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Being an Oct Noob

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Master Sergeant
Master Sergeant

Joined: 06 Dec 2002
Posts: 67

PostPosted: Sun Apr 20, 2003 4:27 pm    Post subject: Being an Oct Noob Reply with quote

Got frustrated at a number of things and reset as an Octavian noob, certainly dont claim this to be a definitive get to lvl26 guide or anything, but thought it might be of interest.

Who I was: A level 48 Solrain trader, nice pot of cash and PoS etc.

Who I am: Budding level 9 Octavian Trader with no money (deliberately reset all my credits and do my best to refuse handouts with a few caveats I'll outline later).

First Impressions and getting started.

Well I'm sat on Oct Core with a stock Apty what next? Fortunately I am well aware of a couple of important facts.

1) I need to raise my Political Rating fast
2) I need to earn some money
3) I need to increase my level to be able to buy anything sexy like guns, shields and so on.

First thing I notice is that the Apty has a whole 1 cargo space which pretty much rules trading out immediately. However Episode II does give noobs one very good resource for a) getting cash and b) getting exp. I launch and spend a few minutes establishing whether stock kit is any good at shooting jellyfish. Yay! Jellys are easy prey for an apty and a pilot with a bit of patience.

Levels 0 - 5 I spend doing trannie runs and sitting outside the destination station shooting jellyfish for 5000 credits and 1000 experience a pop.

During this time I get the inevitable offers from people to be mentored. I exchange at this time mentor status for a ship full of kit (guzzie, calefactors, couple of purgs and so on). In theory the mentor programme encourages established pilots to teach noobs, in practice many new pilots find themselves getting mentored for maybe 10 minutes and then never seeing their so called mentor again. At the very least if you are going to accept a mentor offer, sting them for a bucket load of cash and some ship kit if you suspect that you are not going to see them again. (Personally I would never accept an offer from a pilot you cannot see on your radar who hasnt spent the last hour or so flying with you explaining stuff).

The second thing that I do (this was before the mentor came along) was get hold of a BCU. This modx allows you to "flip" the beacons (the tubes coloured red, green, blue or grey seen in every sector if you cycle your radar). Grey beacons are "neutral" and can be flipped to your factions colours, these give you an experience bonus every 20 minutes or so and also count towards Skill Stars.

At this point I have a nicely equipped Apty with a BCU and am flying circuits of Octavian Stations (not to depot) doing transport missions, flipping any grey beacons and shooting jellyfish until the level 5 cutoff kicks in (exp and credits drop to 10 whether you have docked for your promotion or just exceeded the experience score).

At level 3 a new ship is available, the Albatross, to be honest I really cant recommend that you buy this ship for anything other than curiosity (and then use the sim). Whilst it has three times the cargo space of the apty (yep, a whole 3) it only has one gun which makes getting out of trouble very hard work, even a C1 can pose major problems when you have very bad shields and only 1 pea shooter to defend yourself with.
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PostPosted: Sun Apr 20, 2003 5:59 pm    Post subject: Reply with quote

thanks. will get my US buddies to post that to ND forums, "newbies please read thread" (if they actually still have that thread stickied still)
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Test Pilot
Test Pilot

Joined: 01 Oct 2001
Posts: 10

PostPosted: Sun Apr 20, 2003 6:13 pm    Post subject: Reply with quote

While the Albatross' 1 gun doesn't do much for you, with an Impeller engine (assuming no generous brokers) you can run from C1 squids easily at cruise, and on AB C2/3 are avoidable. Thanks to the 1-engine design, you get 10 minutes of AB fuel, giving you a lot more leeway on fuel consumption than the class counterparts from the other factions. Hell, when I was starting up (well before the Ep2 flux flood, admittedly) I ran pretty much the entire Oct station circuit purely on AB. Mostly it was to do the leveling tranny missions faster, but it also kept me away from whatever flux showed up.

If you find someone to broker you a Cent3/Harvester and Guzzler, even at cruise an Albatross can outrun up to a C4 snail. AB will get you out of a C5's reach easily (v341/389 cruise/AB, on a Guzzler). (You can substitute a Rake PP as a make-do plant if you don't have the 200Kcr+ for a Cent3 or Harvester, but that means running around 80-ish % throttle, putting you up to ~v315 cruise before having insufficient juice for radar.)

As for the Albatross itself, while hardly the best ship with a bit of planning it can get you some starting cash. Take a tranny mission, and try to find something profitable via the various economic tools (even if only a relative few creds profit) to stick in the other 2 spaces. Not "easy money", but even BladeR (Oct, first billionaire in release IIRC) had to start with almost nothing.

The reason I suggest transports with extra cargo is that, frankly, until you get to L21, the exp payout on cargo missions (except for the dereg runs, turning unknowing noobs into grieferbait) rather sucks, thanks to the outrageously outdated bonus caps that date back to well into beta... but that's another issue entirely, and not important to this thread. :) Transport runs give decent exp for the time spent, but without some suplemental hauling in the process it's not really much of a money-maker.
Just another nohbody

Last edited by Nohbody on Mon Apr 21, 2003 2:53 am; edited 1 time in total
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Master Sergeant
Master Sergeant

Joined: 06 Dec 2002
Posts: 67

PostPosted: Sun Apr 20, 2003 11:33 pm    Post subject: Reply with quote

Sure, just honestly didnt feel that it was particularly worth getting to level 3 and dumping the aptyerx for, but it does link quite nicely to...

Hitting level 6

At level 6 the Buzzard Shuttle is available. With a size 4 engine (though only enough power for an adventa), Single size 2 gun slot and more importantly 8 cargo space it has a lot more flexibility in what you can actually do within Jumpgate rather than mindless run circuits of Oct space.

However in order to kit this ship out I did have to smile sweetly at a friendly Octavian for a 100k loan and swap my guzzler engine for an adventa. This done however I changed tactics slightly and started to run two main types of mission with the aim of levelling and gaining some much needed cash.

Firstly I alternated circuits of Octavian space running transport missions and flipping any grey beacons with shuttle runs between Outpost and Wake. From Outpost to Wake, in addition to taking a transport mission I also carried 7 units of lumber. Once at Wake I then ran transport missions around Solrain. From Wake to Cornea carrying grain, from Cornea to Depot carrying water and from depot to Solrain Core just running a Transport mission.

At Solrain Core I headed back to Oct Outpost carrying Organic foods and then repeated the cycle (still not familiar enough with Oct stations and too lazy late last night to work out what I could lug round Oct stations).

If you are feeling brave, especially on EU where Sol is in a bit of disarray at the moment, you can also flip Solrain grey beacons Note this can be taken as a "hostile" act by factional squads, being a low level you should be warned that this is the case if you get caught, but if you persist there is a good chance you will be shot at and/or escorted out of Sol Space

What I am doing at this point is building up some cash, we are not talking about retire to the bahamas level profits here, but all the items will earn you around 600 credits profit per unit, all are light and more importantly cheap. So that transport mission rather than earning you 6000 credits or so is now earning you around 10000. In addition you are also building up your Solrain and your Octavian Political ratings.

Level 8
At level 8 the cutlass missile becomes available. If you can also beg, borrow or steal a Banker mining laser you can now start earning skill stars with ease. It is certainly more than possible to experiment with other missiles if you want to have a play before you reach this stage, personally I'm just a bit of a stat whore as much as anyone else and Cutlass, Screwdrivers and Purgatories are really the only missiles that I have found that will reliably hit a target without too much effort.

You can of course start mining at level 6 where you will be able to do two mining missions in one go by mining 3 units of common ore and (i suggest) 3 units of ice, from level 9 however you will need 4 units of each type to finish a mission, this cannot be done in a ship with 8 cargo space because of the extraction ratios from roids resulting in traces of other types (ie mine 4 units from a common roid and you get 3.xx units of common and traces of ice, radioactive, semi fluxors and precious metals). This is especially simple to do around Solrain space which is rich in Ice roids.

Again you can play your noobie card and see if someone will donate some missiles to you, otherwise they are going to cost between 9-10k each and wont actually kill the flux that they hit, but will weaken any squids or snails significantly making them much easier for you to kill/run away from.
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Master Sergeant
Master Sergeant

Joined: 06 Dec 2002
Posts: 67

PostPosted: Mon Apr 21, 2003 12:06 am    Post subject: Reply with quote

Level 9
This gives you access to the Raven Light fighter. This is quite a tasty little fighter when equipped with 4 Strakers, a spore capacitor, haven shield, chime radar, 2 respect engines and a duellist (which you can make yourself on EU by taking 1 unit of electronics, copper and gallium to the science factory at Great pillars station for a cost of about 110k).

In addition to running transport missions, trading a bit and mining you do now have the option of trying to earn a few credits flying escorts for miners/slow tows. Personally I would suggest that Miners would offer a safer option, especially if you are not yet that comfortable flying combat missions as they will tend to pick a relatively quiet sector anyway whereas Tows will often have to navigate sectors infested with snail class (C4,C5) flux and higher.

This is not going to do a great deal for your pol ratings or, depending on how active the server is at the time your experience but if levelling is not the be all and end all of what you are trying to do, it does make an entertaining change from all those transport missions and gives you a chance to start getting kills for your Unity Stripe medals.

It can however be quite a lucrative diversion. Exactly how much you can earn depends on your negotiation skills, but to a heavy miner pilot, they will most likely be more than happy to pay you 100-250k per load to help keep dropped flux off them. If people aren't dropping flux for you, you do always have the option of "spawning" your own, simply fly to the nearest gate, jump out and then jump back in again.
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Master Sergeant
Master Sergeant

Joined: 06 Dec 2002
Posts: 67

PostPosted: Tue Apr 22, 2003 11:51 pm    Post subject: Reply with quote

OK, since level 9 I must admit I've spent most of my time back in the buzzard (personally I find shooting flux dull as dishwater) mining, doing trannie missions and acting as a runner on the Oct faction mission.

If there is a Faction Mission going, this is good time to a) Raise your Pol rating if you still need to. b) Earn some cash, a decent broker will sell the high cost goods to you (which earn the best mission bonus) and allow you pay him/her back after you have sold them. c) Actually do something "useful" and shatter the Thou shalt be level 26+ before you can do something valuable for your faction myth. Dont forget you have an additional 25 "floor" space on station that you can use if needed. TRaditionally on an FM only 50 units count towards the FM total. But at this level the mission states that you are limited to 5 units. I dont actually know whether you can sell more than 5units and have that count towards the faction mission, personally I have acted on the basis that it does and used my max cargo and floor space by selling 33 units rather than 5.

All of this brought me to

Level 15
At this point I experienced what I haven't in Jumpgate for a long long time. Jaw dropping, ear to ear grin inspiring fun. What pray tell brought this on? The Peregrine Scout hail

Since then I have pottered round space at earth shattering speeds and flipped unreg beacons twice which has pretty much levelled me to 18 in the space of a few hours and been an absolute blast at the same time (nothing quite like trying to flip a beacon before the C10 and two C7s arrive to rip your paper thin shields and armour to shreds). Mention this on F5 or :obld (the faction mission channel) and I guarantee the rest of the Octs, especially the Tow pilots will love you. More beacons = Lower taxes = happy traders, FM brokers.
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