Elite Dangerous

Elite Dangerous

Stray952 (Banned) Jun 8, 2024 @ 7:30pm
How to get started with on-foot missions
Anyone have advice on how to get around the universe and make money doing mostly on-foot missions?
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Showing 1-15 of 22 comments
yeah, its easy. i've spent most of my playtime doing odyssey ground missions

the key is to stack faction raid missions and settlement raid missions. you can have multiple in your journal at a time. remember to scan every kill for bounties :bbtgem:

in the beginning it might be tough if you don't have an upgraded maverick suit. but if you find any ground settlements that are owned by an "anarchy" faction, you can do whatever you want without getting fines or bounties. so you can farm them for materials and power cores to upgrade your suit.
0Samuel Jun 8, 2024 @ 8:35pm 
Short answer: Don't. The on-foot missions are best enjoyed with the lowest possible expectations, and if you are expecting to make money then you have already set the bar far too high.

Longer answer: While you could, technically, jump right into this with your flight suit, that'll restrict you to only the courier work. It is best to do a bit of prep work first, and the credits needed for that make this a bad way to get money. You'll want a Maverick Suit, a Dominator Suit, and two sets of weapons to go with them- an indoor one for taking out individual guards in quick succession on the Maverick, and an outdoor one for crowds on the Dominator. What I have found works well for me is the kinetic smg and a laser pistol for the Maverick, and then the laser rifle, rocket launcher, and kinetic pistol for the Dominator, but that comes down to taste.

Ideally, you want all of these to be grade 3 when you buy them, rather than spending resources on upgrading them. Grade 2 is workable, especially if they come with useful engineering, but that's rarer than just G3 alone. This here is the reason you can't easily jump right in; getting your 5 weapons and 2 suits on RNG is pretty trivial if you are docking at lots of infrequently visited stations for some other reasons, and maddeningly frustrating if you try to force it. Personally, I had decided to visit every Colonia Bridge megaship, which turned out to be ludicrous overkill to complete my set of G3s and nowhere near enough for convenient pre-engineering. A run of transport missions on a Thursday would probably serve well enough to get started.

...The reason you need to do it on a Thursday is that the stock of upgraded weapons is unique and gets removed when a player buys it, so you get the most luck immediately after the tick. Maybe make some distance from Achenar or Sol before you start, too.

From there, you are good to go. Engineering and higher upgrades are marginally helpful but are not remotely necessary, unlike in the rest of the game. You could ditch your ship and take Apex Shuttles to get around if you really wanted to immerse yourself in the experience; that's the big kiosk on every station concourse and you can call one on planet from the Q menu. In practice a cheap small with a decent jump range and fuel tanks to feed the SCO will serve you far, far better.

Besides that, there's a couple tips that might make things less frustrating for you.
-There's a type of mission to restore power to disabled settlements which happen in systems with the Civil Unrest or Infrastructure Failure state, as visible on the states filter from the Galmap. These settlements have no guards, you are given level 3 security clearance as part of the mission, and nothing you take is marked stolen. While very boring, they are by far the best way not only to get materials, but also to learn what the consoles do and do not tell you, what the general layout of settlements tends to be like and, most crucially, what actions do and do not set off the alarms on their own.
-Completing missions without any bounty or detection at all is technically possible some of the time but actually worth it almost none of the time. As such:
-Don't be afraid of killing people, but try to be conscientious about where you are when you do. Corpses do not set off the alarm; the 5 people who just saw you make that corpse certainly will.
-Enemies take a few seconds to trigger the alarm when they become hostile to you or discover something alarming, like a dead body or you actively stealing something. Only one enemy can sound the alarm at a time, they cannot do so while shooting at you, and there is always a flashing icon above that enemy's head that is visible through cover and walls. A single alerted enemy can only sound the alarm if you run away from them; if two enemies are alerted, one will give covering fire for the other to do so, which makes this a pain to manage. Three or more and it becomes very difficult. This is why we only ever want to make fights or corpses inside.
-Guards can hear gunfire inside while outside; civilians cannot. Audio masking fixes this, but be aware that all NPCs can both see and hear and solving the one doesn't prevent the other.
-The AI are smart. They will use flanking, cover, and as already stated, apply covering fire to let their friends reposition or reload. However, because they are so sophisticated, there is no magic system telling each and every one of them exactly where you are and exactly what you are doing at any given time. An AI that sees a corpse will not know that you made that corpse unless they see you standing next to it with a gun. An AI that figures out you made the corpse will not cause every other AI on the base to know you are the maker of that corpse. A guard that gets pissed that you ignored the scan will not cause a guard on the opposite side of the base to become hostile. If they then set off the alarm, well, then you've got a problem, but even then a guard that thinks you are hiding behind a barrel will keep thinking you are hiding behind that barrel unless they see you move, they see that the space behind that barrel is empty, or their buddy shouts at them to say that they see you somewhere else.
-By far the most effective way to deal with large groups of hostile NPCs, therefore, is speed; NPCs never jump and almost never run, so they cannot keep up with you if you move quickly in ways they cannot traverse. The limited transfer of information between NPCs is most effectively exploited by making sure that information about where you are changes faster than they can communicate.
-The overload mode of the energy transfer device can kill people, and always does so silently.
-Bringing an SRV around lets you change between your dominator and maverick suits on massacre missions and lets you empty your pockets between buildings on the rest. Be aware that the Scarab evaporates when shot at, whereas the Scorpion can be used to cheese most on-foot combat quite easily.
-Check a room for data terminals before you check its lockers.
-Locked lockers can be opened with the Arc Cutter; locked containers require the code or an e-breach. For this reason, stuff on the settlement grounds usually isn't worth picking up.


Finally, for money- the traceable goods in locked cabinets are split into two categories: those which are useful for engineering, and those that can be sold in bulk for a lot more than the missions pay out. The trick is figuring out which goods have uses and which ones are vendor trash, which generally requires third party apps or googling.
Last edited by 0Samuel; Jun 8, 2024 @ 8:43pm
Sighman Jun 9, 2024 @ 12:30am 
Ground CZ (high) will make you about 10 million a shot, maybe every 15 mins. The trick is to not capture any points, keep the fight going as long as possible, and to not kill enemies - just tag them. Doing it this way you can stretch the earnings to 12-14m per fight.
Stray952 (Banned) Jun 9, 2024 @ 9:11am 
Originally posted by Sighman:
Ground CZ (high) will make you about 10 million a shot, maybe every 15 mins. The trick is to not capture any points, keep the fight going as long as possible, and to not kill enemies - just tag them. Doing it this way you can stretch the earnings to 12-14m per fight.

whaaaat?
BatWingSix Jun 9, 2024 @ 10:25am 
Originally posted by Sighman:
Ground CZ (high) will make you about 10 million a shot, maybe every 15 mins. The trick is to not capture any points, keep the fight going as long as possible, and to not kill enemies - just tag them. Doing it this way you can stretch the earnings to 12-14m per fight.

You can even make more than 12-14. I run a setup with extra ammo capacity and a rocket launcher with fast reload. I have capped out in a High ground CZ at 18.8 mil, granted I was lucky and it was a small contained outpost so I could hit them as they dropped with the splash, but with those ones you can make an absolute killing.

- I will note as well, the upgrades I have were pre engineered when sold. I think the only thing I have done with ground equipment was bump a level 3 suit to level 5 but havent added any engineering stuff to them
Last edited by BatWingSix; Jun 9, 2024 @ 10:26am
0Samuel Jun 9, 2024 @ 1:45pm 
Originally posted by Stray952:
Originally posted by Sighman:
Ground CZ (high) will make you about 10 million a shot, maybe every 15 mins. The trick is to not capture any points, keep the fight going as long as possible, and to not kill enemies - just tag them. Doing it this way you can stretch the earnings to 12-14m per fight.

whaaaat?

Yeah, that's a lowball, but you asked about missions and so I talked about missions. High intensity Ground CZs are the only place you can make serious money on foot, but there's a lot of caveats to that; the low and medium intensity payouts are about as pathetic as everything else on foot, so you have to do highs, and high intensity ground CZs are the only place where higher upgrades and engineering are actually kinda needed on foot.

Anyway, while that money is certainly nice, it isn't where you get started. If you were playing only on foot for some reason, you might use low and medium intensity CZs to get cash for the suits and work you way up, but basically you need to do the missions first to get the materials to get your suits to G4 and to get your weapons upgraded a little before the high CZs really become tractable. G2 weapons just won't do much of anything against high CZ enemies, G3 weapons are only just adequate, and high CZ enemies will still have more health and kill you faster than you can kill them if your suit and weapons are only at G3. You can kinda get around that with clever tactics and good positioning, but you'll still be killing a lot slower and making a lot less money than if you were doing that and had better gear than the enemy.


Besides, I'm pretty sure the reason the payouts are so large on those is to provide a meaningful benefit to doing all the other on-foot content, but those high intensity CZs are the end goal of on-foot missions, exactly the opposite of getting started like you asked about.
Last edited by 0Samuel; Jun 9, 2024 @ 1:50pm
Sighman Jun 9, 2024 @ 1:50pm 
Originally posted by 0Samuel:
Anyway, pretty sure the reason the payouts are so high on those is to provide a meaningful benefit to doing all the other content, but those high intensity CZs are the end goal of on-foot missions, exactly the opposite of getting started like you asked about.

Yep, I just pointed them out as a way that on-foot combat can earn fairly well.

As for fighting in a high cz, I've done them in a grade 1 dominator with grade 1 weapons on my new explorer account, where I just needed the quick 20 mill to outfit an explorer ship before leaving the bubble.
Originally posted by Sighman:
Originally posted by 0Samuel:
Anyway, pretty sure the reason the payouts are so high on those is to provide a meaningful benefit to doing all the other content, but those high intensity CZs are the end goal of on-foot missions, exactly the opposite of getting started like you asked about.

Yep, I just pointed them out as a way that on-foot combat can earn fairly well.

As for fighting in a high cz, I've done them in a grade 1 dominator with grade 1 weapons on my new explorer account, where I just needed the quick 20 mill to outfit an explorer ship before leaving the bubble.

yeaaa idk if someone new to on ground combat is going to be really able to farm high intensity zones like that. especially if they havent practice any other on foot combat. raiding settlements is a easier way to start while also still make some credits. maybe not 10s of millions, but still enough to get decent gear and a decent ship
funkynutz Jun 9, 2024 @ 1:58pm 
Originally posted by Faiza, Star Made Knight:
Originally posted by Sighman:

Yep, I just pointed them out as a way that on-foot combat can earn fairly well.

As for fighting in a high cz, I've done them in a grade 1 dominator with grade 1 weapons on my new explorer account, where I just needed the quick 20 mill to outfit an explorer ship before leaving the bubble.

yeaaa idk if someone new to on ground combat is going to be really able to farm high intensity zones like that. especially if they havent practice any other on foot combat. raiding settlements is a easier way to start while also still make some credits. maybe not 10s of millions, but still enough to get decent gear and a decent ship

Shop around a bit to get some upgraded gear first. A G3 Dominator suit with a rocket launcher and a couple of plasma weapons is a good start...
Oddball Jun 10, 2024 @ 7:51am 
I've been doing this as well over the past several weeks, unlocking engineers in Colonia. But since things are condensed there, it's easier to stack missions at the same location or systems. You don't have the bubble options though for finding pre-engineered suits/weapons, but lucky I had found what I needed before getting here.

The safest ones are the salvage missions. The harder ones are the stealth missions where you either can't kill anyone or raise the alarms. Either way, if it's mats you're going for, you can always cheese server hop to re-load the instance and loot again (which if you find a salvage mission/ship with a data port, then that's an easy way to get data).

Regardless, as many of these missions spawn NPC raiders/backup forces, have an SRC to use as your ground tank, and have dumb-fire missiles on you ship to blow things up from air (useful when landing on a planet that already has hostiles... no need to disembark and get shot up... just nuke them from the air first). This works well for "clear out raiders from settlement" missions too... never actually need to disembark unless you want the free base loot after it's cleared out.

I also accidentally discovered you don't need to take conflict zone ground missions from the contact... you can fly there, enter the zone (while still in your ship), choose a side to fight for, nuke the enemy from the air, and or get out in the SRV and use it as a tank during the fight. So much easier than taking the drop ship ride there.

Also I noticed when in an SRV during a conflict zone fight, the enemy drop-ship forces seem to mostly ignore the SRV and move toward the ground forces ... so you can sit behind the drop point and just mow everyone down in mass lol. The ones you shoot at of course will try to respond to you, but they don't last long.
Last edited by Oddball; Jun 10, 2024 @ 7:55am
Stray952 (Banned) Jun 10, 2024 @ 9:24pm 
I wish the ships had more close air support functionality. A sensor module that allowed your friend to do overwatch or strikes would be pretty choice
0Samuel Jun 11, 2024 @ 5:34pm 
Originally posted by Stray952:
I wish the ships had more close air support functionality. A sensor module that allowed your friend to do overwatch or strikes would be pretty choice

They do, actually, but you need very specific weapons for it. Most ship-to-ship weapons have no splash damage, even when it looks like they should, and some of those that do sort of integrate a very small damage value over the volume the enemy intersects- no good for on foot enemies.

If you look it up you should get the list of viable air to ground weapons fairly quickly. Spire farmers have tested it quite rigorously clearing out banshees, so it's a well solved problem by now. We do have some mechanics in this game where some guy figured it out 6 years ago, made a single reddit post, then quit, but air to ground stuff is not one of them.
Stray952 (Banned) Jun 13, 2024 @ 7:08pm 
Originally posted by Sighman:
Originally posted by 0Samuel:
Anyway, pretty sure the reason the payouts are so high on those is to provide a meaningful benefit to doing all the other content, but those high intensity CZs are the end goal of on-foot missions, exactly the opposite of getting started like you asked about.

Yep, I just pointed them out as a way that on-foot combat can earn fairly well.

As for fighting in a high cz, I've done them in a grade 1 dominator with grade 1 weapons on my new explorer account, where I just needed the quick 20 mill to outfit an explorer ship before leaving the bubble.

Gonna call BS on that one.

You can't just say that like this is some skill based game. The kit is all leveled. There's no skill factor. In the high CZs the enemies with lvl 4-5 gear will one shot you while you're going to take 3+ full mag dumps on them.

Like, I'm sure you're pretty good, but just the logistics of reloading that often and dumping whole mags into enemies is going to mean that they overrun you (with lvl 1 gear)
Oddball Jun 14, 2024 @ 6:31pm 
Originally posted by Stray952:
You can't just say that like this is some skill based game. The kit is all leveled. There's no skill factor. In the high CZs the enemies with lvl 4-5 gear will one shot you while you're going to take 3+ full mag dumps on them.

Don't declare a side at Frontier... take your own ship to the CZ, disembark in SRV... dismiss ship, then declare side, and proceed to mow everyone down with the dual-repeater gun. Completely part of the game and no leveled kit needed.
Holeypaladin Jun 14, 2024 @ 6:36pm 
Originally posted by Sighman:
Ground CZ (high) will make you about 10 million a shot, maybe every 15 mins. The trick is to not capture any points, keep the fight going as long as possible, and to not kill enemies - just tag them. Doing it this way you can stretch the earnings to 12-14m per fight.
The rectangular Military installation with the large landing pad outside and two small landing pads inside is actually the best settlement for dragging out the conflict as long as possible.

The Charlie and Echo points are bugged... no one will ever try to capture point Charlie, and very rarely will they go for Echo. This means that only four valid capture points exist, and since a maximum of three can be active at any given time, only one of them will ever be active if you never capture Charlie or Echo.

Unless I personally capture Charlie or Echo (since the AI won't), I will always make over 20m from these drawn-out battles in High Intensity GCZs.
Last edited by Holeypaladin; Jun 14, 2024 @ 6:38pm
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Date Posted: Jun 8, 2024 @ 7:30pm
Posts: 22