I am a self-motivated, adaptable, outcome-focused enterprise and solution architect that gravitates toward technical leadership roles. I am adept at building relationships and translating between business and technology practices. My experience covers architecture, management, security and software development roles over 20 years, from multiple startups to global technology companies. I am a frequent innovator with many patents; maintain many architecture, agile and security certifications and contribute to open source software.
No Man’s Sky, the survival crafting game developed by Hello Games set in a colourful, massive and procedurally-generated universe, has been around for many years. It is long enough for many to have completed its main storyline and fully explored its mechanics.
However, this is where “expeditions” come in. An expedition is a free, temporary game mode with a new storyline with altered mechanics. It is like playing a modded version of the game but with full support from the developer and only available for a limited time.
The current and seventh expedition, “Leviathan”, has five phases, each comprising eight goals. Some goals are story-focused, usually travelling to a point on a planet or using a crafted item. Some are mechanical, like collecting rare items, acquiring a pet or clearing a derelict freighter. A few are community-based and repeatable, encouraging players to help everyone.
Unlike the regular game, this expedition is rogue-like, meaning you start anew each time you die. You lose inventory, bases and upgrades. However, you can recover unlocked phases and goals, or “memories”, after restarting. Death is more a setback than a reset.
Leviathan uses survival mechanics. It limits your item stack space per inventory slot. Base building components require more salvaged data to unlock.
Leviathan is challenging. Most quest planets have dangerous conditions, mountainous terrain and aggressive sentinels. Pirate attacks are frequent when flying. Thankfully, completed goals give you the needed tools, such as a Minotaur exosuit and weapon upgrades, but you need the knowledge to use them or risk returning to the expedition’s start.
Progression is faster. Completed phases give copious new slots and almost overpowered upgrades. For example, I had multiple +10,000% scan bonus upgrades, meaning I earned millions of units for scanning one planet’s fauna, flora and wildlife.
These rule changes and restrictions focus the player toward the expedition goals and core mechanics of exploration and travel, not on the ancillary mechanics like base building. It opposed my usual playstyle of relaxed exploration, gathering, hoarding and occasional quest advancement, but it was a refreshing tone shift once I twigged.
The increased challenge is unusual for No Man’s Sky. For example, you can dogfight by pressing two keys: brake and fire. However, this expedition’s difficulty works because the rogue-like death mechanics are otherwise impotent. The expedition is aimed at a limited audience, looking for trophies, and not the broader, more casual player base.
Leviathan’s storyline examines themes of existentialism and the cyclical nature of existence. Story has never been No Man’s Sky‘s focus. However, it integrates well into the mechanics, reinforcing each other, and is consistent with the regular version of No Man’s Sky‘s storyline.
Expeditions like Leviathan invigorate No Man’s Sky, giving players something familiar yet novel. I tried out new weapons and upgrades and cleared a derelict freighter for the first time. Starting again with experienced eyes, accelerated progression and a different purpose is motivating and fun.
Beyond cosmetics, the reward for successful completion is a biological frigate for your freighter, the titular “Leviathan”. The community goals also encourage people to hang around, building a feeling of community.
No Man’s Sky‘s Leviathan expedition takes about fifteen hours to complete without external assistance, although a few goals may take longer if you are unlucky or unobservant. Old hands will find it rewarding. New players may find its challenges and rogue-like aspects unforgiving.
However, the best thing about expeditions is Hello Games’ continued experimentation, potentially leading to new game features. It also shows that Hello Games can keep delivering frequent, high-quality content for a six year old game without paid DLC. Like many of the No Man’s Sky‘s planets, Hello Games is almost unique. Let’s hope it stays that way.
The Book of Boba Fett follows the titular bounty hunter after The Mandalorian‘s second season. While fans will enjoy the Star Wars references, the series fails to reach the same heights as its predecessor.
The early episodes simultaneously tell two stories of Boba Fett trying to assert his new position as Daimyo amidst the turbulent criminal underworld of Tatooine and his escape from the sarlacc following Return of the Jedi.
The former story in the early episodes is more character- and scene-setting, reminding the audience of Boba taking over the throne once held by Jabba the Hutt on Tatooine. He saves Fennec Shand, who becomes his henchman and trusted confidant, and sets up the battle for the city of Mos Espa as the series’ central conflict.
The second story in the early episodes is more interesting, portraying Boba Fett’s messianic transformation as he escapes the Sarlacc pit, loses his armour, is rescued by Tuskan raiders then finds that saving others leads to acceptance and community. Amidst flashbacks of this father abandoning him on Kaminoa, he transforms from the ruthless bounty hunter seen in the original movies to someone that wants to free “his people” from the criminal warlords that rule Tatooine.
Unfortunately, this transformation is unconvincing. Boba’s past antagonistic actions, such as capturing Han Solo, and unsympathetic stoicism make it a hard sell. Even the symbolism of Cad Bane’s death, representing the end of the bounty hunter in Boba, lacks any credible build-up from earlier episodes.
The Book of Boba Fett is at its best when political complexities confront Boba. The slimy Mayor hiring assassins to kill Boba, talking his way out of it then double-crossing Boba again shows credible intelligence and cunning. The Pykes’ betrayal shows how ruthless and uncaring Boba’s opponents are.
However, the series often oversimplifies complex issues, making their plot points less credible. While Star Wars‘ fights have always been metaphors, the series assumes a 1930’s Batman-style naivety that Boba Fett can solve crime and poverty by eliminating all the bad guys. Enemies shown mercy suddenly and unrealistically become unshakably loyal, like Gamorrean guards, Krrsantan and the hoverbikers.
The series squanders chances at character development or insightful conflict. For example, Fennec Shand could have genuinely chaffed against Boba’s new, more benevolent direction, embodying the contrast with the unforgiving ways of a bounty hunter. Boba’s enemies could have offered her a considerable incentive to betray him, driving tension to the decisive moment. Instead, the character serves merely as a competent fighter and source of exposition.
The Book of Boba Fett compares unfavourably with its predecessor, The Mandalorian.
Djin-Darin, the main character from The Mandalorian, is more sympathetic than Boba Fett. Both are armoured orphans. However, Djin-Darin’s armour hid his mysterious identity, while Boba’s was merely a tool. Djin-Darin battled for acceptance against a seemingly unfair creed, a code of honour that Boba lacked.
Both series deal with the noble theme of protecting the less fortunate. The Mandalorian brought that to the cute and relatable Grogu, a triumph of character design that appealed to parental instincts and fans longing for more Yoda. The Book of Boba Fett dealt with protecting the more nebulous and poorly supported “my people”. Thankfully, it avoided the “white saviour” trope with the Tuskan tribe, albeit under tragic circumstances.
Each series borrowed inspiration from different genres. The Mandalorian was like a Western or Japanese samurai movie, with a lone, honourable gunman/samurai wandering from town to town fleeing a tragic past. The Book of Boba Fett felt almost more cyberpunk, examining economic and technological inequality amongst powerful, mysterious criminal cartels in an urban environment.
The Book of Boba Fett‘s hoverbikers are good examples of cyberpunk impinging on the Star Wars universe. The bikers’ deliberate and overt augmentation and brightly coloured bikes feel pulled from cyberpunk. However, the bikes feel out of place amongst the grungy, rusting, third-hand technology seen elsewhere. Cybernetics has long been canon but it has been a metaphor for trauma, like Luke’s hand or Darth Vader’s suit.
Structurally, The Book of Boba Fett is an interlude between seasons two and three of The Mandalorian. The series finishes the Boba Fett subplot introduced in season two. The short but vital subplots reuniting Djin-Djarin and Grogu ensure The Mandalorian can continue as before.
There are many obscure references for Star Wars fans. They will like the Tuskan anthropology, a Wookie wrenching an arm off a Trandoshan in a cantina, Bantha riding, a rampaging Rancor, more Hutts and Luke building his Jedi school.
The special effects are also fantastic, like in The Mandalorian. Luke’s lifelike recreation shows how far special effects have progressed from the later Star Wars movies.
The Book of Boba Fett is a fun romp through Tatooine, riffing on the edges of Star Wars canon. However, the series tries to fit too much into a short season. More character development and extending more plots between different episodes would have given it the credibility, heart and sympathy that its predecessor enjoyed.
Cyberpunk 2077 is a role playing game (RPG) from CD Project Red, the same developers as The Witcher series. It had a rocky start but has since become a standout, particularly its immersive world, strong exposition and thought-provoking side quests.
Cyberpunk 2077 is a first person RPG using a similar ruleset and setting to the eponymous tabletop RPG. You play as V, a citizen of Night City, a pseudo-San Francisco or Los Angeles. V witnesses the murder of a megacorporation’s owner during a heist gone wrong. Forced to embed a stolen chip in his head while fleeing, V discovers it contains the personality and DNA of the long-dead rockstar and terrorist/freedom fighter, Johnny Silverhand. Now V must solve this mess one way or another before Silverhand takes over his body and mind.
Silverhand is V’s ever-present “lancer” and appears at pivotal moments to provide his perspective. While his self-confidence and aloofness give him superficial charisma, Silverhand is a self-righteous, narcissistic psychopath. You must decide whether V agrees with his single-minded anti-corporation and anti-establishment views, sympathizes with his deeply buried vulnerability or finds his incessant criticisms grating.
Just in case you missed the copious marketing for Cyberpunk 2077, Keanu Reeves provides Johnny Silverhand’s voice and likeness. Silverhand is the opposite of Reeve’s usual humble, softly spoken and slightly vulnerable protagonist. This typecasting sometimes detracts from Silverhand’s intended purposes: a constant reminder of V’s impending doom and a skewed moral compass fitting for an immoral setting.
Mechanically, Cyberpunk 2077 plays like most other RPGs and combines the best aspects of others. Cyberpunk 2077 uses a Witcher 3-like vision mode to scan for clues or interactable objects. The hacking and stealth feel like Deus Ex, although without the omnipresent paranoia. While it lacks police chases, it has the car driving and theft of Grand Theft Auto. “Braindances”, replaying people’s experiences, are similar to watching three-dimensional recordings in Tacoma.
The character advancement options can create unique or, in most cases, derivative characters, from stealthy, handgun-wielding assassins like John Wick to muscled, baseball bat- and minigun-wielding tanks like Arnold Schwarzenegger’s Terminator. Higher-end abilities are potent, fueling power and dominance fantasies.
Cybernetic augmentation is also vital. V starts with basic enhancements such as eyes that can zoom and a computer in his head to view mission briefings and act as a mobile phone. Early enhancements provide additional bonuses while later ones grant new forms of movement, powerful weapons or other surprises.
However, Cyberpunk 2077 goes much further. Cyberpunk 2077 uses cybernetics as a powerful exposition tool in a world where technology surpasses flesh and suppresses individuality. The alien-like dehumanizing enhancements to members of the Maelstrom gang, near interchangeable golden-skinned hotel attendants or the subtle, fashionable enhancements of the elite instantly communicate much about other characters without unnecessary dialog or explanation. Think clothes that you cannot easily change.
The residents of Cyberpunk 2077 even have slang for cybernetics: chrome. It has other jargon, too. People have “chooms” instead of buddies, pals, mates or bros. Only “gonks” (idiots) would rely on “deets” (details or information) that are not “preem” (premium or good). You get paid in “eddies” (eurodollars). The copious voice-acted dialog weaves them into conversations allowing players to infer their meaning and connotation.
Cyberpunk 2077‘sworld-building is broad and deep, and the internal consistency adds realism and believability. The frequent in-game news bulletins, for example, portray a dystopian, corrupt, technologically-dominated future similar to Robocop or Blade Runner. Amidst constant and desensitizing advertisements, radio and TV personalities openly call out the elite’s hypocrisy and power games while relishing the schadenfreude. In-game tobacco advertising has warnings probably only to comply with real-world laws.
The writing continually enforces the setting’s hypercompetitive and unforgiving nature. NPCs and factions have separate and consistent motivations, and V is usually just a tool for their advancement. A small child says your boxing opponent killed their father. Is it true or just a ruse to increase her betting earnings?
The layers of Night City’s neon lights distract from the copious, uncollected trash. The metaphor reflects how the razzle-dazzle barely hides society’s underlying malaise.
Even V’s little flat has no kitchenette. Instead, there’s a vending machine peddling whatever junk food the corporations of the moment deem fit while advertisements sprout insincere warnings about eating organic food.
Cyberpunk, as a genre, has always been more than an aesthetic or bucket for near-future science fiction. It is an avid social commentator, warning that compassion and ethics must bound and guide progress.
Cyberpunk 2077‘s world takes the ideals of right-wing political groups to absurdity. Guns are so prevalent that you can buy plastic, disposable ones from vending machines. The government merely provides services that corporations find unprofitable. Laws exist not to serve or protect society but as blunt instruments of the powerful or as proxies for corporate wars. Society is increasingly stratified. Eighty hour work weeks and forced cybernetic enhancements are considered reasonable. The natural environment crumbles, a necessary price for technological advancement and profit. As one in-game shop owner laments, open expressions of sexuality are considered a social menace, but we must accept murders on every street corner.
The world of Cyberpunk 2077 is different enough to the real world to avoid direct comparisons but is close enough for commentary to be relevant. Its cars are a good example. While there are analogs to real-world brands, all the makes and models are different. Many have a single headlight or brake light and no seatbelts, minimizing safety features to reduce cost or maximize aesthetics. Their barcode-like number plates are for computers to read, not humans. Cars lack indicators, showing a lack of empathy.
Cyberpunk 2077‘s setting is faithful to the 1980s roots of its genre. For example, Japanese corporations were ascendant in the 1980s. Many in the USA feared the conquered would become the conqueror, like in the second Back to the Future movie, and Cyberpunk 2077′sAsaka megacorporation realizes this.
However, some predictions diverged from subsequent real-world advancements and trends. Instead of adding credibility by incorporating forecasts of the future, these now further segregate the game’s setting from reality. Paper magazines with animated pages, for example, hijacked something familiar in the eyes of someone from the 1980s, showing technology’s subtle and insidious progression. However, paper magazines are becoming anachronisms, replaced by purely electronic versions. Much of the Cyberpunk 2077‘s music is 1980s-like electronic and synthpop and not the more urban hip-hop.
Thematically, Cyberpunk 2077‘smain storyline deals with questions of identity and legacy. V has to work out what to do with his (or her) remaining time. Does V go for one last grand heist, allow Silverhand to finish what he started or choose quiet life while still V? Does V rebel against a world where individuals rarely affect meaningful change, finding value in the attempt and the lives touched along the way? Multiple endings provide V with some choice about how to answer.
Beyond the unique premise offered by the setting, the storyline is suitably grand. It is unmistakably cyberpunk and could not exist in any other genre. Each step provides satisfying answers and more yearning questions. It does not always follow the “show, don’t tell” rule of storytelling, but that is more of a guideline.
However, Cyberpunk 2077‘s numerous side quests are far more interesting. For example, the series of Delamin quests deal with artificial intelligence (AI), what rights it has and how it interacts with humans. If an AI creates a copy of itself, are the two copies still one individual, or are they parts of the whole? In the game, AI has displaced many traditional human-only roles like writing novels or fashion design. Should humans fear what AIs can become?
Another recurring but subtle theme is religion and spirituality. It can be a dangerous subject, potentially offending many. However, Cyberpunk 2077 is a world where braindances provide visions as vivid as any religious miracle, moral guidance is greatly needed, and technology offers salvation more tangible than any deity’s promise.
The Sinnerman quest line is the game’s most confronting. A prisoner sentenced to death finds religion. He elects crucifixion and wants his experiences recorded as a braindance for fellow Christians to experience or endure. In a setting with commonplace and fetishized violence, this moment drove introspection more than any other in the game.
Meanwhile, a neon billboard shows a Jesus-like figure but wreathed with network cables instead of a crown of thorns. Do you want to confess your sins? Just visit your nearest automated “Confession Point” vending machine. Buddhist monks ponder whether virtualizing people is compatible with reincarnation or whether an AI can suffer. Tarot cards and imagery not so subtly steer V. AIs are god-like in their stature, facelessness and echoing voice.
Following the RPG trend, V has companions that provide side quests and potentially lead to romance options. Different companions fulfil different sexual orientations, including one that is trans, supporting modern sensibilities and inclusion.
However, some of the impactful companions share genuine vulnerability, contrasting with the setting’s uncaring and brutal reality. Letting kids win at an augmented reality shooting game, for example, has a delightful mundanity and affection that contrasts with the setting’s cynicism.
Cyberpunk 2077 has its share of imaginative and novel quests and environments. One involves SCUBA diving in a flooded town while reminiscing about the displaced inhabitants. You can ride a roller coaster, pilot a tank or riff a guitar solo while playing in a band.
References to other cyberpunk and science fiction media abound, showing light, fourth-wall-breaking humour. You can purchase Kaneda’s red bike from the anime Akira or the Rolls Royce-like FAB 1 from Gerry Anderson’s Thunderbirds. You can find advertisements for mnemonic couriers, similar to Keanu Reeve’s Johnny Mnemonic. The famous “tears in rain” quote from Blade Runner is a memory in the columbarium. One quest pays homage to Portal, using GLADoS’s voice actor and lines. The “baby in a bottle” from Death Stranding appears, and there is even a dig at Star Citizen‘s long development time.
Graphically, Cyberpunk 2077 is beautiful, particularly with ray tracing. I took screenshot after screenshot as the cyberpunk genre’s requisite neon signs and holographs dominated the skyline. Bright lens flares are common enough to make Michael Bay jealous. The sparse but hardy vegetation and red earth of the hills outside Night City resemble postcards of the US midwest. Rain is wonderfully dreary and leaves humble, reflective puddles.
Cyberpunk 2077 uses a “film grain” effect and vignette over its visuals. Like the gold filter used in the Deux Ex series, this effect makes the game visuals distinctive and slightly unreal. It also helps cover a few errant pixels caused by NVidia’s DLSS or similar compromises for the more demanding ray tracing.
The main criticism of Cyberpunk 2077 was the bugs present at the launch. Some were meme-worthy and game-breaking. These problems are common in the industry, especially in large, open-world RPGs or anything developed by Bethesda. However, recent updates have vastly improved Cyberpunk 2077’s quality, and my 100-hour playthrough starting on version 1.3 was practically glitch-free.
Some feel the sidewalk-infesting crowds should be persistent or that they add unnecessary clutter. Previous games eschewed clutter to reduce rendering costs and highlight the environment’s important parts. However, along with the omnipresent neon and holographic signage, the game intentionally visually assaults the player. It takes time in Cyberpunk 2077 to mentally adjust and filter out the noise of Night City, just like its inhabitants do.
Others complain the setting is unrealistic, a caricature of near-future USA. For example, the populace would rebel against corporations or that the claimed murder rate is higher than the birth rate. Debating sociology or economics is beyond the scope of this review. However, the setting provides opportunities where no one is uniquely or consistently good or evil, creating opportunities to side with or against anyone. The setting’s details are intentionally vague, meaning realism can be hand-waved or retrofitted if needed.
Similarly, the world of Cyberpunk 2077‘s technological inequality means MacGuffins and opportunities are plentiful, but society is still familiar. For example, the head of a megacorporation could live forever, while most live regular if not brutal lives. Meanwhile, the asymmetry offered by hacking allows a prodigious youngster to threaten the same megacorporation.
Some criticize the game’s mechanics as shallow. For example, having crimes without pursuing police or car chases feels unrealistic. However, this does not materially harm the game. It only means Cyberpunk 2077 is not Grand Theft Auto. People would have loved to see working trains for a deeper immersion. However, the development effort required is likely not worth the minimal increased sales or goodwill.
The sizable modding scene already addressed issues like police chases and working trains, anyway. Like Skyrim and other RPGs, many strive to fill the gaps or improve the game.
The most significant criticism I had was the awkward keyboard and mouse controls for driving. However, the racing side quests are forgiving, crashes are only minor annoyances, and you eventually compensate for the poor control scheme.
Like many long RPGs, Cyberpunk 2077 is a game you stop playing rather than merely complete. A game this long and involved becomes familiar. Leaving it is like ending a beloved television series.
CD Project Red has faithfully recreated the table top RPG’s setting in both form and spirit. It is fertile ground for many more engaging stories and insightful commentaries about modern social, economic and technology trends. It is a pity that Cyberpunk 2077‘s initial launch was so poor. Many will only recall the game’s early failures and not its world and potential for so much more.
An Elite Dangerous ship build for beginner players.
Goals
The goals are:
Build a ship for exploring. Exploration requires a long jump range to reach distant star systems, a Fuel Scoop for refuelling, a Detailed Surface Scanner (DSS) to map planets and a Planetary Vehicle Hangar to house a Surface Reconnaissance Vehicle (SRV).
The build must be accessible to early-game commanders. It should be cheap and require no engineering, rank, reputation or unlockable ships or modules.
Exploring can easily and quickly earn millions of credits, a huge boost early in the game. While not action-oriented like combat or as lucrative as trade, exploration has the lowest barrier of entry of all the main game loops. It appeals to those looking for a relaxed, self-paced playstyle motivated by seeing and discovering new things. It also gets the player out of their comfort zone by travelling long distances.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
The Diamondback Explorer is the cheapest of the four best exploration ships, the others being the Anaconda, Krait Phantom and Asp Explorer.
This build can jump around 37 LY. While jump range is not the only indicator of a good exploration build, it helps. Unlike similar games, exploring in Elite Dangerous requires travelling long distances. Fewer jumps mean reaching the destination sooner.
If the just over 10 million credit cost is too high, B-rate the Frame Shift Drive and Fuel Scoop. This change halves the cost but significantly reduces the jump range. Upgrade as soon as you can afford to do so.
Finding a station that sells everything can be a challenge. Early- to mid-game players will not have access to Jameson Memorial station in Shinrarta Dezhra. Thankfully, both EDSY and Coriolis link to EDDB, locating nearby stations selling this build’s ship and modules.
Exploration:
Frame Shift Drive: The 5A Frame Shift Drive grants the longest jump range possible. Once you can, add the Increased Range blueprint and Mass Manager experimental effect. Even a grade one will have a marked improvement. The double engineered version from a human technology broker is even better but requires harder to find materials. The Fuel Scoop means you can keep jumping as long as scoopable stars are within range.
Lightest core internals: The rest of the core internals are as light as possible (D-rated) or even lower classes. This decision has little noticeable effect except for only boosting every 28 seconds.
Exploration essentials: A Detailed Surface Scanner (DSS) maps planets for credits, identifies points of interest and creates the geological/biological heatmap. A Planetary Vehicle Hanger facilitates surface activities like material gathering.
Empty optional internals: This build intentionally leaves several optional slots empty. They are not needed and can add weight.
Empty hardpoints and utility mounts: As with optional internals, this build runs from fights.
Artemis suit for exobiology: Not technically part of the build, but grab an Artemis suit before setting out. Exobiology is a great excuse to get out of your ship, earn a few extra credits and watch the sunrise on alien worlds.
Variations
Longer exploration trips: Add a Heat Sink Launcher to minimize heat damage when caught in a star’s exclusion zone. Advanced Field Maintenance Units (AFMU) can repair module damage caused by heat or Frame Shift Drive damage caused by fuel scooping neutron stars or white dwarfs. Two AFMUs mean they can fix each other if needed.
Rare commodity hauler: Fill the empty slots with cargo racks. This change turns this build into a passable long-distance hauler, suitable for rare commodities. The selling price of rare commodities increases the further you sell them from their point of sale. It can also help with long-distance cargo hauling for community goals.
Rescue ship: Add a Rescue Multi Limpet Controller and a Cargo Rack for limpets. This variant can refuel or repair other commanders.
Tactics
Initial exploration: If the goal is to learn exploration mechanics or early cash, find high population systems in the bubble and map earthlike words and anything terraformable using the DSS. While many systems’ bodies are already in the navigation computer, no bodies are pre-mapped. You can earn over a million credits per mapped earthlike world.
Seeing the sights: Elite Dangerous’s galaxy has many natural wonders. For example, visit a nearby black hole, like at Maia. Travel to the nearest neutron star, Jackson’s Lighthouse, then neutron jump back. Visit the famed red giant Beetlegeuse and fuel scoop outside the orbit of the innermost planet. The codex has many suggestions.
Find the lore: Elite Dangerous has lots of lore but finding it requires effort. Abandoned settlements, ghost megaships and tourist beacons are plentiful. EDDB (https://eddb.io/attraction) has an easily searchable list.
Engineer unlocks: Travelling long distances away from your starting location unlocks some engineers. Elvira Martuuk requires 300 LY and Professor Palin requires 5000 LY. An exploration build such as this is ideal for such long trips.
Dorfromantik, German for “romanticized town”, is a serene, relaxing tile placement game developed by Toukana Interactive. It follows on from their similarly causal previous games, like Townscaper.
In Dorfromantik, the player draws hexagonal tiles from a stack and places them adjacent to already played tiles. Each tile edge has a terrain type, such as buildings, forest, fields or plains. You gain points by aligning edges with identical terrain. Points track your progress and can add more tiles to the bottom of the stack. The game ends when the tile stack is exhausted, so the more points you accumulate, the longer you can play.
Besides passing the time and sense pleasure, Dorfromantik‘s enjoyment comes from having just enough of a challenge. Initially, the challenge comes from the randomized stack of tiles. Tiles with train tracks and water further restrict tile placement. Later, some tiles may give quests that give additional points for runs of identical terrain. Ghost tiles may appear that, when built on, reveal unique tiles with extra bonuses.
Long term replayability comes from achievements, such as tracking tiles placed of each type or the longest continuous train tracks, and different play modes, such as “creative” with no stack limit.
Two design choices make Dorfromantik stand out. The first is its uplifting, relaxing visuals and sound. The graphics are stylized and colours oversaturated, featuring picturesque country towns, pine forests and golden wheat fields. You get subtle animations like birds flying overhead or boats steaming down gently flowing rivers as you build out the landscape. The soundtrack is also perfect, with soft dynamics in major keys. You cannot help but smile during the first few games.
The second design choice is the total lack of pressure. There are no time limits, no need to pause the game, and you can switch to another game or start a new one without losing progress. You can undo moves, but mistakes are hard to pin down with the randomized tile order and not individually costly. There is no AI or human opponent to outsmart you. You will not have moments where you want to punch the monitor.
Unfortunately, you see most of the game’s mechanics in your first game, taking about an hour. The lack of variety or progression may dissuade some people from purchasing the game for its undiscounted price. While there are strategies to maximize points, the randomized tile stack constrains you. There is no multiplayer option.
However, if you want something meditative to wind down or want to relax while enjoying a sensual but minimal challenge, Dorfromantik is your game. It is for the player who enjoys making a gorgeous landscape over intense strategy.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
When only considering combat, the Vulture is a giant among small ships. An unengineered Vulture is faster, more agile, has better shields, harder and thicker armour and more firepower than any other similarly outfitted and unengineered small ship, including the Viper Mk III.
Unfortunately, this build costs around 20 million credits. This cost might seem high for a beginner build. You can outfit a combat Viper Mk III for 2.5 million credits, a figure much easier to attain for an early-game player. This Vulture build’s rebuy is also high at about 1 million credits.
However, you want the best odds when you are new to combat. A Viper Mk III will struggle against all but the weakest enemies. Its smaller hardpoints have lower Armour Piercing. It has fewer utility points, so you have to sacrifice shield boosters for chaff.
You also want to be established enough to afford rebuys. The Viper mentioned above is cheap but, at that stage, a new commander may not have the experience or ships to quickly earn it back. In this build, you can earn the Vulture’s rebuy cost in under an hour of fighting in a Low-Intensity Resource Extraction Zone.
If cost is a limiting factor, B-rating the Frame Shift Drive, Thrusters and Power Distributor saves 5 million credits. You can sell the B-rated modules with no loss and upgrade when you have the credits.
Finding a station that sells everything can be a challenge. Early- to mid-game players will not have access to Jameson Memorial station in Shinrarta Dezhra. Thankfully, both EDSY and Coriolis can locate nearby stations selling this build’s ship and modules in Inara.
This build is far from original. Unengineered Vulture builds go as far back as 2015. However, the discussion below should help new pilots understand why this build works and useful variations.
Offence:
Gimballed weapons: Gimballed weapons auto-aim, but chaff confuses them. They are a good compromise between the more difficult aiming with fixed weapons versus the lower damage output of turreted weapons.
Burst Lasers: Burst Lasers compromise between the low power, damage and heat Pulse Lasers and the high power, damage and heat beam lasers. They do not require ammunition, so you can focus on flying and combat instead of watching ammunition counts.
Heat management: With four pips to weapons, these Burst Lasers can fire for 18 seconds. This time is usually more than long enough for the enemy to pass by. The weapons’ heat build-up is slow, making them quite forgiving. It is difficult to self-inflict heat damage with this build.
FSD Interdictor: An FSD Interdictor is useful for interdicting assassination mission targets, wanted ships for bounty vouchers or even powerplay ships for merits.
Kill Warrant Scanner: A Kill Warrant Scanner gives about 25% bonus credits for each kill. It generates additional, needed cash early on. Assign it to the same fire group as your Burst Lasers. The scan takes ten seconds, and the range of the 0E version is only 2000 m. However, this build fights best when up close, so that range is acceptable.
Defence:
Power management: The biggest challenge with outfitting a Vulture is its small Power Plant. It is a class too low given the power demands of its other modules. Without the Overcharged engineering blueprint, you need to make tradeoffs with your outfitting. This build moves the Frame Shift Drive and Cargo Hatch to a low power priority. They are unpowered when deploying hardpoints, meaning you have to stow them before scooping engineering materials or jumping out. The Fast Boot engineering blueprint on the Frame Shift Drive would also help with fast get-a-ways.
Shields: Bi-weave shields are generally weak when unengineered. However, they are sufficient given this build’s power constraints and the likely weak enemies. Two D-rated shield boosters give the best shield increase considering the remaining available power.
Chaff: A Chaff Launcher is the best choice for the remaining utility slot. It requires minimal power and works against all gimballed weapons.
Variations
Laser and Multi-cannons: Burst Lasers are sufficient for weaker enemies. However, Expert and better NPC pilots have noticeably better armour. This build’s pure thermal damage from lasers is less effective against them. Replace one Burst Laser with a 3C Multi-Cannon to swap some thermal for kinetic damage. Keep everything on the same fire button for simplicity or use separate fire buttons to micromanage ammunition.
Fixed weapons: If you back your flying skills, replace the gimballed weapons with fixed versions. It can be frustrating at first, particularly against smaller or agile craft, but you will improve with practice.
More hull: Replace the FSD Interdictor with a 1D Hull Reinforcement Package if you do not plan to use it. However, it is worth experimenting on a few wanted targets at supercruise, if not just to familiarise yourself with how interdictors work.
Fighting without life support: Equip a 3A Life Support, then give it a low power priority. Deploying hardpoints means fighting without oxygen. However, A-rated life support gives you 25 minutes of oxygen, which is more than long enough for an engagement. It means you have more power for better Shield Boosters or whatever you prefer. This change is an interesting take on power management, but I find no life support’s altered soundscape distracting.
Solo Tactics
Finding targets: The short sensor range required more flying around to locate targets than builds with better sensors. Look for telltale distant laser fire or explosions or follow system authority ships. Scan potential targets first to ensure you only fire on wanted ships.
Point and shoot: Flying this build is pretty basic. Speed up to get close to the target, throttle down to 50% when they get within one km, and then fire. Pulse lasers are most effective within 800 m. Turn as they fly past, then repeat the process. Experiment with thrusters and pre-turning to increase time on target.
Power (pip) management: This build works fine with the default two pips in every category. However, it comes alive when you actively manage your pips, moving points into what you need at the time.
Shield management: Start every fight with shields at 50% or better integrity. Put four pips in systems to maximize the shield protection and rebuild/regeneration rate between fights or when not firing. Putting pips in systems is faster than doing a reboot/repair when shields are down for this build.
Chaffing: Chaff when shields get low, multiple targets engage you, or you need to escape.
Fun: Once I reset my expectations for an unengineered ship, I found flying this Vulture surprisingly fun. It can almost continually kill Novice-piloted or easier ships. The multi-cannon variant can take down wings of Expert- or Master-piloted NPC ships without too much hassle.
Upgrade path: Consider the Alliance Chieftain or, reputation willing, the Federal Assault Ship or Imperial Clipper as the logical next step in combat ships. See PvE Combat Vulture Build for an end-game version of this build.
Team or Wing Tactics
Unchanged: Fly in a wing or team as you would in solo. Whether you tank depends on your teammate’s ships and builds.
An Elite Dangerous ship build aimed at beginner players.
Goals
The goals are:
Create a ship specialized for evacuating survivors from burning stations. The game loop is described below. These missions efficiently increase reputation with the Federation or Empire, useful for unlocking ships or system permits. Evacuation missions are usually offered the first week after stations are attacked.
The build should be accessible by an early-game player. This means a cheap ship with no engineering, unlockable ships or modules.
The high-level game loop for burning station passenger missions is:
Dock at the burning station. Manoeuvring can be tricky. You cannot use a docking computer and the station’s interior is dimly lit and full of debris. Heat increases quickly inside the station, so use heat sinks to prevent heat damage.
Accept passenger missions. This is pretty standard if not for the atmospheric flakey holographic display and the station interior’s fiery glow.
Undock and leave the station. The same challenges with docking apply to undocking.
Supercruise to the nearby rescue ship, usually a few megameters away.
Hand in the passenger missions, disembarking your passengers.
Link: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
The Type-6 Transporter sits at an optimal price point, carrying 52 economy class passengers with a shield generator. The build linked above costs just over one million credits before discounts, including outfitting. See the table below for a comparison.
Ship
Cost (CR)
Size 2 Slots
Size 3 Slots
Size 4 Slots
Size 5 Slots
Size 6+ Slots
Smallest Shield Size
Total Economy Passengers
Cobra Mk III
349,720
3
0
3
0
0
3
26
Cobra Mk IV
764,720
2
2
4
0
0
3
40
Type-6 Transporter
1,045,950
2
1
2
2
0
3
52
Dolphin
1,337,320
3
1
2
1
0
3
38
Diamondback Explorer
1,894,760
2
2
2
0
0
3
24
Asp Explorer
6,661,160
2
2
0
1
1
3
56
Economy passenger capacity of selected beginner ships
The next highest economy passenger capacity ship is the Asp Explorer, carrying 56 passengers with a shield generator and costing over 6 million credits before outfitting. Some ships, like the Dolphin, carry fewer passengers but are more expensive.
Finding a station that sells everything for a build can be a challenge. Thankfully, both EDSY and Coriolis link to EDDB, locating nearby stations selling this build’s ship and modules.
Passengers:
Economy class passenger cabins: The survivors from burning stations are not fussy about their accommodation. Pack as many economy class passenger cabins as possible.
Smallest shields possible: Docking at a burning station is challenging. You cannot use a docking computer, the station’s inside is filled with debris, and the occasional dramatic explosion may slam your ship against a wall. Shields protect your ship.
Heat sinks: As its name suggests, the inside of a burning station is hot and will quickly cause heat damage to your ship. Fire off heat sinks to minimize such damage.
Docking computer: Passenger cabins do not come in a class one version. While not usable inside the burning station, a docking computer can help to dock with the rescue megaship.
Variations
Better core internals: This build intentionally skimps on core internal modules to save credits. However, a better Frame Shift Drive means fewer jumps to the burning station. Better Thrusters make manoeuvring easier. Improving these is strongly recommended if you have the credits. That said, an E-rated Type-6 handles surprisingly well.
Shieldless: Removing the Shield Generator squeezes in even more passengers at the risk of hull damage.
Gather materials and cargo: Swap out two passenger cabins for one Collector Limpet Controller and a Cargo Rack. Grab a few limpets then, once you enter the station interior, use the limpets to gather engineering materials and cargo inside the station. Such cargo can also be handed in to complete missions from the rescue ship or sold for a small profit. Passengers are easier and more time-efficient for reputation but this can be a fun diversion.
Tactics
Getting to the burning station: Burning stations are present in systems selected by Elite’s ongoing story. They have often been some distance from the bubble but always have a nearby rescue megaship. One way to get there is to take a ship with a longer jump range and then transfer this ship over. Another is temporarily equipping a fuel scoop, travelling there and then transferring over the replaced module. The rescue megaship sometimes has a shipyard, meaning you can transfer ships and modules to it. Otherwise, a nearby station may have a shipyard.
Game mode: Play in a private group or solo to minimize interruptions. Gankers congregate where lots of players will be, like burning stations. It gives them more targets. The rescue megaship has limited landing pads and you may wait on other players offloading their passengers.
Maximize reputation gain: Go for as many applicable missions as possible. Prioritize missions transporting the fewest passengers to maximize the number of missions accepted per round-trip. Prioritize missions from Federation- or Empire-aligned factions. Some minor factions may be independent. Select the highest reputation reward when completing the mission. The credit and other rewards are often small.
FAR: Changing Tides, a casual puzzle platformer developed by Okomotive, is the sequel to the popular FAR: Lone Sails. Set in the same world, you play a child on a sea journey whose purpose gradually reveals itself.
Most of the game’s controls and puzzles are straightforward and deducible by trial and error. Buttons or actionable items have a distinctive cyan colour and, later in the game, yellow lights direct the player’s focus. While movement feels unrestricted, most areas present only a few actual options to the player. Getting stuck is usually caused by insufficient exploration or wrong assumptions. “Breaking” a puzzle or losing required items is impossible.
The puzzles’ goals are usually progression, usually travelling from left to right. However, sometimes solving puzzles improves your ship, such as adding an engine or a new mode of transport. Sometimes they hint more about the world, such as revealing a diorama or a painting.
The game is short, containing about five to six hours of playtime. While that may dissuade some from its undiscounted price, the design of FAR: Changing Tides is economical and efficient. Mechanics are introduced, practised then the game moves on without overdoing them. Lengthening the game would not necessarily have made it better.
As with the previous game, FAR: Changing Tides separates puzzle areas with long stretches of travel. Your ship’s controls are puzzles themselves, like tacking the sails against the wind or powering the engine. Once the controls are mastered, these travel stretches give you short breaks, temporarily immersing yourself in the world via the backgrounds and soundtrack.
FAR: Changing Tides tells its story by implication and subtle reference. The flooded world drowned humanity’s cities and towns, but the strewn detritus shows the flood’s ferocity and suddenness. The unnamed protagonist encounters no living humans, only hints of their existence.
FAR: Changing Tides continues the retrofuturistic “dieselpunk” feel of FAR: Lone Sails, putting 1930s through 50s aesthetics on advanced technology. Desaturated colours and dull, rendered plaster buildings are typical of that era and make the world feel bleak. The rusting carcasses of humanity’s leviathan mechanical creations dot the landscape. Some are almost organic, and you can hear a faint heartbeat when nearby.
This desolation contrasts with the game’s naturalistic moments. Nature continues. The deer, birds and sea life are oblivious to your and humanity’s struggles. Glimpses of bioluminescent jellyfish or rays through your ship’s glass bottom or distant whales are wondrous moments.
FAR: Changing Tides, as implied, is about the younger generation reacting to contemporary issues like climate change. The protagonist is a child, forced to undertake a journey to build a better life. He or she finds toys like wooden stags, music boxes and stuffed ducks but cannot play with them, forced to grow up early to confront older generations’ hubris.
The protagonist demonstrates how the newer generation views the world. He or she does not blame technology – it is unclear in FAR: Changing Tides what caused the flood. Technology is something the new generation masters early and is vital to survival. The ship even looks like one a child might draw. The ending shows the new generation’s focus on each other and subversively ties it back to FAR: Lone Sails.
However, FAR: Changing Tides could have appealed to our senses more. While the game’s engine has moved from predominantly 2D to wholely 3D – and shows it off at the end – much of the extensive backgrounds are simple and blandly textured. The developers are going for a stylized, cheap-to-develop aesthetic. However, desaturated does not mean uninteresting. The soundtrack adds emotion and context to otherwise empty moments but lacks memorable motifs or consistency.
The casual puzzle platform genre also has limits. Its puzzles are too simple for someone wanting a challenge. The storytelling is too subtle for those looking for clear themes. Experienced gamers enjoy these short diversions but the gaming landscape continues to expand and diversify beyond puzzle platformers.
That said, FAR: Changing Tides is a worthy successor to FAR: Lone Sails, developing its novel vehicle operation mechanic enough to feel different but still comfortable. Those looking for a casual but not overly taxing game will enjoy it, especially if you fondly remember FAR: Lone Sails.
Use with Internal Impact pulse lasers. These shift the damage from 100% thermal to 50% thermal and kinetic. This shift equalizes the damage to shields and hull, meaning the ship can damage both with a single weapon. However, they have a 3% jitter, drastically reducing accuracy.
See whether a shieldless build is viable. You can direct the unused power for systems towards weapons and engines.
Try something a bit crazy. Suboptimal builds can be fun due to the increased challenge.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
Pilots love the Federal Assault Ship for two reasons. The first is its manoeuvrability which recaptures the joy of flight for many pilots used to flying larger, less agile ships. The second reason is ramming things. The Federal Assault Ship’s mass and manoeuvrability give it a lot of momentum. Both are useful here.
Another alternative for these goals is the Alliance Chieftain. It even has slightly higher Armour Hardness and is more agile. The Federal Assault Ship is marginally faster and has more Armour. More consequentially, the Alliance Chieftain substitutes one of the medium hardpoints for three smaller ones. Smaller weapons have lower Armour Piercing values, meaning lower overall damage to the intended targets. The Chieftain’s engines are also exposed, making them prone to damage-induced malfunction.
Offence:
Sturdy Inertial Impact: At first glance, Short Range would be an ideal blueprint for the lasers. However, the hardpoints will be damaged quickly without shields. Instead, the Sturdy blueprint increases integrity. It also increases Armour Penetration, making this build more effective against its intended, highly armoured targets.
Weapon Focused Power Distributor: This build requires firing at enemies for as long as possible. The Weapon Focused blueprint means you can keep firing for 26 seconds with four pips in weapons.
Long Range Sensors: Using Long Range on A-rated sensors helps find ideal targets in expansive resource extraction sites, conflict zones and navigation beacons.
Defence:
Shieldless is impractical: Despite my efforts, any build that lacked a shield was worse than a minimally shielded one. Even a thin shield significantly increased combat longevity. It also makes landing with low hull integrity less stressful.
Shields: For this build’s frail shields, a Shield Generator’s regeneration (0% to 50%) time is more important than recharge (50% to 100%). Regular Shield Generators are ideal because bi-weaves’ faster recharge is not significant. Prismatic shields have a longer regeneration time. The Thermal Resistant blueprint also helps mitigate shields’ innate weakness to thermal weapons.
Shielded blueprint: Given this build’s lack of power-guzzling shield boosters and most modules and hardpoints need additional integrity, this build uses the Shielded blueprint frequently.
Strong armour and hull: Reactive Surface Composite bulkheads coupled with Hull Reinforcements, one with Thermal Resistant and the rest with Deep Plating, maximize integrity. The ratio of hull to module protection is a trade-off.
Advanced Field Maintenance Unit (AFMU): The AFMU is engineered to grade four to not overload the Power Plant.
Variations
Shieldless: Replace the 5A Shield Generator with another 5D Hull Reinforcement Package. The combat longevity shortens without a shield. However, you can place more pips in engines and weapons.
ECM: Swap two of the Chaff Launchers for ECMs for missile protection. ECMs require effort to time but can be effective. Remember, ECMs affect all nearby missiles and limpets, including your teammates’ ones. Change the blueprint on the Power Distributor from Weapon Focused to Charge Enhanced to help power the ECMs.
Solo Tactics
Point blank range: The Inertial Impact Pulse Laser’smassive jitter makes firing at anything over 500 m less effective. This build’s effectiveness is proportional to your ability to keep close to a target.
Ram: Do not be afraid to ram your target, even if your shields are down. All but the most formidable NPC enemies will come off second best.
Strobing shields: Your shields will go down and up frequently during the fight. The telltale ping of damage on weak shields and their subsequent falling evokes almost Pavlovian fear in many pilots. Fight that reflex. Your Power Distributor’s systems capacitor has just enough charge to regenerate your shields in thirty seconds with two pips to systems.
Live with damage: Seeing your hull on 50% integrity causes panic in most pilots. However, modules willing, this build is still capable until about 15%. Your hardpoints and canopy are the most likely to be damaged. Use your AMFU between fights to keep them above 80% integrity to prevent malfunctions.
Fear missiles: All weapon and utility hardpoints are on the underside of the Federal Assault Ship except one large hardpoint. A ventral missile hit can affect all of them. Point Defense is ineffective due to the Federal Assault Ship’s hardpoints’ restricted fire arcs.
Chaff: With 40 chaff refills spread across four launchers, you should chaff whenever the shields are down. Unfortunately, it does not help against missiles.
Ideal targets: The ideal targets are large, less agile ships. You can get close and have a big target for the build’s inaccurate weapons, even if they chaff. Try to get above or below them because these are the most prominent profiles. Jitter makes targeting modules pointless.
No ammunition: Ammunition constrains the combat longevity of most builds. Module damage usually curbs this build.
Power (pip) management: Put four pips in weapons and two pips in systems. However, the Weapon Focused Power Distributor means you will need to frequently shift pips from weapons into engines, particularly to boost frequently.
Team or Wing Tactics
Get someone else to tank: You do not have the shields to tank, particularly against teams or wings. Having someone else draw attention means you can get close to the target and above or below it, maximizing the target’s profile. If you are not taking damage, this build can fight for as long as you can.
Getting too close: Getting close to targets when fighting in a wing or team means you often get hit by friendly fire. It is an occupational hazard for this build.
Subsurface (using a Sub-Surface Displacement Missile), surface (Abrasion Blaster) and core (Seismic Charge Laucher) mine asteroids.
Reach distant stations and outposts to sell refined minerals at the best price. This goal requires a medium ship but is not relevant if you have a fleet carrier.
Be manoeuvrable enough to efficiently mine rotating asteroids. Subsurface mining a rotating asteroid is particularly challenging. This goal precludes most large ships.
Laser mine when a prospector limpet shows the asteroid contains desirable minerals. A large ship with its copious cargo capacity is better suited for laser mining. However, this goal can help before purchasing one or when being opportunistic.
Survive a pirate attack long enough to outrun them or escape to supercruise. This goal does not include mining in a resource extraction site. It is more for accidents or logging back in during a mining session.
Unlike previous builds, can require unlockable modules.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
Once again, the Python is the best general-purpose medium ship. Its additional size six slot over a Krait Mk II gives 64 T of extra cargo space when the Krait’s greater speed and agility are not needed. It has ample hardpoints for mining tools and optional internal slots for limpet controllers.
This build is not a good choice for mining in resource extraction sites. The Python cannot equip a fighter bay. The build would need to sacrifice some hardpoints for weapons, limiting the types of mining it could do.
Mining:
Mining tools: This build has two mining lasers and one of everything else.
Weapon Focused Power Distributor: Most mining tools cannot be engineered. However, a Weapon Focused Power Distributor allows Mining Lasers to fire longer. This reduces the time it takes to deplete an asteroid, meaning faster laser mining.
Collector Limpet Controllers: Three collector limpets per large mining laser is a good “rule of thumb” for efficient fragment collection. This build has the slots for lighter, separate limpet controllers instead of a single multi-limpet controller.
Cargo space: Use the larger slots for Cargo Racks and the smaller slots for limpet controllers and a refinery. The 196 T cargo space should be enough to exhaust the ammunition of the mining hardpoints.
Refinery: Most mining is for a specific mineral, so this build uses a 2A Refinery. You do not need a large Refinery unless you mine for multiple minerals simultaneously.
Detailed Surface Scanner: A Detailed Surface Scanner probes rings for hotspots or to see hotspots revealed previously.
Fuel Scoop: Used to get to remote mining locations or sell at distant stations and outposts.
Defence:
Prismatic Shields: Unless you slow down by hitting asteroids, this ship only needs shields when attacked. A Prismatic Shield Generator provides the best protection.
Poor Armour: This build eschews bulkheads and hull reinforcements for agility and other internal modules.
Run: This ship does not fight. It runs, using its shields to protect it long enough to high wake out or jump to supercruise. It boosts up to 474 meters per second with a full cargo hold, outrunning all NPC pirates.
Variations
Mining tools: Adjust the hardpoints as needed. For example, if you plan to core mine only, replace the Sub-Surface Displacement Missile with a second Seismic Charge Launcher. Firing two provides no benefit, but switching from one to the other after exhausting the first’s ammunition keeps you mining longer.
Lazy Engineering: You could use the guardian hybrid versions instead of engineering the Power Plant and Power Distributor. The Guardian Hybrid Power Distributor will not allow the Mining Lasers to fire as long. The Guardian Hybrid Power Plant will generate more heat, making fuel scooping harder. However, neither are critical for this build and it saves the engineering materials and effort.
Sensors: If you want more visibility on pirates when you jump into a ring, consider upgrading the sensors to a class A.
Short Range: Replace the 4A Fuel Scoop with a 4E Cargo Rack if you have a fleet carrier or will otherwise not be jumping far.
Tactics
Fire groups: Have one fire group for laser mining. Put the Prospector Limpet Controller on one button and both the Collector Limpet Controller and Mining Lasers on the other. Putting both collector limpets and mining lasers together means collector limpets are released when you fire the mining lasers. Create fire groups for different mining activities, such as one with a Pulse Wave Analyzer and Prospector Limpet Controller, then one with an Abrasion Blaster and Seismic Charge Launcher.
Mining: Mining is covered by guides from elsewhere. Mining with team- or wingmates can make the otherwise repetitive mining more enjoyable.
Pip management: Mining is best with four pips to weapons and two in engines. You should not need shields. Just be careful not to outrun or crash into your prospector limpets.