Why This Game Will Break You (And Why That's Okay)
I've got about 2,300 hours in Elite Dangerous. I've been ganked outside Jameson Memorial, pancaked my Anaconda into a 5G planet because I was watching Netflix, and spent three straight hours in supercruise chasing a mission signal that turned out to be a tourist beacon. And I keep coming back. This game is a masterpiece of spite โ it doesn't care if you're having fun, it just cares that space is scary, beautiful, and completely indifferent to your existence. If you're reading this because you just bought the game and feel like you've been thrown into the cockpit of a spaceship with no manual, a faulty throttle, and a galaxy that wants to kill you? Yeah, that's exactly the point. Let me save you the first 50 hours of screaming at your monitor.
The Five Things That Almost Made Me Uninstall
Let's be real: Elite Dangerous is terrible at teaching you how to play it. The tutorial is a joke. The "training missions" don't actually train you for anything that matters. Here's the stuff that made me rage-quit three times before I finally got it:
- The learning cliff, not curve. You start in a Sidewinder with no money, no clue, and the game immediately throws you into a galaxy with 400 billion star systems. The first time I tried to land on a station, I bounced off the mail slot for 20 minutes and got fined for loitering. You're not stupid โ the game just expects you to fail until you figure it out.
- The grind is real, but it's avoidable. Everyone says "do courier missions" or "mine void opals." They're lying. The real money is in road-to-riches exploration mapping high-value systems, or stacking massacre missions with a buddy. I wasted 40 hours doing delivery missions for 50k credits each. Don't be me.
- Ganking is part of the deal. Open play isn't "the real game." It's PvP with no rules. I lost a fully engineered Python at Deciat because I was scanning the beacon and some guy in a FDL deleted me for laughs. Go to Solo or Private Group until you have shields that don't evaporate. Anyone who tells you otherwise is the guy doing the ganking.
- Supercruise is a time vampire. The first time I took a passenger mission to Hutton Orbital, I didn't know it was a 90-minute real-time trip. I sat there. For 90 minutes. Wondering if I'd made a horrible mistake. (I had. It's a meme. Don't go to Hutton.)
- Engineering is mandatory, not optional. The game doesn't tell you this, but around 40% of your progress is gated behind engineers. Want to jump further? Fight better? Mine faster? You need to grind materials, unlock engineers, and learn a mini-game that's basically "spin the roulette wheel on your modules." It's annoying, but it's the only way to make your ship not feel like a wet paper bag.
Your First 10 Hours: Do This, Not That
You just launched. You're in a Sidewinder with a loaned pulse laser and a shield that's basically a suggestion. Here's your actual day-one plan, in order, no bullshit:
- Spend your starting 1,000 credits on a Fuel Scoop. You will run out of fuel. Everyone does. The Fuel Rats are a real player-run rescue service (check our Fuel Rats guide), but it's embarrassing to call them your first hour. A 1A Fuel Scoop costs nothing and fits any ship. Put it in a class 1 optional internal slot. Now you can scoop stars without melting your canopy.
- Turn off your cargo hatch and most of your utility modules. Go to your right panel, Modules, and set the cargo hatch to "0" power. That gives you more distributor power for your thrusters. Same for the supercruise assist if you're manually flying. Every little bit of power matters when you're running from a pirate.
- Bind "Throttle 75%" to a button. In supercruise, if you hold your throttle at 75% when you're 7 seconds away from your target, you won't overshoot. This is the single most important keybind in the game. I wasted so much time doing loops of shame because I couldn't slow down in time. Bind it.
- Do the "Courier Data" missions in the starter zone. Filter your map to show only systems with a Famine state โ those stations pay double for food deliveries. Stack 6-8 courier missions going to the same system. You'll make 200k credits in an hour, which is enough to ditch the Sidewinder for an Adder or Cobra MkIII.
- Buy a Cobra MkIII first. Everyone says "save for a Python" or "rush the Diamondback Explorer." No. The Cobra MkIII costs ~380k credits, is fast enough to run from anything, has enough internals for cargo and a Fuel Scoop, and teaches you how to fly without training wheels. I flew mine for 300 hours before I touched anything bigger.
- Never fly without a rebuy. The "Rebuy" cost is 5% of your ship's total value. If you die and don't have enough credits to cover it, you lose the ship. Forever. The Sidewinder is free, but your first upgrade ship? Keep 2x the rebuy in your wallet at all times. I lost a fully kitted Asp Explorer (10 million rebuy) because I was 2 million short. Had to start from a loaned Sidewinder again. Don't be me.
Hard-earned pro tip: When you land at a station and you hear "Warning: ship hardpoints deployed," do NOT boost into the mail slot. I have done this seven times. Seven. The station will instantly destroy you and you'll lose your cargo, your bounties, and your dignity. Put your landing gear down BEFORE you enter the mailslot. The docking computer is not a luxury โ it's a 15k credit insurance policy. Buy one. Use it. I'm not joking.
Things The Game Never Tells You (But Really Should)
After you've got your first real ship and you're not dying every 20 minutes, there's a whole layer of mechanics the game hides from you. Here's what I wish someone told me at hour 50:
- The FSS Scanner is mandatory, not optional. The Full Spectrum System Scanner (default key: ' above Enter) lets you scan every body in a system without flying to it. Hold the key, zoom in on the signal, and release. You can map an entire system in 2 minutes. The number of players who supercruise to every planet because they don't know this button exists is astronomical. You can now explore an entire system in 2 minutes instead of 30.
- Material traders are your friends. Grinding for specific engineering materials (like Modified Embedded Firmware or Pharmaceutical Isolators) is a nightmare. But you can trade down or up at material traders located in some stations. Filter your galaxy map by "Material Trader" in the services tab. I spent 20 hours farming high-grade emissions for one material that I could have traded for 30 seconds of menu work.
- Heat sinks save your life in combat. Every ship has a heat threshold. If you go above 150%, your modules start taking damage. Above 200%, your canopy can crack and you'll start suffocating. Pop a heat sink (bind it to a fire group) when you're taking fire or scooping too close to a star. I ignored heat sinks for 500 hours and wondered why my canopy kept exploding.
- The galaxy map is a weapon. You can filter by powerplay states, economy, and security. If you're hauling cargo, never jump through an anarchy or low-security system. You will get interdicted by player pirates or NPCs with railguns. Filter your route to avoid those systems. I lost 50 million in void opals because I zigged through an anarchy system thinking "it'll be fine." It was not fine.
- Ship launching from a carrier? Watch your tail. Fleet carriers have a tiny ship model in the hangar. When you launch, you'll pop out of the carrier's back end at full speed. Boost immediately or you'll drift into the carrier's hull and bounce off like a pinball. I've seen new players blow up before they even leave the parking lot.
- Quad scanners are for mining, not combat. The Detailed Surface Scanner (DSS) is for mapping planets from orbit. The Pulse Wave Analyzer is for finding subsurface deposits. Don't put a DSS on your combat ship โ it's wasted weight. I spent a week wondering why my Krait MkII couldn't jump far. Because I had a DSS, a fuel scoop, and a refinery in a ship built for killing. Read your module descriptions.
How I Died Stupidly So You Don't Have To
I've died in every stupid way possible. Here's the common mistakes I made so you can laugh at me and avoid them:
- Flying without rebuy. I mentioned it, but I need to say it again. I bought a Type-9 heavy, filled it with 752 tons of gold, and tried to boost through the mail slot. I slammed into the slot, got stuck, station blew me up. 150 million credits gone. No rebuy. Back to a Sidewinder. I uninstalled for three months.
- Ignoring hull integrity. Shields are great until they fail. Every ship has a hull hardness and armor value. If your hull drops below 80%, your modules start failing. I was running a shieldless mining ship (yes, I know) and got hit by a pirate's mine. Hull went to 30%. My FSD failed. My power plant exploded. I died in the asteroid belt because I was too cheap to buy a 1D hull reinforcement package. They cost 5k credits. Buy them.
- Overcharging your power plant. Engineers let you modify your power plant (Grade 1 Overcharged is cheap). But if you overcharge it too much, your heat efficiency tanks. I put a Grade 5 Overcharged with Monstered experimental on a Vulture. The ship ran at 45% heat at idle. I couldn't fire two beams without hitting 200% heat. My canopy cracked mid-fight. I lost the fight because I couldn't see the enemy through the frost on my canopy. Go Low Emissions or Armored for most builds. Overcharged is a trap for new players.
- Using the docking computer wrong. The docking computer works, but it's slow. If you're in a hurry, don't activate it until you're within 2km of the station. If you start it from 10km away, it'll loop around the station like a drunk grandpa. I once watched my docking computer fly my Anaconda into the side of a Coriolis station because it tried to circle around for approach. I couldn't take control fast enough. BOOM. Rebuy screen.
- Messaging system is not for docking. You can send messages to stations using the comms panel (default: 2 then right panel). Typing "request docking" in local chat does nothing. I spent 20 minutes spamming local chat wondering why I couldn't land. The game doesn't tell you. Go to your left panel (the one with the icon of the station), select Contacts, then Request Docking. That's it. Not chat.
Questions You're Googling At 2 AM
Q: How do I make money fast without getting bored?
A: Exploration with the road-to-riches tool (search it online) or mining platinum in a Python. Platinum sells for ~280k per unit at Haz RES sites. You can make 30-50 million per hour. But it's mining, so bring a podcast. If you want action, stack massacre missions from the same faction in a system with a has res extraction. Stack 10-15 missions, kill 30 pirates, cash in 40 million.
Q: What's the best beginner combat ship?
A: Viper MkIII (combat) or Cobra MkIII (multi-role). Don't buy the Eagle โ it's fragile. The Viper MkIII costs ~140k credits, fits two medium hardpoints, and can boost to 600m/s. Put two Gimballed Multicannons (size 2) and two Pulse Lasers (size 1). Kill small ships until you can afford a Vulture. Then upgrade to the Vulture. It's the best medium combat ship under 5 million.
Q: How do I escape a ganker?
A: Submit to the interdiction (throttle to 0), boost away, high wake to another system (select a random system in your nav panel and jump). Do NOT try to low-wake (supercruise) โ they can mass-lock you. High-waking ignores mass lock. Bind a key to "select next system in route" and spam it while boosting. If you have heat sinks, pop one to break their targeting. I've escaped ganks with 10% hull because I high-waked instead of fighting.
Q: Is the expansion (Odyssey) worth it?
A: Only if you want on-foot missions. The core space game is the same. Odyssey adds FPS combat, exobiology (collecting plants), and walking in stations. It's buggy, the FPS is rough, and the grind is worse. But if you love the game and want a change of pace, it's fine. The base game (Horizons) gives you 95% of the content. Check our Odyssey vs Horizons breakdown for the full rant.
Q: Which ship should I save for?
A: Python (medium, best multi-role), Krait MkII (combat/exploration), Anaconda (endgame, huge jump range). But don't rush. Fly the Cobra until you can buy and outfit a Python without selling your soul. The Anaconda is slow, expensive to outfit, and turns like a cruise ship. I bought one, flew it for a week, went back to my Krait. Bigger isn't always better.
Q: How do I find a player group?
A: Use Inara.cz or the official forums. Search for "player faction" or "squadron" in your region. I fly with Fuel Rats (rescues) and Hull Seals (hull repair). There are groups dedicated to exploration, PvP, mining, and BGS manipulation. The game is infinitely better with people. If you want to play solo, that's fine too, but the community is honestly incredible.
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๐ฌ Comments
What players are saying:
This guide is exactly what I needed. I was doing courier missions for 12 hours and wondering why I was poor. The "road to riches" tip alone saved me. I made 15 million in my Cobra last night mapping water worlds. Also, the 75% throttle keybind thing is a lifesaver. I used to overshoot every single station. Thanks for writing this, seriously. The official tutorials are garbage.
I'm 200 hours in and I still learned stuff from this. The "mass lock vs high wake" mechanic is something I never understood. I just thought gankers had magical powers. I practiced the escape drill in a Viper and actually survived my first interdiction attempt at Deciat. Also, I def lost a ship to the docking computer thing you mentioned. It flew me into the station wall and I couldn't take control in time. Felt seen.
Gonna disagree a bit about the Overcharged power plant being a "trap." I run a Grade 4 Overcharged on my Mamba with Thermal Spread and it's fine. 28% heat efficiency, no issues. But I agree with everything else โ especially the material trader advice. I farmed High Grade Emissions for 30 hours for Modified Embedded Firmware when I could have traded down from something common. That hurt. Good guide overall, even if I curse your name for the Python recommendation (I hate the cockpit view, Krait is better).