Pilots Guide: Difference between revisions

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Elite Dangerous has a steep learning curve with complex controls and minimal in-game guidance. There are basic tutorials, but the game expects you to figure out navigation, [[Trader|trading]] and survival by yourself. However, there are free [[Third Party Tools]] for e.g. optimal trade routes, track market prices and [[Engineers|engineering]] [[materials]].
Elite Dangerous has a steep learning curve with complex controls and minimal in-game guidance. There are basic tutorials, but the game expects you to figure out navigation, [[Trader|trading]] and survival by yourself. However, there are free [[Third Party Tools]] for e.g. optimal trade routes, track market prices and [[Engineers|engineering]] [[materials]].


You begin as a poor [[pilot]] with a loaned [[Sidewinder]] from a secret benefactor in the 34th century. Thence 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 auxiliaries of the [[Federation/Ranks|Federal]] and [[Empire/Ranks|Imperial Navy]].
You begin as a poor [[pilot]] with a loaned [[Sidewinder]] from a secret benefactor in the 34th century. In the [[Elite Dangerous: Odyssey|ED: Odyssey]] expansion you begin an [[On Foot|on foot]] tutorial that teaches basic mechanics like walking, interacting with terminals, using [[:Category:Handheld Tools|tools]] and [[Handheld Weapon|handheld weapons]]. 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 auxiliaries of the [[Federation/Ranks|Federal]] and [[Empire/Ranks|Imperial Navy]]. All newbies start in the [[Pilots' Federation District]]. This protected zone has basic [[Mission Board|missions]] and [[outfitting]]. Once you've earned your [[Ranks|first rank]] in Combat, Trade or Exploration you are guided outside the district and the [[Permits|permit]] is revoked. Thence you must choose a path and make a living in the galaxy. What you want to do determines where you want to go.


The controls require learning dozens of key-bindings 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. 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]].
The controls require learning dozens of key-bindings 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. 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]].


The [[Frame Shift Drive]] allows faster-than-light travel within [[Star system|star systems]] and via [[hyperspace]]. [[Frame Shift Drive (SCO)]] lets you temporarily overcharge your engine for extreme speeds in [[supercruise]]. Landing roughly on a high [[gravity]] world or [[Landing Pad|landing pad]] can destroy your ship.  
The [[Frame Shift Drive]] allows faster-than-light travel within [[Star system|star systems]] and via [[hyperspace]]. Newer ships have [[Frame Shift Drive (SCO)]] which lets you temporarily overcharge your engine for extreme speeds in [[supercruise]]. Landing roughly on a high [[gravity]] world or [[Landing Pad|landing pad]] can destroy your ship.  


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 #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).