Frontier - Playing tips By Roy Sims (Based on the PC AND Amiga versions) I've found that to make progress in Frontier you have to avoid trying to mix the type of missions you undertake. Instead, concentrate just on one aspect for a while until it has improved and then move on to another, selling different equipment and installing new ones as and when they are required. For example, firstly try to improve the amount of money you own by using the useful tip Janice Charnley revealed in issue 29 (buying Robots from Barnard's Star and selling them at Earth, then buying Luxury Goods from Earth and selling those back to Barnard's Star). You will have to make this journey dozens and dozens of times to earn enough money to buy a better ship. Once you have around 200,000 credits you should try buying a Cobra Mk III. Continue trading as before but now you can make a bigger profit each run. To be comfortable you should have a spare 150,000 - 200,000 credits on board by the time you decide to change your strategy again. Don't be tempted to buy equipment you aren't likely to use profitably straight away. I planned to improve my Elite status as soon as I had a reasonably fast and well equipped ship and some spare cash. One thing about the 'robot run' between Barnard's Star and Earth is that it's a very safe route. You're not likely to be attacked en route. Now that you've got a nippy, well equipped (but still small) ship you should buy a few combat related equipment upgrades (an E.C.M System, A Shield Generator (or two), a 1MW Beam Laser and a Radar Mapper) as well as a few cabins so that you can ferry passengers. There's no guarantee that you will be attacked in any system, but the chances are improved if you are carrying wanted cargo or hunted passengers. Combat is something you either take to or you don't. The most common enemies are easily dealt with by using the auto-pilot function. If you are interrupted en route, disengage the auto-pilot and swing the ship around so that the enemy is in front of you. Turning on the planet names option helps as this will label the approaching ship with its registration number, making it easier to locate. Select this ship and then increase your speed to fly away from it. Once the enemy is about 10-12 kms away, engage the auto-pilot and you will swing around to face it. From about 6 kms or less start firing with your Beam Laser. If you aren't hitting the enemy by the time you are just 2 kms away (or the enemy has started firing back at you), disengage the auto-pilot and fly away and try the same process again. The radar mapper should be selected to identify the type of ship and its armament (as well as any possible bounty payments made on its destruction). You can then tell exactly how many hits you need to make to defeat it. (One thing I never bother with is the rear gun mounting. Almost all of my battles have been successful thanks to the auto-pilot feature, but this doesn't work if you are firing from the rear gun position. Don't bother spending money on a rear gun as you will probably never use it). The more wanted the cargo or passenger, the more ships that will try and stop you from reaching your destination. Taking on these missions should increase your Elite rating given time, and allow you to get much needed combat practice. It shouldn't take too much to be up to the Elite status of "Above Average" before too long. Once you have improved your Elite status, it's time to try and improve your Federal Rank. This is achieved by accepting Federal Missions. You will notice that most of the missions on offer are menial tasks and the dates they have to be completed by are more often than not either very tight or completely impossible to achieve. Seeing that you are going to solely concentrate on these missions for a while, you don't need to worry about cabins or other unnecessary equipment. Some of the Federal Missions can be completed quite easily within the time limits if you have the correct Hyperdrive engine installed. Instead of the Class 2 unit, sell it off and go for a Class 3. It takes up 20t more space but you can sacrifice that cargo space because you aren't going to do any trading for a while. Just ensure you still have enough space to carry the necessary amount of fuel needed by the hyperdrive. Going up the ranks is quite easy. Just save before you take on a mission, in case you can't complete it or fail to do it within the allocated time. A class 3 Hyperdrive allows you to jump 18 light years in one go, (in a Cobra Mk III) and this can make previously impossible missions easy. As you complete more missions, your rank will improve. More dangerous missions become available if your Elite status is high enough. I haven't touched on Assassination missions because I've never yet succeeded when I've agreed to take one on. Equipment that you might need includes a Hyperspace Cloud Analyser just in case your target jumps before you can destroy it. I'd suggest carrying lots of smart missiles and try to take off just before your target is due to leave, (a minute or two at the most). These missions can make you a lot of money very quickly (e.g 18,000 credits) but they are particularly difficult to complete. I suggest that you play the game on the lowest level of detail (in the 3D system) to give you the best chance of succeeding. I found that after a while the money aspect didn't interest me as much. I haven't yet tried to buy a really large ship because they are slow and can't travel very far in single jumps. They have lots of places to install weapons but their slow nature and large cargo spaces are geared more towards the type of player who is content to trade their days away. You also have to hire and pay extra crew members on bigger ships and that sounds too much like hard work! I recently moved up from the Cobra Mk III to an Asp Explorer. I can always sell my Class 3 drive and down grade to a Class 2 and do a bit of trading along the 'robot run' if my cash reserve dips a little. Following these tips you should be able to get to the same level I am right now. I have an Elite status of 'Competent' and a Federal Rank of 'Corporal'. I was also awarded a 'Certificate of Valour' by the Federation after completing a slightly dangerous mission. I'm playing reasonably safe at the moment in regards to my Legal Status as I am 'clean' on all counts. I also don't yet have a Federal Criminal Record to talk about, and I intend to keep it that way. A good reputation allows you to ask for more money when completing missions. A bad reputation can make it increasingly difficult to take on missions at all! In the early stages in and around sector 0,0 you will come across some Federal Military missions requiring a journey into the Alpha Centauri system. Be warned that this is a HUGE system which can take weeks and weeks to cross if you have a small drive. The completion dates might seem okay when you read the BBS, but you will fail to deliver the items on time if you have a low spec hyperdrive engine. You can be demoted if you deliver late, or at the least it will be marked on your record (although what effect that has on future missions is unclear). One last thing. Sometimes it is possible to crash and die whilst using the auto-pilot to dock at a station or a planet based port. To avoid this, switch the star dream time accelerator to a much faster setting during the automatic docking process and you will instantaneously dock and avoid the crash problem (which I believe is a bug). - o -