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- Frontier: Elite II - A BeginnerÆs Guide
-
- Getting Started
- There are three different systems to choose from when you start out in Frontier,
- each having a significant and unique effect on the difficulties you face.
-
- Mars This is the toughest option. You start
- off without a hyperdrive, so getting out of the Sol system is a no-no. To get
- anywhere, you have to trade between the planets within the system, which is risky
- and normally gives very small margins for profit. In addition, you have no
- autopilot, and so must navigate manually. The only thing in your favour is the
- stability of the Sol system - youÆll never get attacked by pirates. Unless youÆre a
- very experienced player who fancies the challenge, though, itÆs best to avoid
- starting here.
-
- Lave In many ways this is the easiest choice, because you start with a Cobra
- Mk III instead of an Eagle, which puts you at just under 100,000 credits better off.
- The best move is to sell the Cobra as soon as possible, buy a Viper or an Adder,
- then spend some of the remaining money on fitting the ship out (See Optional
- Extras on the facing page). Make sure you leave yourself enough to fill your cargo
- hold. However, there are drawbacks. Starting on Lave automatically gives you a
- Fugitive legal status in both the Federation and Imperium, and pirates are far more
- common in independent space. Nevertheless, this is still the easiest place to start
- off from, especially for people who donÆt want to spend a lot of time getting a
- decent ship.
-
- Ross 154 This is the gameÆs recommended starting position - and the one
- the manualÆs introduction is tailored to. ItÆs moderately difficult - although you
- start off with only an Eagle Fighter, it does have a hyperdrive - and plumps you
- right in the middle of Federation space, so straight off there are a lot of safe
- planets to trade with. You can even start on a military career, if you want.
- When starting from here your primary goal should always be to save enough
- money to buy a bigger ship - the Eagle has virtually no potential, and to get
- anywhere youÆll need to upgrade.
-
- Trading Places
- Trading is the easiest, safest and most profitable way to make money at the start
- of the game. WhatÆs more, Frontier has made the whole process much easier than
- in the original Elite, by providing economic data on systems and suggested trade
- routes. Buying a trade item on a planet that exports it and selling it on one that
- imports it virtually guarantees a profit, so even the complete novice shouldnÆt find
- things too difficult. However, here are a few pointers...
-
- Always check the bulletin board before selling a trade item. Often there will be
- people wanting to buy a specific type, and they normally offer twice the current
- market price. By selling to these people you can make huge profits.
- Always check the legality of the items youÆre carrying with respect to your
- destination system. The police in Frontier are amazingly efficient, and will whack
- a big fine on you just for possessing a restricted good.
- Robots are the best things to buy at industrial worlds and sell well on agricultural
- planets, giving the highest profit in nearly all cases.
- Look out for systems that are undergoing a civil war, or are disputed by the
- Federation and the Empire, such as Zeaex (3,-2) or Enioar (-3,-4). These systems
- are very dangerous, but prices are incredibly high. You can make a huge profit if
- youÆre prepared to fight your way through them.
-
- Optional Extras
- Frontier has a huge array of equipment for the new pilot to choose from, some of
- which is more useful than the rest...
-
- Shooty Things Arming your ship adequately is a very important part of
- Frontier - even if you donÆt intend to pick any fights, you still have to defend
- yourself. Try to upgrade to a beam laser as soon as possible - even the 1MW
- version is more deadly than a pulse laser, for example. You wonÆt need anything
- bigger than the 4MW model for some time, however. Likewise, the plasma
- accelerators are massive overkill until much further into the game, so donÆt worry
- about them early on. Missiles are more a matter of taste, but itÆs worth paying the
- extra for the Navy Grade models that are immune to ECM, and saving them for
- emergencies. DonÆt bother with mines - missiles are far more effective for a
- minimal increase in price - or Energy Bombs, unless you have a very large ship
- (they take up 4 tonnes of cargo space, you can only use them once and theyÆre
- only effective against the smallest of enemies).
-
- Defensive Measures The simplest way to defend yourself in Frontier
- is to get a bigger ship - the greater the Hull Mass, the more damage a ship can
- soak up before exploding, you see. Not many ships use missiles early on in the
- game, but once youÆve got a decent ship it is worth getting an ECM system.
- Shield Generators are all but pointless unless you have the space for at least five,
- and ten is a better number. If you have ship big enough to do this then itÆs also
- worth getting an Energy Booster. Steer clear of Escape Capsules - itÆs very easy to
- launch them accidentally. Again, the Hull Auto Repair System is very useful, but
- you needa big ship.
-
- Getting There To buy Military Drives, or not? ItÆs a tough decision, and
- one that depends greatly on your current circumstances. If you have a very large
- ship, are travelling on the edges of settled space or even exploring new systems,
- then theyÆre not a good idea. However, for medium-sized ships in developed areas
- they free up a great deal of space, and can easily pay for themselves. Be aware,
- though, of the hassles of the radioactive waste products - dumping them is legally
- risky, and even carrying them is illegal in some systems (notably Sol).
- Other Stuff A lot of this will depend on your current situation and personal taste,
- but there are a few things that apply in all cases. The Radar Mapper enables you
- to collect bounties on wanted pirates, and is very useful besides for judging the
- level of your opposition. An Auto Pilot is all but vital, especially when getting
- started. Atmospheric Shielding is well worth the minimal space it takes up, just
- for the flexibility it provides when choosing where to land. Fuel scoops are handy
- for users of normal hyperdrives, but the Cargo Scoop Conversion is pointless
- unless youÆre into asteroid mining - most combats occur at such high speed that
- correcting your course and intercepting any wreckage is all but impossible. And
- the Autorefueller is not worth bothering with - just keep an eye on your fuel, and
- always carry a few tonnes spare.
-
- Surviving Combat
- The key thing to remember about combat is that 90% of the time it occurs when
- youÆre travelling to a planet at several hundred kilometres per second - which
- makes it very hard to manoeuvre. HereÆs a smattering of useful combat tactics to
- give you the upper hand.
-
- As soon as the alert sounds, and you drop out of accelerated time, switch to
- manual thrust and turn about 90í away from your current heading. Wait for about
- ten seconds, and then turn off your engines. This will shift your course enough to
- prevent incoming enemies lining you up in their sights - remember, they are going
- as fast as you and find it just as difficult to manoeuvre.
- Once your engines are off, spin around until the enemy is in front of you. Pause
- the game. Use the mouse to target the ship by clicking on it, then unpause and
- start firing at the enemy. With any luck it will fly straight by, and turn around for
- another pass. Keep strafing your opponent in this way, and you should be able to
- destroy him quite easily.
- If another ship lines up on you and starts firing while this is going on, be ready to
- quickly turn on your engines and thrust away at an angle from him. Once more,
- hold the thrust for about ten seconds and then turn off your engines before
- swinging around and continuing to fire.
-
- Onwards And Outwards
- These hints and tips only scratch the surface of Frontier, but they should get you
- started, and cover most of the questions and queries weÆve had about the game.
- The key thing to remember is that there are few ærightÆ things to do in the game -
- itÆs very much up to you to do what you want, so have fun.
-
-