I can get from here to there okay and have just started to amass fortune via mining, but need to figure out reconfiguring, getting to safer mining areas etc. Any help would be welcome
Greetings! N00B here :)
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Apostlyte
- Ensign

- Posts: 7
- Joined: Wed Jul 29, 2015 7:24 pm
Greetings! N00B here :)
Funny story, I paid for this game in 2011. I just redownloaded it after having not played it since bought and I think I rediscovered why I did not get anywhere the first time. This game is VERY complex! So I have been surfing the forums looking to try and master things like my next ship so I can continue to build a mining empire. I found Esben's 'TUTORIAL: Starting your mining adventure' post and am going to try and work my way through that. I also looked at the shipyard on the starting station and was utterly baffled.
I can get from here to there okay and have just started to amass fortune via mining, but need to figure out reconfiguring, getting to safer mining areas etc. Any help would be welcome
I can get from here to there okay and have just started to amass fortune via mining, but need to figure out reconfiguring, getting to safer mining areas etc. Any help would be welcome
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Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
Greetings! N00B here :)
Getting around isn't all that hard once you familiarize yourself with the quadrant map and learn the location of the jumpgates. To travel safely through hostile areas of space, keep your speed up beyond 2000 (to outrun enemy missiles and ships) and maintain the heading and pitch you're on after exiting a jumpgate. The heading will orient you toward the next gate so that you don't need to slow down to maneuver with hostile ships around. And the high speed will give you the needed time to find and right-click on the next gate.
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Busch
- Captain

- Posts: 1468
- Joined: Tue Jul 20, 2010 1:07 am
- Location: Portland, OR. West Coast, USA
Greetings! N00B here :)
Commander

[SW] Clan Squadron Lead - Retired
Call Sign: Busch



[SW] Clan Squadron Lead - Retired
Call Sign: Busch


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Apostlyte
- Ensign

- Posts: 7
- Joined: Wed Jul 29, 2015 7:24 pm
Greetings! N00B here :)
Best I can tell I need about 434k to max out my little ship with cargo bays so I can turn money faster. So, my little ship will be the same when i log into a multiplayer game, is this correct?
***EDIT***
Okay, that was alot easier than I thought it was. So, with 200K liquid capital, I easily moved my frame configuration around to be sitting at engine 2 and cargo bay 5.
[Edited on 7-29-2015 by Apostlyte]
***EDIT***
Okay, that was alot easier than I thought it was. So, with 200K liquid capital, I easily moved my frame configuration around to be sitting at engine 2 and cargo bay 5.
[Edited on 7-29-2015 by Apostlyte]
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PaulB
- Commander

- Posts: 588
- Joined: Sat Feb 22, 2014 11:25 pm
Greetings! N00B here :)
It was very complicated for me at 1st and I still will not do Racing and I'm not that good of a pilot when it comes to Roll - and especially with frames with Agility above 60 - maybe partly cause I'm using a gamepad but my one try with a Logitech 3D Extreme and I junked it and can't afford to go experimenting with more joysticks. I like my Razer Sabertooth except all gamepads have extremely poor quality analog sticks - regardless of brand.
I used to avoid combat like the plague and I still pretty much avoid it in Moderate and Hostile systems if there are more than 3 Reds around. Butmost of that I've gotten over aka the fact that I've finally made Fleet Admiral (thaks to some help from Beta_ver, Viper 1 and a few others in Talison Conflict
Getting your money up is a lot easier in MP because player have built up a lot of hightech stations in places and you aren't as limited to relying on Pearl and Hidden Pearl
Somethings you kinda need the Technical Guide and Hints & Tips guide or someone to tell you things or you may never figure them out on your own for a looong time.
But after a while the steep learning curve drops away.
Effective use of Inertial in combat is the hardest part and I'm nowhere near being effective at it as I need to be.
I used to avoid combat like the plague and I still pretty much avoid it in Moderate and Hostile systems if there are more than 3 Reds around. Butmost of that I've gotten over aka the fact that I've finally made Fleet Admiral (thaks to some help from Beta_ver, Viper 1 and a few others in Talison Conflict
Getting your money up is a lot easier in MP because player have built up a lot of hightech stations in places and you aren't as limited to relying on Pearl and Hidden Pearl
Somethings you kinda need the Technical Guide and Hints & Tips guide or someone to tell you things or you may never figure them out on your own for a looong time.
But after a while the steep learning curve drops away.
Effective use of Inertial in combat is the hardest part and I'm nowhere near being effective at it as I need to be.
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Apostlyte
- Ensign

- Posts: 7
- Joined: Wed Jul 29, 2015 7:24 pm
Greetings! N00B here :)
OMG INERTIA 
So, for the second time in a night, I smeared myself into an asteroid. I really gotta learn to save more often
:(:(
So, for the second time in a night, I smeared myself into an asteroid. I really gotta learn to save more often
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Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
Greetings! N00B here :)
From post: 179444, Topic: tid=12026, author=Apostlyte wrote:I really gotta learn to save more often:(:(
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DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
Greetings! N00B here :)
What you have (credits/equipment/ship) is the same in MP and SP. The only things that do differ is that anything you build in MP stays in MP, anything in SP stays in SP and aspects of your reputation from SP don't change by things you do in MP.
Reputation (your have several layers) is a bit complicated. There is a complete description and summary in the Hints&Tips Guide (you can also get it directly from SeeJay's site, where you can browse lots of other EvoGoodies!
)

Reputation (your have several layers) is a bit complicated. There is a complete description and summary in the Hints&Tips Guide (you can also get it directly from SeeJay's site, where you can browse lots of other EvoGoodies!
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Beta_ver
- Lieutenant Jr. Grade

- Posts: 55
- Joined: Thu Dec 11, 2014 1:35 pm
Greetings! N00B here :)
Welcome on board.
************ Possible spoiler ****************
Regarding the races, it becomes a lot easier when you use your ship's steering capabilities, that includes inertial strafe (up down right left) thrusters in combination with IDS mode. They add up to the result on direction change. The key is your direction indicator, the blue square on your hud and in your radar that indicates the direction your ship is going, in combination with the vertical and horizontal speed and direction indicators, above the radar.
Hint : if you properly add up all possible thrusters for a direction change, the efficiency will be multiplied, so divide the speeds equally between vert/hor indicators by rolling then move your nose towards the direction you want to take so that the direction indicator does not move away from the center of your hud, then add the strafe thrusters to the turn direction.
Ex : a sharp turn is coming to the left, you are level flying straight and coming in fast.
Roll your ship about 45° left, so the coming turn is now on the top left of your hud.
Start moving your nose up and turning left towards the inside of the turn and maintain your roll so the turn is at top left.
At this point your direction indicator will start drifting bottom + right from the center of your hud, meaning your ship is starting to slide.
To reduce this sliding, when you start your turn, also add the inertial thrusters to the direction the turn is, so here top left. If you are too fast, reduce speed setting at this point as well.
The turn will be a lot more controllable and sharper, or opposite you can force the ship into oversliding the turn by strafing down and right. You can also correct the trajectory of the ship in any direction meanwhile as a matter of fact.
This implies quite complex combination of various axis together, hence the setting in the esc menu for the hat device to be set to strafe device.
Hope this makes sense ...
Mastering this IDS + inertial seems essential to me and is what makes piloting so interesting in this model.
If you work at it you'll realize your ship can do crazy things, and it will save you a lot of fuel ...
Once you understand and start to get the hang of it, then you realize what each ship frame/wing sys/engine combination is about, at least that's the feeling I got. Changes quite a lot to the piloting
Not to mention what it brings when it comes to the thrill of pvp combat.
For a training on the matter hop by Talison WZ when I'm there.
[Edited on 30-7-2015 by Beta_ver]
************ Possible spoiler ****************
Regarding the races, it becomes a lot easier when you use your ship's steering capabilities, that includes inertial strafe (up down right left) thrusters in combination with IDS mode. They add up to the result on direction change. The key is your direction indicator, the blue square on your hud and in your radar that indicates the direction your ship is going, in combination with the vertical and horizontal speed and direction indicators, above the radar.
Hint : if you properly add up all possible thrusters for a direction change, the efficiency will be multiplied, so divide the speeds equally between vert/hor indicators by rolling then move your nose towards the direction you want to take so that the direction indicator does not move away from the center of your hud, then add the strafe thrusters to the turn direction.
Ex : a sharp turn is coming to the left, you are level flying straight and coming in fast.
Roll your ship about 45° left, so the coming turn is now on the top left of your hud.
Start moving your nose up and turning left towards the inside of the turn and maintain your roll so the turn is at top left.
At this point your direction indicator will start drifting bottom + right from the center of your hud, meaning your ship is starting to slide.
To reduce this sliding, when you start your turn, also add the inertial thrusters to the direction the turn is, so here top left. If you are too fast, reduce speed setting at this point as well.
The turn will be a lot more controllable and sharper, or opposite you can force the ship into oversliding the turn by strafing down and right. You can also correct the trajectory of the ship in any direction meanwhile as a matter of fact.
This implies quite complex combination of various axis together, hence the setting in the esc menu for the hat device to be set to strafe device.
Hope this makes sense ...
Mastering this IDS + inertial seems essential to me and is what makes piloting so interesting in this model.
If you work at it you'll realize your ship can do crazy things, and it will save you a lot of fuel ...
Once you understand and start to get the hang of it, then you realize what each ship frame/wing sys/engine combination is about, at least that's the feeling I got. Changes quite a lot to the piloting
Not to mention what it brings when it comes to the thrill of pvp combat.
For a training on the matter hop by Talison WZ when I'm there.
[Edited on 30-7-2015 by Beta_ver]

