playable Ships ==&lt;br /&gt;
{| class=&amp;quot;article-table article-table-selected sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Model&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Role**&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Price (CR)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Initial Cargo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Max Cargo&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: x-small;&amp;quot;&amp;gt;(No shields)&amp;lt;/span&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Jump Range***&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: x-small;&amp;quot;&amp;gt;(~Light Years)&amp;lt;/span&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Speed [Boost]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: center; font-size:small;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Hull Mass&lt;br /&gt;
|-&lt;br /&gt;
| [[Sidewinder Mk. I]]&lt;br /&gt;
| Multi-purpose 0&lt;br /&gt;
| 32,000*&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 7.56&lt;br /&gt;
| 220 [320]&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| [[Eagle Mk II|Eagle Mk. II]]&lt;br /&gt;
| Combat 5&lt;br /&gt;
| 44,800&lt;br /&gt;
| 2&lt;br /&gt;
| 14&lt;br /&gt;
| 8.47&lt;br /&gt;
| 250 [350]&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Zorgon Peterson Hauler]]&lt;br /&gt;
| Freighter 0&lt;br /&gt;
| 52,720&lt;br /&gt;
| 8&lt;br /&gt;
| 22&lt;br /&gt;
| 9.87&lt;br /&gt;
| 200 [300]&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Viper Mk III|Viper Mk. III]]&lt;br /&gt;
| Combat 6&lt;br /&gt;
| 142,931&lt;br /&gt;
| 4&lt;br /&gt;
| 22&lt;br /&gt;
| 6.92&lt;br /&gt;
| 309 [386]&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra Mk. III]]&lt;br /&gt;
| Multi-purpose 3&lt;br /&gt;
| 379,718&lt;br /&gt;
| 18&lt;br /&gt;
| 60&lt;br /&gt;
| 10.46&lt;br /&gt;
| 280 [400]&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakon Type 6|Lakon Type 6 Transporter]]&lt;br /&gt;
| Freighter 4&lt;br /&gt;
| 1,045,945&lt;br /&gt;
| 50&lt;br /&gt;
| 112&lt;br /&gt;
| 12.39&lt;br /&gt;
| 220 [350]&lt;br /&gt;
| 155&lt;br /&gt;
|-&lt;br /&gt;
| [[Asp Explorer]]&lt;br /&gt;
| Explorer 5&lt;br /&gt;
| 6,661,153&lt;br /&gt;
| 38&lt;br /&gt;
| 128&lt;br /&gt;
| 13.2&lt;br /&gt;
| 254 [345]&lt;br /&gt;
| 280&lt;br /&gt;
|-&lt;br /&gt;
| [[Imperial Clipper]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 22,295,860&lt;br /&gt;
| 42&lt;br /&gt;
| 184&lt;br /&gt;
| 8.25&lt;br /&gt;
| 290 [370]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Federal Dropship]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 37,814,205&lt;br /&gt;
| 56&lt;br /&gt;
| 164&lt;br /&gt;
| 7.25&lt;br /&gt;
| 182 [300]&lt;br /&gt;
| 580&lt;br /&gt;
|-&lt;br /&gt;
| [[Orca]]&lt;br /&gt;
| Passenger 5&lt;br /&gt;
| 48,539,887&lt;br /&gt;
| 72&lt;br /&gt;
| 96&lt;br /&gt;
|&lt;br /&gt;
| 300 [380]&lt;br /&gt;
| 580&lt;br /&gt;
|-&lt;br /&gt;
| [[Python]]&lt;br /&gt;
| Multi-purpose 7&lt;br /&gt;
| 56,978,179&lt;br /&gt;
| 82&lt;br /&gt;
| 292&lt;br /&gt;
| 8.23&lt;br /&gt;
| 250 [330]&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakon Type 9|Lakon Type-9 Heavy]]&lt;br /&gt;
| Freighter 9&lt;br /&gt;
| 76,555,842&lt;br /&gt;
| 220&lt;br /&gt;
| 532&lt;br /&gt;
| 17.722&lt;br /&gt;
| 130 [200]&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda]]&lt;br /&gt;
| Multi-purpose 8&lt;br /&gt;
| 146,969,451&lt;br /&gt;
| 114&lt;br /&gt;
| 468&lt;br /&gt;
| 19.555&lt;br /&gt;
| 180 [240]&lt;br /&gt;
| 400&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note the sidewinder is available for free via insurance. &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Ship roles classes are rated 0 - 9 where 0 is most basic and 9 is most advanced and 5 is mid-range. Meant to be used for sorting purposes. &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; No cargo, default loadout, full fuel.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Considerations&lt;br /&gt;
*The in-shipyard prices are modified by the value of your current ship and supply/demand. It is not the true value of the ship. Generate costs from the insurance.&lt;br /&gt;
&lt;br /&gt;
*Note that prices will vary greatly between star ports and are modified by the resell value of your current ship, Lakons and Anacondas in particular undergo a significant markup, expect to pay up to double the values in the table. The above prices are the based of the insurance values which are currently the only way to find the true value of a ship.&lt;br /&gt;
&lt;br /&gt;
*Beta 2.04: The ship (and modules!) you sell, is sold at 90% it&#039;s value (you lose 10%).&lt;br /&gt;
**As your modules are sold at 90% value when buying a new ship, sell/swap your modules to cheaper ones, if possible, in the outfitting, as you get 100% the price there, so in the end the 10% you lose, will be from a less expensive module (I would expect this to be fixed to a 10% loss as well at some stage. Would make sense, so buyer beware).&lt;br /&gt;
&lt;br /&gt;
*Given you know the value of your current ship (use the table above) you can then calculate the real price of the rest of the ships the current shipyard offers. Just add 90% of the base value of the ship you are in to the price listed (this assumes your current ship is standard fitted only - else add 90% value of modules as well)&lt;br /&gt;
&lt;br /&gt;
*Here are [https://forums.frontier.co.uk/showthread.php?t=31072 some more detailed ship stats], which include things such as turnrates, which should be added to this page soon.&lt;br /&gt;
&lt;br /&gt;
;Upcoming Ships&lt;br /&gt;
There will be 30 playable ships in total.&lt;br /&gt;
* [[Adder]]&lt;br /&gt;
* [[Beluga Liner]]&lt;br /&gt;
* [[Dolphin]]&lt;br /&gt;
* [[Fer de Lance]]&lt;br /&gt;
* [[Krait]]&lt;br /&gt;
* [[Freighter 3|Lakon Type 7]] (previously known as the Freighter 3)&lt;br /&gt;
* [[Panther Clipper]]&lt;br /&gt;
* [[The Hunter]]&lt;br /&gt;
* [[Imperial Courier]]&lt;br /&gt;
&lt;br /&gt;
== Available Outfitting on Ships ==&lt;br /&gt;
All ships are highly customizable through outfitting. Each outfit slot has a maximum class that can be put into that slot. This only lists what type of outfit slots are available for each ship, their exact content has to be put on some other page. For example: Internal compartments can contain cargo space, where class 1 = 2t, class 2 = 4t, class 3 = 8t, class 4 = 16t... But Internal compartments can also contain shield capacitors, scanners, etc. Apart from classes, outfits also have a quality rating A-H, and other characteristics such as energy drain, armor piercing, etc.&lt;br /&gt;
&lt;br /&gt;
Max class for each outfit slot in table below (more info on respective ship page):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Sidewinder Mk. I|Sidewinder]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Eagle Mk. II|Eagle]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Zorgon Peterson Hauler|Hauler]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Viper Mk III|Viper]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Cobra Mk. III|Cobra]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Lakon Type-6 Transporter|Type-6]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Asp Explorer|Asp]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Imperial Clipper]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Federal Dropship]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Orca]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Python]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Lakon Type-9 Heavy|Type-9]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Small Hardpoints]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Medium Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Large Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Hardpoints|Huge Hardpoints]]&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Utility Mounts]]&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Bulkheads]]&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Reactor Bay]]&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Thrusters Mounting]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
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|&lt;br /&gt;
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|7&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Frame Shift Drive Housing]]&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
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|&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Environment Control]]&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Power  Coupling|Power&amp;amp;nbsp;Coupling]]&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Sensor Suite]]&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Fuel Store]]&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Internal Compartments]]&lt;br /&gt;
|&lt;br /&gt;
2 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
1 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
&lt;br /&gt;
1 C1&lt;br /&gt;
|&lt;br /&gt;
3 C4&lt;br /&gt;
&lt;br /&gt;
3 C2&lt;br /&gt;
|&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
2 C4&lt;br /&gt;
&lt;br /&gt;
1 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
1C6&lt;br /&gt;
&lt;br /&gt;
1 C5&lt;br /&gt;
&lt;br /&gt;
3 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
2 C6&lt;br /&gt;
&lt;br /&gt;
2 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
1 C6&lt;br /&gt;
&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
1 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
1 C4&lt;br /&gt;
&lt;br /&gt;
1 C3&lt;br /&gt;
&lt;br /&gt;
2 C2&lt;br /&gt;
|&lt;br /&gt;
3 C6&lt;br /&gt;
&lt;br /&gt;
2 C5&lt;br /&gt;
&lt;br /&gt;
1 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|&lt;br /&gt;
1 C8&lt;br /&gt;
&lt;br /&gt;
1 C7&lt;br /&gt;
&lt;br /&gt;
1 C6&lt;br /&gt;
&lt;br /&gt;
1 C5&lt;br /&gt;
&lt;br /&gt;
2 C4&lt;br /&gt;
&lt;br /&gt;
2 C3&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|&lt;br /&gt;
1 C7&lt;br /&gt;
&lt;br /&gt;
3 C6&lt;br /&gt;
&lt;br /&gt;
3 C5&lt;br /&gt;
&lt;br /&gt;
3 C4&lt;br /&gt;
&lt;br /&gt;
1 C2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manufacturers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Core Dynamics]] ===&lt;br /&gt;
* Eagle&lt;br /&gt;
* Condor&lt;br /&gt;
* Farragut&lt;br /&gt;
* Federal Dropship&lt;br /&gt;
&lt;br /&gt;
=== [[Faulcon DeLacy]] ===&lt;br /&gt;
* Sidewinder&lt;br /&gt;
* Viper&lt;br /&gt;
* Cobra&lt;br /&gt;
* Anaconda&lt;br /&gt;
* Python&lt;br /&gt;
&lt;br /&gt;
=== [[Lakon]] ===&lt;br /&gt;
* Asp Explorer&lt;br /&gt;
* Type 6 Transporter&lt;br /&gt;
* Type 9 Heavy&lt;br /&gt;
&lt;br /&gt;
=== [[Gutamaya]] ===&lt;br /&gt;
* Imperial Clipper&lt;br /&gt;
* Majestic Class Interdictor&lt;br /&gt;
&lt;br /&gt;
=== [[Saud Kruger]] ===&lt;br /&gt;
* Orca&lt;br /&gt;
&lt;br /&gt;
=== [[Zorgon Peterson]] ===&lt;br /&gt;
* Adder&lt;br /&gt;
* Hauler&lt;br /&gt;
* Panther Clipper&lt;br /&gt;
&lt;br /&gt;
== Faction Ships ==&lt;br /&gt;
Frontier are developing a family of ships for the navies of each faction in the game. Examples:&lt;br /&gt;
* [[Empire Fighter]] - Empire Fighter&lt;br /&gt;
* [[Empire Courier|Imperial Courier]] - Empire Scout&lt;br /&gt;
* [[Empire Courier|Imperial Cutter]] - civilian version of Empire Light Warship&lt;br /&gt;
* [[Majestic Class Interdictor]] - Empire Capital Ship&lt;br /&gt;
* [[F63 Condor]] - Federal Fighter&lt;br /&gt;
* [[Farragut]] - Federal Capital Ship&lt;br /&gt;
&lt;br /&gt;
The fleet-class ships that are available to the game’s major factions follow a hierarchy.&amp;lt;ref&amp;gt;[http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&amp;amp;id=c0b11fe947 Newsletter #7]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cruisers (Battle cruisers, Battleships, Interdictors) ===&lt;br /&gt;
Long range, independent ships that are capable of controlling entire systems. Heavily armed and capable of deploying large fighter squadrons. The capital ships already shown are an example of this class. In the Empire they are usually known as “Interdictors” – named after the first successful class of cruisers. Currently the most common and most successful is the Majestic class – generally referred to as a “Majestic class Interdictor”. As ships that can also carry out ambassadorial missions they can be used for ‘soft’ power projection, as well as hard.&lt;br /&gt;
&lt;br /&gt;
=== Frigates ===&lt;br /&gt;
These are large ships designed for escort duties. The actual vessels vary greatly between navies, but are all designed to engage multiple small, fast enemies (typically fighters and missile swarms) and are loaded with point defense batteries. They will also have some anti-ship capability, but are not designed to go up against other warships.&lt;br /&gt;
&lt;br /&gt;
=== Destroyers ===&lt;br /&gt;
These are anti-warship vessels, but are generally no longer used in the front line, though some are still in service.&lt;br /&gt;
&lt;br /&gt;
=== Carriers ===&lt;br /&gt;
Designed for the deployment of fighter squadrons. Obsolete in the fleets of the major factions due to the popularity of Cruisers, but small navies still make use of them and some have even been converted into transporters.&lt;br /&gt;
&lt;br /&gt;
=== Transporters (Couriers) ===&lt;br /&gt;
Armored warships designed specifically for transporting valuable assets and cargo quickly and safely.&lt;br /&gt;
&lt;br /&gt;
=== Corvettes (Cutters) ===&lt;br /&gt;
Light multi-role warships, capable of recon, incursions and escort missions. These small warships are also popular with smaller factions, organizations and even wealthy individuals due to their adaptability. The Imperial Cutter is a lighter and faster Corvette-class ship, which players will be able to get their hands on in the final game (assuming they can make the right contacts).&lt;br /&gt;
&lt;br /&gt;
=== Fighters ===&lt;br /&gt;
Small short-range craft that generally cannot operate independently due to having no jump capability. Their main roles include the defense of stations and the large warships that they are deployed from. Commercial fighters are typically jump-capable and are therefore much more flexible than their faction-specific counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Drones ===&lt;br /&gt;
Small automated ships that have largely been phased out due to the existence of effective counter-measures.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>81.174.56.113</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Cobra_Mk_III&amp;diff=35654</id>
		<title>Cobra Mk III</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Cobra_Mk_III&amp;diff=35654"/>
		<updated>2014-11-01T16:56:04Z</updated>

		<summary type="html">&lt;p&gt;81.174.171.1: /* Purchase Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CobraMkIII16x9.jpg|thumb|400px|Cobra Mk. III]]&lt;br /&gt;
* The &#039;&#039;&#039;Cobra Mk. III&#039;&#039;&#039; is a larger and more popular version of the cobra Mk. I. It was first seen in service in 3100 AD, originally manufactured by Cowell &amp;amp; McGrath Shipyard, Lave. Since Cowell &amp;amp; McGrath&#039;s acquisition by Faulcon de Lacey it is now branded as an FdL made ship.&lt;br /&gt;
&lt;br /&gt;
It is equipped with several special features, including Zieman Energy Deflection Shields, mountings for four &#039;&#039;Ingram&#039;&#039; &#039;[[Pulse Laser]]s &#039;, a &#039;&#039;Lance &amp;amp; Ferman&#039;&#039; Seek &amp;amp; Kill &#039;&#039;[[Missiles|missile system]]&#039;&#039;, and Kruger &amp;quot;lightfast&amp;quot; motors from &#039;&#039;Irrikan ThruSpace&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With its good-sized cargo hold the Cobra is a logical step on a trader&#039;s route to riches. It also has much better combat potential than the Lakon series of large freighters, making It a favourite of lone-wolf traders. What&#039;s more, it is an Ideal craft for a pirate to plunder the space lanes because of Its ample capacity for loot. A low heat signature also helps pirates, smugglers and others seeking to avoid the attentions of the authorities.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Name:&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Cobra Mk. III&lt;br /&gt;
|-&lt;br /&gt;
|Cost:&lt;br /&gt;
| 250,918 Cr&lt;br /&gt;
|-&lt;br /&gt;
|Insurance:&lt;br /&gt;
| 8,640Cr&lt;br /&gt;
|-&lt;br /&gt;
|Type:&lt;br /&gt;
| Multipurpose&lt;br /&gt;
|-&lt;br /&gt;
|Faction:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Drive Motor(s):&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer:&lt;br /&gt;
|[[Faulcon DeLacy]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;p class=&amp;quot;r&amp;quot;&amp;gt;Maneuverability:&amp;lt;/p&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Crew:&lt;br /&gt;
|&lt;br /&gt;
2&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Capacity:&lt;br /&gt;
|18 initial, 60 max&lt;br /&gt;
|-&lt;br /&gt;
|Dimensions:&lt;br /&gt;
| 40 x 20 x 9m (estimated)&lt;br /&gt;
|-&lt;br /&gt;
|Hyperspace Capable:&lt;br /&gt;
|Range 10.46LY / 9.78LY&lt;br /&gt;
(Empty / Full initial cargo)&lt;br /&gt;
|-&lt;br /&gt;
|Hull Stress Factor:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration:&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Max [[Normal Speed]]:&lt;br /&gt;
| 280 m/s&lt;br /&gt;
|-&lt;br /&gt;
|Max [[Boost Speed]]:&lt;br /&gt;
| 400 m/s&lt;br /&gt;
|-&lt;br /&gt;
|Hardpoints:&lt;br /&gt;
|4 (2 C2, 2 C1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Purchase Locations ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 500px;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |System&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Station&lt;br /&gt;
|-&lt;br /&gt;
|[[H Draconis]]&lt;br /&gt;
|[[Brislington]] (Removed in Beta 3)&lt;br /&gt;
|-&lt;br /&gt;
|[[I Bootis]]&lt;br /&gt;
|[[Chango Dock]] (Removed in Beta 3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Rakapila]]&lt;br /&gt;
|[[Stone Enterprise ]](Removed in Beta 3)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[CE Bootis]]&lt;br /&gt;
|[[Mosely Park]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Styx]]&lt;br /&gt;
|&lt;br /&gt;
[[Wingrove Platform]] (Removed in Beta 3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Styx]]&lt;br /&gt;
|Chu Hub (Confirmed in Beta 3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Coelrind]]&lt;br /&gt;
|Siegal Hangar (Confirmed in Beta 3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyperion]]&lt;br /&gt;
|[[Joliot-Curie Port]]&lt;br /&gt;
|-&lt;br /&gt;
|Yanyan&lt;br /&gt;
|Morin City (Confirmed in Beta 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfitting ==&lt;br /&gt;
All ships are highly customizable through outfitting. Each outfit slot has a maximum class that can be put into that slot. Apart from classes, outfits also have a quality rating A-H, and other characteristics such as energy drain, armor piercing, etc.&lt;br /&gt;
&lt;br /&gt;
Cobra MK III outfitting in table below:&lt;br /&gt;
{| class=&amp;quot;article-table article-table-selected&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Default System&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Default Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Max Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Medium Hardpoint]]&lt;br /&gt;
| Pulse Laser&lt;br /&gt;
Pulse Laser&lt;br /&gt;
| 1&lt;br /&gt;
1&lt;br /&gt;
| 2&lt;br /&gt;
2&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Hardpoint]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
| 1&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|[[Utility Mount]]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Utility Mount]]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulkheads]]&lt;br /&gt;
|Lightweight Alloy&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[Reactor Bay]]&lt;br /&gt;
|Power Plant&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Thrusters Mounting]]&lt;br /&gt;
|Thrusters&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Frame Shift Drive Housing]]&lt;br /&gt;
|Frame Shift Drive&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Environment Control]]&lt;br /&gt;
|Life Support&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Power Coupling]]&lt;br /&gt;
|Power Distributor&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Sensor Suite]]&lt;br /&gt;
|Sensors&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Fuel Store]]&lt;br /&gt;
|Fuel tank F&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Internal Compartment]]s&lt;br /&gt;
|Shield Generator&lt;br /&gt;
&lt;br /&gt;
Cargo Rack&lt;br /&gt;
&lt;br /&gt;
Cargo Rack&lt;br /&gt;
&lt;br /&gt;
Empty Slot&lt;br /&gt;
&lt;br /&gt;
Cargo Rack&lt;br /&gt;
&lt;br /&gt;
Basic Discovery Scanner&lt;br /&gt;
&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
|4&lt;br /&gt;
&lt;br /&gt;
4&lt;br /&gt;
&lt;br /&gt;
4&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elite Dangerous Cobra Teaser |Cobra in-game action&lt;br /&gt;
Cobra2.jpg&lt;br /&gt;
CobraMkIII Cockpit Screensh.jpg&lt;br /&gt;
EliteDangerousCobra.jpg.jpg&lt;br /&gt;
Peek of the week 10.png&lt;br /&gt;
PlanetaryLanding 2.jpg&lt;br /&gt;
Cobra.JPG|Cobra Equipment Slots (Beta 1)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Fighters]]&lt;br /&gt;
[[Category:Trader]]&lt;/div&gt;</summary>
		<author><name>81.174.171.1</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1588</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=1588"/>
		<updated>2013-01-31T22:50:19Z</updated>

		<summary type="html">&lt;p&gt;81.174.240.66: /* Single player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stationoverplanet.jpg|thumb|330px|Space station over a planet]]&amp;quot;Elite: Dangerous&amp;quot; is the fourth game in the [[Elite]] series of games.&lt;br /&gt;
&lt;br /&gt;
In the game, you will of begin with a spacecraft and a small sum of Credits. You will be able to trade, pirate, bounty-hunt, explore, and salvage your way to wealth and fame, building on those key elements of the previous games, and with sumptuous graphics only now possible with the performance of today’s machines. Only this time some of the ships out there will be other players like yourself – other members of a secret ‘Elite’ group of space-farers…&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous will take place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], a few years after the events of FFE. This may hint at the inclusion of [[Thargoids]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;Please note that this information is about a game still in development and is subject to change.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Single player===&lt;br /&gt;
Single player by default will mean playing alone, but within shared a evolving universe. That means regular updates from central servers. However, Frontier Developments has promised that players will have the option to turn synchronisation off when creating a new commander. They won&#039;t be able to play with this commander with other players online though, and their universe will stay mostly static.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|335px]]&lt;br /&gt;
You will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty.&lt;br /&gt;
&lt;br /&gt;
The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends as you choose. This technology is already working, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.&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|335px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Elite: Dangerous universe will evolve. As people explore the galaxy, the different factions will be seen to spread to further star systems, colonising planets and building space stations.&lt;br /&gt;
&lt;br /&gt;
New star ports will not simply appear overnight, however; they will be slowly built in real time. These events will create opportunities for players as the resources and people 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;
&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|335px]][[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|335px]]&lt;br /&gt;
Larger ships will have multiple 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|335px]]&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 in to sections so that damage will be localised to where weapon fire impacts. This means that the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Alternatively, hyperdrives or thrusters could be targeted, preventing an escape or completely disabling the enemy. 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|335 px]]Unlike RPG games, 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]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]] 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;
Frontier Developments have been positive about suggestions that players can have multiple ships so they are able to switch between roles. However, how this will be achieved has not been finalised.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|335px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. Elite Dangerous will see the addition of an extra dimension to the various commodities traded. Depending on how far goods have travelled, a higher price will result.&lt;br /&gt;
&lt;br /&gt;
Stockmarkets will no longer have static prices depending on system. Prices 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. David Braben has said that game items can also be bought and sold, such as maps and permits. There will also be [[smuggling]].&lt;br /&gt;
&lt;br /&gt;
===Piracy &amp;amp; Bounty Hunting===&lt;br /&gt;
Engaging in combat has the consequence of heating up your hull (e.g. performing tight turns, firing weapons) which will make you easier to spot on scanners. 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;. This may mean you&#039;ll get a share of the profits if you save a trader from pirates or you&#039;ll get a share in the loot if you don&#039;t mind getting a bounty on your head.&lt;br /&gt;
&lt;br /&gt;
===Mining &amp;amp; Gas Scooping===&lt;br /&gt;
Of course, mining and scooping will be important activities; providing the raw resources to keep civilisation going. However, little has been said about how they will differ, if at all, from previous games. Although mining would seem to be a very labour intensive activity, requiring much of a player&#039;s time, it hasn&#039;t been included as a career in its own right.&lt;br /&gt;
&lt;br /&gt;
==Currency / Credits==&lt;br /&gt;
Frontier Developments have mentioned that they have considered multiple in-game currencies, as long as they don&#039;t confuse gameplay. Players will be able to buy credits with real money. However, buying progression is made difficult because many aspects of the game depend on rank. By embracing real money transactions they are hoping to avoid the &amp;quot;gold farmers&amp;quot; that have blighted most modern MMORPG games.&lt;br /&gt;
&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. However, such a mechanism would not work in a multiplayer game, so Elite Dangerous will feature faster than light travel using hyperspace.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&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 in to the rich experience planned for atmosphers, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
&lt;br /&gt;
==Ship Customisation==&lt;br /&gt;
[[File:Engines.jpg|thumb|335px]]Ships will be customisable in a way that affects how the ship functions. They will feature hard points for weapons and thrusters, giving the player more control over how the ship behaves and what strengths and weaknesses it&#039;ll have.&lt;br /&gt;
&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapons will not always be immediately available. Weapons will need to be enabled in anticipation of using them. This allows for offensive / defensive stances and bluffing.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
[[File:Asteroid_field.jpg|thumb|330px|Asteroid Field]]Although, for reasons of playability, the game will not feature completely realistic Newtonian mechanics, 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 (in updates at least).&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 randomly generated Milky Way with over 100 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 Not included at Launch==&lt;br /&gt;
After release [[Features not Included at Launch|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;
[[Category:Elite Dangerous]]&lt;br /&gt;
[[Category:Kickstarter]]&lt;/div&gt;</summary>
		<author><name>81.174.240.66</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1584</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=1584"/>
		<updated>2013-01-31T22:42:12Z</updated>

		<summary type="html">&lt;p&gt;81.174.240.66: /* Piracy &amp;amp; Bounty Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stationoverplanet.jpg|thumb|330px|Space station over a planet]]&amp;quot;Elite: Dangerous&amp;quot; is the fourth game in the [[Elite]] series of games.&lt;br /&gt;
&lt;br /&gt;
In the game, you will of begin with a spacecraft and a small sum of Credits. You will be able to trade, pirate, bounty-hunt, explore, and salvage your way to wealth and fame, building on those key elements of the previous games, and with sumptuous graphics only now possible with the performance of today’s machines. Only this time some of the ships out there will be other players like yourself – other members of a secret ‘Elite’ group of space-farers…&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous will take place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], a few years after the events of FFE. This may hint at the inclusion of [[Thargoids]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;Please note that this information is about a game still in development and is subject to change.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Single player===&lt;br /&gt;
Single player by default will mean playing alone, but within shared a evolving universe. That means regular updates from central server. However, Frontier Developments has promised that players will have option to turn synchronisation off when creating new commander. They won&#039;t be able to play with this commander with other players online though, and their universe will stay mostly static.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|335px]]&lt;br /&gt;
You will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty.&lt;br /&gt;
&lt;br /&gt;
The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends as you choose. This technology is already working, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.&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|335px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Elite: Dangerous universe will evolve. As people explore the galaxy, the different factions will be seen to spread to further star systems, colonising planets and building space stations.&lt;br /&gt;
&lt;br /&gt;
New star ports will not simply appear overnight, however; they will be slowly built in real time. These events will create opportunities for players as the resources and people 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;
&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|335px]][[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|335px]]&lt;br /&gt;
Larger ships will have multiple 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|335px]]&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 in to sections so that damage will be localised to where weapon fire impacts. This means that the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Alternatively, hyperdrives or thrusters could be targeted, preventing an escape or completely disabling the enemy. 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|335 px]]Unlike RPG games, 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]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]] 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;
Frontier Developments have been positive about suggestions that players can have multiple ships so they are able to switch between roles. However, how this will be achieved has not been finalised.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|335px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. Elite Dangerous will see the addition of an extra dimension to the various commodities traded. Depending on how far goods have travelled, a higher price will result.&lt;br /&gt;
&lt;br /&gt;
Stockmarkets will no longer have static prices depending on system. Prices 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. David Braben has said that game items can also be bought and sold, such as maps and permits. There will also be [[smuggling]].&lt;br /&gt;
&lt;br /&gt;
===Piracy &amp;amp; Bounty Hunting===&lt;br /&gt;
Engaging in combat has the consequence of heating up your hull (e.g. performing tight turns, firing weapons) which will make you easier to spot on scanners. 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;. This may mean you&#039;ll get a share of the profits if you save a trader from pirates or you&#039;ll get a share in the loot if you don&#039;t mind getting a bounty on your head.&lt;br /&gt;
&lt;br /&gt;
===Mining &amp;amp; Gas Scooping===&lt;br /&gt;
Of course, mining and scooping will be important activities; providing the raw resources to keep civilisation going. However, little has been said about how they will differ, if at all, from previous games. Although mining would seem to be a very labour intensive activity, requiring much of a player&#039;s time, it hasn&#039;t been included as a career in its own right.&lt;br /&gt;
&lt;br /&gt;
==Currency / Credits==&lt;br /&gt;
Frontier Developments have mentioned that they have considered multiple in-game currencies, as long as they don&#039;t confuse gameplay. Players will be able to buy credits with real money. However, buying progression is made difficult because many aspects of the game depend on rank. By embracing real money transactions they are hoping to avoid the &amp;quot;gold farmers&amp;quot; that have blighted most modern MMORPG games.&lt;br /&gt;
&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. However, such a mechanism would not work in a multiplayer game, so Elite Dangerous will feature faster than light travel using hyperspace.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&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 in to the rich experience planned for atmosphers, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
&lt;br /&gt;
==Ship Customisation==&lt;br /&gt;
[[File:Engines.jpg|thumb|335px]]Ships will be customisable in a way that affects how the ship functions. They will feature hard points for weapons and thrusters, giving the player more control over how the ship behaves and what strengths and weaknesses it&#039;ll have.&lt;br /&gt;
&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapons will not always be immediately available. Weapons will need to be enabled in anticipation of using them. This allows for offensive / defensive stances and bluffing.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
[[File:Asteroid_field.jpg|thumb|330px|Asteroid Field]]Although, for reasons of playability, the game will not feature completely realistic Newtonian mechanics, 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 (in updates at least).&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 randomly generated Milky Way with over 100 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 Not included at Launch==&lt;br /&gt;
After release [[Features not Included at Launch|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;
[[Category:Elite Dangerous]]&lt;br /&gt;
[[Category:Kickstarter]]&lt;/div&gt;</summary>
		<author><name>81.174.240.66</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1581</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=1581"/>
		<updated>2013-01-31T22:39:36Z</updated>

		<summary type="html">&lt;p&gt;81.174.240.66: /* Realistic Astrophysics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stationoverplanet.jpg|thumb|330px|Space station over a planet]]&amp;quot;Elite: Dangerous&amp;quot; is the fourth game in the [[Elite]] series of games.&lt;br /&gt;
&lt;br /&gt;
In the game, you will of begin with a spacecraft and a small sum of Credits. You will be able to trade, pirate, bounty-hunt, explore, and salvage your way to wealth and fame, building on those key elements of the previous games, and with sumptuous graphics only now possible with the performance of today’s machines. Only this time some of the ships out there will be other players like yourself – other members of a secret ‘Elite’ group of space-farers…&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous will take place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], a few years after the events of FFE. This may hint at the inclusion of [[Thargoids]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;Please note that this information is about a game still in development and is subject to change.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Single player===&lt;br /&gt;
Single player by default will mean playing alone, but within shared a evolving universe. That means regular updates from central server. However, Frontier Developments has promised that players will have option to turn synchronisation off when creating new commander. They won&#039;t be able to play with this commander with other players online though, and their universe will stay mostly static.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|335px]]&lt;br /&gt;
You will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty.&lt;br /&gt;
&lt;br /&gt;
The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends as you choose. This technology is already working, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.&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|335px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Elite: Dangerous universe will evolve. As people explore the galaxy, the different factions will be seen to spread to further star systems, colonising planets and building space stations.&lt;br /&gt;
&lt;br /&gt;
New star ports will not simply appear overnight, however; they will be slowly built in real time. These events will create opportunities for players as the resources and people 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;
&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|335px]][[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|335px]]&lt;br /&gt;
Larger ships will have multiple 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|335px]]&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 in to sections so that damage will be localised to where weapon fire impacts. This means that the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Alternatively, hyperdrives or thrusters could be targeted, preventing an escape or completely disabling the enemy. 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|335 px]]Unlike RPG games, 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]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]] 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;
Frontier Developments have been positive about suggestions that players can have multiple ships so they are able to switch between roles. However, how this will be achieved has not been finalised.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|335px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. Elite Dangerous will see the addition of an extra dimension to the various commodities traded. Depending on how far goods have travelled, a higher price will result.&lt;br /&gt;
&lt;br /&gt;
Stockmarkets will no longer have static prices depending on system. Prices 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. David Braben has said that game items can also be bought and sold, such as maps and permits. There will also be [[smuggling]].&lt;br /&gt;
&lt;br /&gt;
===Piracy &amp;amp; Bounty Hunting===&lt;br /&gt;
Engaging in combat has the consequence of heating up your hull (e.g. performing tight turns, firing weapons) which will make you easier to spot on scanners. This means that players will be able to detect on-going battles and join in. David Braben has hinted at the abilitiy for combatants to communicate with ships in the vicinity to &amp;quot;do deals&amp;quot;. This may mean you&#039;ll get a share of the profits if you save a trader from pirates or you&#039;ll get a share in the loot if you don&#039;t mind getting a bounty on your head.&lt;br /&gt;
&lt;br /&gt;
===Mining &amp;amp; Gas Scooping===&lt;br /&gt;
Of course, mining and scooping will be important activities; providing the raw resources to keep civilisation going. However, little has been said about how they will differ, if at all, from previous games. Although mining would seem to be a very labour intensive activity, requiring much of a player&#039;s time, it hasn&#039;t been included as a career in its own right.&lt;br /&gt;
&lt;br /&gt;
==Currency / Credits==&lt;br /&gt;
Frontier Developments have mentioned that they have considered multiple in-game currencies, as long as they don&#039;t confuse gameplay. Players will be able to buy credits with real money. However, buying progression is made difficult because many aspects of the game depend on rank. By embracing real money transactions they are hoping to avoid the &amp;quot;gold farmers&amp;quot; that have blighted most modern MMORPG games.&lt;br /&gt;
&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. However, such a mechanism would not work in a multiplayer game, so Elite Dangerous will feature faster than light travel using hyperspace.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&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 in to the rich experience planned for atmosphers, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
&lt;br /&gt;
==Ship Customisation==&lt;br /&gt;
[[File:Engines.jpg|thumb|335px]]Ships will be customisable in a way that affects how the ship functions. They will feature hard points for weapons and thrusters, giving the player more control over how the ship behaves and what strengths and weaknesses it&#039;ll have.&lt;br /&gt;
&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapons will not always be immediately available. Weapons will need to be enabled in anticipation of using them. This allows for offensive / defensive stances and bluffing.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
[[File:Asteroid_field.jpg|thumb|330px|Asteroid Field]]Although, for reasons of playability, the game will not feature completely realistic Newtonian mechanics, 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 (in updates at least).&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 randomly generated Milky Way with over 100 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 Not included at Launch==&lt;br /&gt;
After release [[Features not Included at Launch|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;
[[Category:Elite Dangerous]]&lt;br /&gt;
[[Category:Kickstarter]]&lt;/div&gt;</summary>
		<author><name>81.174.240.66</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1579</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=1579"/>
		<updated>2013-01-31T22:38:35Z</updated>

		<summary type="html">&lt;p&gt;81.174.240.66: /* Realistic Astrophysics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stationoverplanet.jpg|thumb|330px|Space station over a planet]]&amp;quot;Elite: Dangerous&amp;quot; is the fourth game in the [[Elite]] series of games.&lt;br /&gt;
&lt;br /&gt;
In the game, you will of begin with a spacecraft and a small sum of Credits. You will be able to trade, pirate, bounty-hunt, explore, and salvage your way to wealth and fame, building on those key elements of the previous games, and with sumptuous graphics only now possible with the performance of today’s machines. Only this time some of the ships out there will be other players like yourself – other members of a secret ‘Elite’ group of space-farers…&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous will take place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], a few years after the events of FFE. This may hint at the inclusion of [[Thargoids]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;Please note that this information is about a game still in development and is subject to change.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Single player===&lt;br /&gt;
Single player by default will mean playing alone, but within shared a evolving universe. That means regular updates from central server. However, Frontier Developments has promised that players will have option to turn synchronisation off when creating new commander. They won&#039;t be able to play with this commander with other players online though, and their universe will stay mostly static.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|335px]]&lt;br /&gt;
You will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty.&lt;br /&gt;
&lt;br /&gt;
The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends as you choose. This technology is already working, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.&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|335px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Elite: Dangerous universe will evolve. As people explore the galaxy, the different factions will be seen to spread to further star systems, colonising planets and building space stations.&lt;br /&gt;
&lt;br /&gt;
New star ports will not simply appear overnight, however; they will be slowly built in real time. These events will create opportunities for players as the resources and people 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;
&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|335px]][[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|335px]]&lt;br /&gt;
Larger ships will have multiple 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|335px]]&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 in to sections so that damage will be localised to where weapon fire impacts. This means that the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Alternatively, hyperdrives or thrusters could be targeted, preventing an escape or completely disabling the enemy. 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|335 px]]Unlike RPG games, 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]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]] 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;
Frontier Developments have been positive about suggestions that players can have multiple ships so they are able to switch between roles. However, how this will be achieved has not been finalised.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|335px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. Elite Dangerous will see the addition of an extra dimension to the various commodities traded. Depending on how far goods have travelled, a higher price will result.&lt;br /&gt;
&lt;br /&gt;
Stockmarkets will no longer have static prices depending on system. Prices 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. David Braben has said that game items can also be bought and sold, such as maps and permits. There will also be [[smuggling]].&lt;br /&gt;
&lt;br /&gt;
===Piracy &amp;amp; Bounty Hunting===&lt;br /&gt;
Engaging in combat has the consequence of heating up your hull (e.g. performing tight turns, firing weapons) which will make you easier to spot on scanners. This means that players will be able to detect on-going battles and join in. David Braben has hinted at the abilitiy for combatants to communicate with ships in the vicinity to &amp;quot;do deals&amp;quot;. This may mean you&#039;ll get a share of the profits if you save a trader from pirates or you&#039;ll get a share in the loot if you don&#039;t mind getting a bounty on your head.&lt;br /&gt;
&lt;br /&gt;
===Mining &amp;amp; Gas Scooping===&lt;br /&gt;
Of course, mining and scooping will be important activities; providing the raw resources to keep civilisation going. However, little has been said about how they will differ, if at all, from previous games. Although mining would seem to be a very labour intensive activity, requiring much of a player&#039;s time, it hasn&#039;t been included as a career in its own right.&lt;br /&gt;
&lt;br /&gt;
==Currency / Credits==&lt;br /&gt;
Frontier Developments have mentioned that they have considered multiple in-game currencies, as long as they don&#039;t confuse gameplay. Players will be able to buy credits with real money. However, buying progression is made difficult because many aspects of the game depend on rank. By embracing real money transactions they are hoping to avoid the &amp;quot;gold farmers&amp;quot; that have blighted most modern MMORPG games.&lt;br /&gt;
&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. However, such a mechanism would not work in a multiplayer game, so Elite Dangerous will feature faster than light travel using hyperspace.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&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 in to the rich experience planned for atmosphers, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
&lt;br /&gt;
==Ship Customisation==&lt;br /&gt;
[[File:Engines.jpg|thumb|335px]]Ships will be customisable in a way that affects how the ship functions. They will feature hard points for weapons and thrusters, giving the player more control over how the ship behaves and what strengths and weaknesses it&#039;ll have.&lt;br /&gt;
&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapons will not always be immediately available. Weapons will need to be enabled in anticipation of using them. This allows for offensive / defensive stances and bluffing.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
[[File:Asteroid_field.jpg|thumb|330px|Asteroid Field]]Although, for reasons of playability, the game will not feature completely realistic Newtonian mechanics, 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 (in updates at least).&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 randomly generated Milky Way with over 100 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 Not included at Launch==&lt;br /&gt;
After release [[Features not Included at Launch|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;
[[Category:Elite Dangerous]]&lt;br /&gt;
[[Category:Kickstarter]]&lt;/div&gt;</summary>
		<author><name>81.174.240.66</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Elite_Dangerous&amp;diff=1577</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=1577"/>
		<updated>2013-01-31T22:36:42Z</updated>

		<summary type="html">&lt;p&gt;81.174.240.66: /* Realistic Scale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stationoverplanet.jpg|thumb|330px|Space station over a planet]]&amp;quot;Elite: Dangerous&amp;quot; is the fourth game in the [[Elite]] series of games.&lt;br /&gt;
&lt;br /&gt;
In the game, you will of begin with a spacecraft and a small sum of Credits. You will be able to trade, pirate, bounty-hunt, explore, and salvage your way to wealth and fame, building on those key elements of the previous games, and with sumptuous graphics only now possible with the performance of today’s machines. Only this time some of the ships out there will be other players like yourself – other members of a secret ‘Elite’ group of space-farers…&lt;br /&gt;
&lt;br /&gt;
Elite: Dangerous will take place in the same universe as [[Frontier: Elite II|Frontier: Elite 2]] and [[Frontier: First Encounters]], a few years after the events of FFE. This may hint at the inclusion of [[Thargoids]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;Please note that this information is about a game still in development and is subject to change.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Single player===&lt;br /&gt;
Single player by default will mean playing alone, but within shared a evolving universe. That means regular updates from central server. However, Frontier Developments has promised that players will have option to turn synchronisation off when creating new commander. They won&#039;t be able to play with this commander with other players online though, and their universe will stay mostly static.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
[[File:Elite Dangerous Dev Diary 1- Multiplayer and Ships|thumb|right|335px]]&lt;br /&gt;
You will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty.&lt;br /&gt;
&lt;br /&gt;
The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends as you choose. This technology is already working, using a combination of peer-to-peer (to reduce lag) and server connections.&lt;br /&gt;
&lt;br /&gt;
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance.&lt;br /&gt;
&lt;br /&gt;
All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.&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|335px]]&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Elite: Dangerous universe will evolve. As people explore the galaxy, the different factions will be seen to spread to further star systems, colonising planets and building space stations.&lt;br /&gt;
&lt;br /&gt;
New star ports will not simply appear overnight, however; they will be slowly built in real time. These events will create opportunities for players as the resources and people 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;
&lt;br /&gt;
[[File:Elite Dangerous - procedural generation|full|right|335px]][[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|335px]]&lt;br /&gt;
Larger ships will have multiple 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|335px]]&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 in to sections so that damage will be localised to where weapon fire impacts. This means that the cargo hold can be exposed (shedding cargo) but thrusters, hyperdrives and weapons would not be affected.&lt;br /&gt;
&lt;br /&gt;
Alternatively, hyperdrives or thrusters could be targeted, preventing an escape or completely disabling the enemy. 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|335 px]]Unlike RPG games, 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]], [[Roles#Explorer|Explorer]], [[Roles#Bounty Hunter|Bounty Hunter]] 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;
Frontier Developments have been positive about suggestions that players can have multiple ships so they are able to switch between roles. However, how this will be achieved has not been finalised.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
[[File:Elite Dangerous Trading Dev Diary|full|right|335px]][[Roles#Trader|Trading]] in previous games was limited to a relatively small number of different commodities such as hydrogen fuel, precious metals, computers etc. Elite Dangerous will see the addition of an extra dimension to the various commodities traded. Depending on how far goods have travelled, a higher price will result.&lt;br /&gt;
&lt;br /&gt;
Stockmarkets will no longer have static prices depending on system. Prices 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. David Braben has said that game items can also be bought and sold, such as maps and permits. There will also be [[smuggling]].&lt;br /&gt;
&lt;br /&gt;
===Piracy &amp;amp; Bounty Hunting===&lt;br /&gt;
Engaging in combat has the consequence of heating up your hull (e.g. performing tight turns, firing weapons) which will make you easier to spot on scanners. This means that players will be able to detect on-going battles and join in. David Braben has hinted at the abilitiy for combatants to communicate with ships in the vicinity to &amp;quot;do deals&amp;quot;. This may mean you&#039;ll get a share of the profits if you save a trader from pirates or you&#039;ll get a share in the loot if you don&#039;t mind getting a bounty on your head.&lt;br /&gt;
&lt;br /&gt;
===Mining &amp;amp; Gas Scooping===&lt;br /&gt;
Of course, mining and scooping will be important activities; providing the raw resources to keep civilisation going. However, little has been said about how they will differ, if at all, from previous games. Although mining would seem to be a very labour intensive activity, requiring much of a player&#039;s time, it hasn&#039;t been included as a career in its own right.&lt;br /&gt;
&lt;br /&gt;
==Currency / Credits==&lt;br /&gt;
Frontier Developments have mentioned that they have considered multiple in-game currencies, as long as they don&#039;t confuse gameplay. Players will be able to buy credits with real money. However, buying progression is made difficult because many aspects of the game depend on rank. By embracing real money transactions they are hoping to avoid the &amp;quot;gold farmers&amp;quot; that have blighted most modern MMORPG games.&lt;br /&gt;
&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. However, such a mechanism would not work in a multiplayer game, so Elite Dangerous will feature faster than light travel using hyperspace.&lt;br /&gt;
&lt;br /&gt;
==Landing On Planets==&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 in to the rich experience planned for atmosphers, watch the [[Procedural Generation|procedural generation]] video above.&lt;br /&gt;
&lt;br /&gt;
==Ship Customisation==&lt;br /&gt;
[[File:Engines.jpg|thumb|335px]]Ships will be customisable in a way that affects how the ship functions. They will feature hard points for weapons and thrusters, giving the player more control over how the ship behaves and what strengths and weaknesses it&#039;ll have.&lt;br /&gt;
&lt;br /&gt;
==Readying Weapons==&lt;br /&gt;
Weapons will not always be immediately available. Weapons will need to be enabled in anticipation of using them. This allows for offensive / defensive stances and bluffing.&lt;br /&gt;
&lt;br /&gt;
==Realistic Astrophysics==&lt;br /&gt;
[[File:Asteroid_field.jpg|thumb|330px|Asteroid Field]]Although, for reasons of playability, the game will not feature completely realistic Newtonian mechanics, there is going to be a vast improvement in astrophysics. David Braben has confirmed the inclusion of new encounters with comets, black holes and quasers (in updates at least).&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 randomly generated Milky Way with over 100 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 Not included at Launch==&lt;br /&gt;
After release [[Features not Included at Launch|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;
[[Category:Elite Dangerous]]&lt;br /&gt;
[[Category:Kickstarter]]&lt;/div&gt;</summary>
		<author><name>81.174.240.66</name></author>
	</entry>
</feed>