Pilots Guide: Difference between revisions
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You begin as a poor pilot with a loaned [[Sidewinder]] from a secret benefactor. From there you must choose a path and make a living in the galaxy. All independent pilots are licensed members of the [[Pilots Federation]]. Every pilot has the title "[[commander]]". [[Ranks]] are earned by completing activities and to unlock perks in the [[Federation|Federal]] and [[Imperial Navy]]. | You begin as a poor pilot with a loaned [[Sidewinder]] from a secret benefactor. From there you must choose a path and make a living in the galaxy. All independent pilots are licensed members of the [[Pilots Federation]]. Every pilot has the title "[[commander]]". [[Ranks]] are earned by completing activities and to unlock perks in the [[Federation|Federal]] and [[Imperial Navy]]. | ||
The #1 golden rule is ''“Never fly without a rebuy”''. This means you should always have enough [[credits]] to cover your [[Ships|ship]]'s [[Galactic Insurance Company|insurance]] if it gets destroyed. The [[Pilots Federation]] covers most of the cost , but you must pay the rebuy fee (circa 5% of your total ship and module value). | |||
The controls require learning dozens of keybindings for thrusters, shields, landing gear and power distribution. You can customize the controls (mouse + keyboard, joystick/HOTAS or gamepad). By playing you will learn the basics like flight routines and gain muscle memory. | The controls require learning dozens of keybindings for thrusters, shields, landing gear and power distribution. You can customize the controls (mouse + keyboard, joystick/HOTAS or gamepad). By playing you will learn the basics like flight routines and gain muscle memory. | ||
The activities range from easy to complex. Space trucking, data courier and basic exploration are easy. [[Combat]], deep-core [[Miner|mining]], [[Mission Board|missions]] at [[Settlement|settlements]], [[powerplay]] and [[System Colonisation|system colonisation]] are complex. | The activities range from easy to complex. Space trucking, data courier and basic exploration are easy. [[Combat]], deep-core [[Miner|mining]], [[Mission Board|missions]] at [[Settlement|settlements]], [[powerplay]] and [[System Colonisation|system colonisation]] are complex. | ||
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Communication is primarily via the in-game [[Communications|Communications Panel]], which splits messages into several specific chat channels. You can also use voice chat and [[emotes]]. | Communication is primarily via the in-game [[Communications|Communications Panel]], which splits messages into several specific chat channels. You can also use voice chat and [[emotes]]. | ||
[[Operations]] are a mid-to-endgame | [[Operations]] are a mid-to-endgame scenarios, because you should have an upgraded/engineered ship and on-foot equipment. It also requires tactical coordination with teammates to complete the objectives. Managing a [[Drake-Class Carrier]] or [[Javelin-Class Carrier]] are end-game features due to the very expensive price and upkeep costs. Managing a [[Squadrons|Squadron]] is a late-game social activity, because you should know how the Background Simulation works, Powerplay, pooling resources and coordinating squad-mates. | ||
Many activities do not require constant attention so you can watch a movie on a second monitor. Elite Dangerous has beautiful [[Elite Dangerous Music|music]], but it's a limited playlist and gets repetitive so you can play custom background music. You can get a burnout by grinding the same activity. Take a break when you're fatigued or wait for the next game update. | Many activities do not require constant attention so you can watch a movie on a second monitor. Elite Dangerous has beautiful [[Elite Dangerous Music|music]], but it's a limited playlist and gets repetitive so you can play custom background music. You can get a burnout by grinding the same activity. Take a break when you're fatigued or wait for the next game update. | ||