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	<id>https://wiki.alioth.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TheCiscoKid</id>
	<title>Elite Wiki - User contributions [en]</title>
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	<updated>2026-04-21T14:32:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:Ore_Processor&amp;diff=87081</id>
		<title>Talk:Ore Processor</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:Ore_Processor&amp;diff=87081"/>
		<updated>2025-08-17T09:04:09Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: Created page with &amp;quot;Does this page intentionally not mention what the splinters/minerals actually turn into (from looking at the code - alloys, gem-stones, gold, platinum, radioactives) once refi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does this page intentionally not mention what the splinters/minerals actually turn into (from looking at the code - alloys, gem-stones, gold, platinum, radioactives) once refined to keep a sense of intrigue/mystery? Probably warrants mention if not, as it's a bit unclear how this works just from reading the page --[[User:TheCiscoKid|TheCiscoKid]] ([[User talk:TheCiscoKid|talk]]) 10:04, 17 August 2025 (BST)&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=87054</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=87054"/>
		<updated>2025-08-14T13:24:08Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Elite Source Code Family Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Lasers&lt;br /&gt;
! Type !! Power !! Pulse&lt;br /&gt;
|-&lt;br /&gt;
|Pulse || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Beam || 15 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Mining || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Military || 23 || 0&lt;br /&gt;
|}&lt;br /&gt;
Every frame:&lt;br /&gt;
*Pulse Counter -2&lt;br /&gt;
*Laser temperature +8 if firing (overheats if &amp;gt;= 242), -1 if not&lt;br /&gt;
*Energy -1&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120*&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
*Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)&lt;br /&gt;
*Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || 0-1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every 256 frames (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every frame (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1993]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]                       &lt;br /&gt;
   ├─ Apple II                          [1986]&lt;br /&gt;
   │  └─ BBC Master                     [1986]&lt;br /&gt;
   └─ NES (PAL)                         [1991]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MS-DOS (Realtime, Andy Onions)          [1987]&lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=87053</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=87053"/>
		<updated>2025-08-14T12:27:38Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Elite Source Code Family Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Lasers&lt;br /&gt;
! Type !! Power !! Pulse&lt;br /&gt;
|-&lt;br /&gt;
|Pulse || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Beam || 15 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Mining || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Military || 23 || 0&lt;br /&gt;
|}&lt;br /&gt;
Every frame:&lt;br /&gt;
*Pulse Counter -2&lt;br /&gt;
*Laser temperature +8 if firing (overheats if &amp;gt;= 242), -1 if not&lt;br /&gt;
*Energy -1&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120*&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
*Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)&lt;br /&gt;
*Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || 0-1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every 256 frames (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every frame (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [June 1993]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MS-DOS (Realtime, Andy Onions)          [1987]&lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=87052</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=87052"/>
		<updated>2025-08-14T05:45:13Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Elite Source Code Family Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Lasers&lt;br /&gt;
! Type !! Power !! Pulse&lt;br /&gt;
|-&lt;br /&gt;
|Pulse || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Beam || 15 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Mining || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Military || 23 || 0&lt;br /&gt;
|}&lt;br /&gt;
Every frame:&lt;br /&gt;
*Pulse Counter -2&lt;br /&gt;
*Laser temperature +8 if firing (overheats if &amp;gt;= 242), -1 if not&lt;br /&gt;
*Energy -1&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120*&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
*Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)&lt;br /&gt;
*Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || 0-1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every 256 frames (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every frame (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MS-DOS (Realtime, Andy Onions)          [1987]&lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86996</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86996"/>
		<updated>2025-08-10T15:46:17Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Lasers&lt;br /&gt;
! Type !! Power !! Pulse&lt;br /&gt;
|-&lt;br /&gt;
|Pulse || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Beam || 15 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Mining || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Military || 23 || 0&lt;br /&gt;
|}&lt;br /&gt;
Every frame:&lt;br /&gt;
*Pulse Counter -2&lt;br /&gt;
*Laser temperature +8 if firing (overheats if &amp;gt;= 242), -1 if not&lt;br /&gt;
*Energy -1&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120*&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
*Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)&lt;br /&gt;
*Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || 0-1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every 256 frames (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every frame (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86986</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86986"/>
		<updated>2025-08-10T05:42:28Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120*&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
*Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)&lt;br /&gt;
*Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0-1&lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || 0-1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86985</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86985"/>
		<updated>2025-08-10T05:36:45Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Market */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120*&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
*Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)&lt;br /&gt;
*Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86984</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86984"/>
		<updated>2025-08-10T05:30:24Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Mining===&lt;br /&gt;
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86983</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86983"/>
		<updated>2025-08-10T05:15:25Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Market */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and gem-stones don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86982</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86982"/>
		<updated>2025-08-10T05:14:14Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Spawn Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86981</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86981"/>
		<updated>2025-08-09T01:06:14Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Spawn Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─0-1 Missiles&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon [63/63 aggression]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86980</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86980"/>
		<updated>2025-08-09T00:52:17Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Spawn Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─0-1 Missiles&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]&lt;br /&gt;
  | └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86979</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86979"/>
		<updated>2025-08-09T00:43:34Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Spawn Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1/256 main loop iterations (if not in Witchspace):&lt;br /&gt;
├─13%&lt;br /&gt;
| └─if &amp;lt; 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]&lt;br /&gt;
|   ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]&lt;br /&gt;
|   | ├─50% ECM&lt;br /&gt;
|   | ├─50% Docking/Hostile&lt;br /&gt;
|   | ├─0-1 Missiles&lt;br /&gt;
|   | ├─16-31 Speed&lt;br /&gt;
|   | └─0-63 Aggression&lt;br /&gt;
|   └─50% Non-Trader&lt;br /&gt;
|     ├─98.8%&lt;br /&gt;
|     | ├─50% Asteroid&lt;br /&gt;
|     | ├─48% Boulder&lt;br /&gt;
|     | └─2% Cargo Canister&lt;br /&gt;
|     └─1.2% Rock Hermit [ECM]&lt;br /&gt;
└─87%&lt;br /&gt;
  ├─if random (0-255) &amp;gt;= BAD&lt;br /&gt;
  | └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]&lt;br /&gt;
  ├─0.4%&lt;br /&gt;
  | ├─96.8% Thargoid [ECM, 63/63 aggression, 6 missiles, speed 39]&lt;br /&gt;
  | └─3.2% Cougar [ECM, 60/63 aggression, 4 missiles, speed 27, no AI]&lt;br /&gt;
  ├─if government 1–7:&lt;br /&gt;
  | ├─53% no spawn&lt;br /&gt;
  | └─if random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
  ├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]&lt;br /&gt;
  | ├─4% ECM&lt;br /&gt;
  | └─32-63 aggression&lt;br /&gt;
  └─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]&lt;br /&gt;
    ├─22% ECM&lt;br /&gt;
    └─32-63 aggression&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
&lt;br /&gt;
Station&lt;br /&gt;
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]&lt;br /&gt;
└─0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
    ├─50% Transporter&lt;br /&gt;
    └─50% Shuttle&lt;br /&gt;
Rock Hermit&lt;br /&gt;
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]&lt;br /&gt;
Anaconda&lt;br /&gt;
└─22%&lt;br /&gt;
  ├─61% Worm [56/63 aggression]&lt;br /&gt;
  └─39% Sidewinder [56/63 aggression]&lt;br /&gt;
Thargoid&lt;br /&gt;
└─90% (if less than half Energy)&lt;br /&gt;
  └─if random (0-31) &amp;lt; Missiles&lt;br /&gt;
    └─Thargon&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86899</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86899"/>
		<updated>2025-08-03T15:14:43Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;br /&gt;
*[https://www.jamesdrandall.com/projects/webglite/ webGLite]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86898</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86898"/>
		<updated>2025-08-03T14:14:16Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Sun and Planet Size==&lt;br /&gt;
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:&lt;br /&gt;
*Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: [https://elite.bbcelite.com/master/main/subroutine/tt22.html TT22])&lt;br /&gt;
*Planet size: The Average Radius figure on the System Data screen (see: [https://elite.bbcelite.com/master/main/subroutine/tt25.html TT25])&lt;br /&gt;
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86864</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86864"/>
		<updated>2025-07-30T16:33:53Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elite/index.html Elite TNK GBA Port]&lt;br /&gt;
*[https://www.geocities.ws/quirky_2k1/games/elitea/index.html Elite-A GBA Port]&lt;br /&gt;
*[https://defence-force.org/index.php?page=games&amp;amp;game=1337 1337 (Oric Atmos Elite)]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86826</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86826"/>
		<updated>2025-07-29T13:40:17Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Elite Source Code Family Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)   [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)   [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   │  └─ Elite 128 (Ullrich von Bassewitz)   [1998]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus, Ricardo Pinto)      [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Vladimir Kladov)  [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)                [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro, Rob Nicholson)          [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86823</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86823"/>
		<updated>2025-07-29T12:46:09Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Elite Source Code Family Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)  [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)  [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus)            [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Shadow Soft)   [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)             [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro)                [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86822</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86822"/>
		<updated>2025-07-29T12:45:29Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Elite Source Code Family Tree==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BBC Micro (Cassette)  [1984]&lt;br /&gt;
├─ Acorn Electron      [1984]&lt;br /&gt;
├─ BBC Micro (Disc)    [1984]&lt;br /&gt;
│  └─ Elite-A (Angus Duggan)            [1997]&lt;br /&gt;
│     └─ Elite-B (Dr Beeb)              [2014–2018]&lt;br /&gt;
└─ 6502 Second Processor (Tube Elite)  [1984/1985]&lt;br /&gt;
   ├─ Commodore 64                      [1985]&lt;br /&gt;
   ├─ NES (PAL)                         &lt;br /&gt;
   ├─ Apple II                          [1985/1986]&lt;br /&gt;
   └─ BBC Master                        [1986/1987]&lt;br /&gt;
&lt;br /&gt;
ZX Spectrum (Torus)            [Nov 1985]&lt;br /&gt;
├─ Novosibirsk Elite (Shadow Soft)   [1992–93]&lt;br /&gt;
│  └─ Elite Legend (PLM)             [2021]&lt;br /&gt;
├─ Amstrad CPC (Torus)         [1985–86, parallel dev]&lt;br /&gt;
└─ Tatung Einstein (Merlin) &lt;br /&gt;
MSX (Mr. Micro)                [1987]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86820</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86820"/>
		<updated>2025-07-29T11:18:07Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Equipment for purchase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the enhanced C64 hack referred to as Elite B on Ian Bell's website, see [[Elite 128]]''&lt;br /&gt;
----&lt;br /&gt;
ELITE - B&lt;br /&gt;
Paul Brink &lt;br /&gt;
31st December 2018&lt;br /&gt;
&lt;br /&gt;
An extended version of Angus Duggan's [[Elite-A]] which in turn is based upon Elite for the BBC Micro by David Braben and Ian Bell (C) Acornsoft 1984.&lt;br /&gt;
&lt;br /&gt;
Thargoid curses, Rockbars and missile tactics inspired by Oolite and its OXP contributors.&lt;br /&gt;
&lt;br /&gt;
Some new ships and constructions introduced along with a new legal system, equipment, changes in combat tactics, and many other changes described further below.&lt;br /&gt;
&lt;br /&gt;
Tested in Emulator MacBeebEm Ver 3.3a on Mac OS X 10.5.8 and 10.6, and MacBeebEm Ver 4.0a on Mac OS X 10.11.6 with the emulator configured for the BBC Computer 32K Model B.&lt;br /&gt;
&lt;br /&gt;
Tested for Acorn DFS Native 8271 Controller and 1770, but DFS version should be greater than 0.9.&lt;br /&gt;
&lt;br /&gt;
To play ELITE-B ensure DFS not ADFS.&lt;br /&gt;
Use *DISC command if needed. &lt;br /&gt;
Then load disc.&lt;br /&gt;
Its catalogue is given by typing the two characters *.&lt;br /&gt;
To run the game type *ELITEB&lt;br /&gt;
To read this text file type *TYPE T.README&lt;br /&gt;
&lt;br /&gt;
The following overview is not complete, with more weight given to differences between Elite-B, BBC Disk, and Elite-A. The Delta-14B control of Elite-A has been removed.&lt;br /&gt;
&lt;br /&gt;
= Your Ship = &lt;br /&gt;
&lt;br /&gt;
Like the BBC Disk Classic original the player starts in a minimally equipped Cobra Mk-3, but similar to [[Elite-A]], the player can opt to trade-in to buy a new ship. The cash required is the difference in price between the two ships. &lt;br /&gt;
&lt;br /&gt;
Starting at Lave, the only other ships on offer for sale are cheaper than your Cobra Mk-3 thus its possible to use the surplus cash to equip your new ship. &lt;br /&gt;
&lt;br /&gt;
The price of a ship is predominately determined by its shield strength, followed by its cargo space, speed, and hyperspace range. Ship specifications are discussed later under 'Ships for Purchase'.&lt;br /&gt;
&lt;br /&gt;
The new Commander has the dilemma of struggling to trade and raise cash to fill the large cargo space of the Cobra Mk-3, and buy urgently needed equipment; or buy a smaller, more vulnerable, ship with fewer trading opportunities. &lt;br /&gt;
&lt;br /&gt;
When a ship is offered for sale the Station Dockyards will strip it of armaments and equipment occupying cargo hull space, in addition to draining any fuel and deactivating the shields. &lt;br /&gt;
&lt;br /&gt;
Before exchanging your ship you are advised to sell your lasers, missiles, any energy units and galactic drives, and expect a refund of half their original value. &lt;br /&gt;
&lt;br /&gt;
Standardized equipment such as I.F.F., E.C.M., docking computers, shield unit, fuel scoop and escape pod will be automatically transferred to your new ship. &lt;br /&gt;
In addition you are strongly advised to pay the requested maintenance fee for your new ship to (partially) recharge the main shield generators.&lt;br /&gt;
&lt;br /&gt;
Your Status page will indicate the shield life-time for your ship as a percentage and will slowly degrade due to combat and travel. &lt;br /&gt;
Once below 10%, Dockyards will start to offer a maintenance fee under the 'Equip Ship' options, with the cost determined by the level of service restoration available at that Station. &lt;br /&gt;
If the shields are fully depleted your ship is very vulnerable during its journey to the next Space Station. &lt;br /&gt;
&lt;br /&gt;
The standardized E.C.M. system allows a maximum of 100 charges (for large freighters) and is also indicated as a percentage on your Status page. A replenishment can be purchased before the system is depleted.&lt;br /&gt;
&lt;br /&gt;
You are always being watched. As you slip your berth, information on your purchased cargo and strength of armaments is of value to pirates. &lt;br /&gt;
&lt;br /&gt;
= In Flight =&lt;br /&gt;
&lt;br /&gt;
The space compass of Elite-B (the gimbal to the top right of the main radar scanner) has additional enhancements and keyboard controls. &lt;br /&gt;
&lt;br /&gt;
When in range of a Space Station (denoted by the yellow S symbol on the lower console) the compass will indicate a thick yellow bar towards the Space Station if the Space Station is in front of you, and a thin yellow bar if its behind you.&lt;br /&gt;
&lt;br /&gt;
In deep space, the compass will usually lock onto the destination planet with a similar green bar but will automatically relock onto any new objects coming into sensor range, with a yellow bar. &lt;br /&gt;
&lt;br /&gt;
The 'P' key will lock the compass back to the planet. The 'L' key will lock onto the Sun, also with a green bar. The compass will change lock onto any launched missile, with a red bar. All the targets in range can be cycled through using the 'K' key.&lt;br /&gt;
&lt;br /&gt;
Both the long range and short range charts indicate the star size for each system that is a member of the Galactic Cooperative. The Sun-to-planet distance is determined by the size, type, of star, with habitable planets further away from bright stars.&lt;br /&gt;
&lt;br /&gt;
Careful thermal management of the cabin temperature is required for fast ships. &lt;br /&gt;
They are able to fly close enough to Dwarf stars to perform 'sun-skimming', but are prone to overheating and destruction if fuel scooping is performed at high speed or the star is too large. &lt;br /&gt;
Large, slow, freighters can fuel scoop at larger stars but giant stars are usually too difficult to approach closely, even at very low speed.&lt;br /&gt;
&lt;br /&gt;
Small (pirate) ships are likely to explode near stars. Similarly, Thargoid vessels are unable to release Thargon craft near stars. Thus loitering at a star can offer solace to the Commander.&lt;br /&gt;
&lt;br /&gt;
A hyperspace system will target your arrival near the star if the star is large, resulting in a long (and dangerous) travel distance to the target planet. &lt;br /&gt;
A small star with the gravitational perturbation of a large target planet radius minimizes the required travel distance upon arrival from Witchspace. &lt;br /&gt;
&lt;br /&gt;
If some fuel remains in the hyperspace drive it is possible to re-hype back to the arrival point in the system. This is useful to evade bounty hunters and pirates, although the journey back to the target planet has to be re-attempted. &lt;br /&gt;
&lt;br /&gt;
The hyperspace countdown time is dependent on distance to be travelled and is quite short when the target system is the present system. &lt;br /&gt;
During the countdown the cabin temperature will increase as the drive is energized, this can be fatal if sun-skimming at high speed has recently been performed.&lt;br /&gt;
&lt;br /&gt;
In-system small jumps can be performed with the 'J' key, although these jumps require that there are no large mass-energy concentrations nearby. This includes planets, suns, space constructions and ships. &lt;br /&gt;
&lt;br /&gt;
Space debris, escape capsules and asteroids can be warped in the surrounding space-time fabric and travel with you. If these are the only items in sensor range the Status page will indicate condition 'green'. &lt;br /&gt;
&lt;br /&gt;
A large 'C' will also displayed to the upper left of the radar scanner. Under these 'Clear' conditions a jump can be performed successfully if the ship is not too close to a planet or the sun. &lt;br /&gt;
These conditions are also highly favourable for performing asteroid mining as any hostile ships must be quite far away.&lt;br /&gt;
&lt;br /&gt;
Unresponsive thargon craft prevent the operation of the in-system jump, and can also be re-activated for combat by the arrival of a Thargoid mother ship. &lt;br /&gt;
Local news (key 'J' while docked, but not when viewing 'The Guide') will report most nearby Thargoid incursions.&lt;br /&gt;
&lt;br /&gt;
The radar scanner depicts the player's ship in the center, with nearby items indicated by coloured blocks with tails projecting down (or up) to the plane of the player. &lt;br /&gt;
&lt;br /&gt;
The default scanner indicates space debris or dockable space stations in green (or blue), missiles in red, and all other craft in yellow (or magenta). &lt;br /&gt;
&lt;br /&gt;
The purchase of an I.F.F. (Identify Friend or Foe) system depicts additional colour information on the tails, with red/yellow indicating pirates, green/yellow indicating police or bounty hunters, and red/green are Thargoid ships.&lt;br /&gt;
&lt;br /&gt;
Once you are close enough to a planet (the altimeter starts to drop) an 'S' symbol will appear on the console and the compass will lock in the direction of a Space Station that you can dock at. &lt;br /&gt;
Your ship is now in the Space Station safety zone, any pirates attacking you will break off their pursuit.&lt;br /&gt;
&lt;br /&gt;
If the compass lock is lost, the 'S' symbol disappears, fly parallel to the planet keeping your altitude constant rather than fly into the planet. Another orbiting Space Station will come into range.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to enter the planet's atmosphere.&lt;br /&gt;
&lt;br /&gt;
If a hyperspace jump is attempted too close to the planet surface a mis-jump will occur and you will be trapped in Witchspace, either by Thargoids or other agents.&lt;br /&gt;
 &lt;br /&gt;
It is possible to use an escape pod if you are trapped in Witchspace, or try to find a system still in range of your remaining hyperspace fuel on the short range chart.&lt;br /&gt;
&lt;br /&gt;
= Docking = &lt;br /&gt;
&lt;br /&gt;
The Space Station's docking slit will always face towards the planet. Be careful of other traffic, both docking and leaving. Abort any automated docking with key 'N' if required.&lt;br /&gt;
&lt;br /&gt;
A manual docking requires good alignment to the slit, approach the slit as straight-on as possible, match rotation and slow down substantially just before docking. If your speed is low enough the docking should succeed. &lt;br /&gt;
&lt;br /&gt;
Docking computers can be purchased to automate the entire arrival process but are expensive. Alternatively the Commander can pay a docking fee (once in Space Station range) and guidance commands will be sent to automatically dock the ship. &lt;br /&gt;
If the Commander does not have the 30.0 Cr for the docking fee, the docking will proceed with a minor offence levied to your legal status. A minor offence will not attract the attention of the police or bounty hunters.&lt;br /&gt;
&lt;br /&gt;
= Legal System = &lt;br /&gt;
&lt;br /&gt;
Shooting at the Space Station, police, shuttles, are not minor offences. &lt;br /&gt;
&lt;br /&gt;
Destroying transports, rock hermits, escape pods, docking ships, are not minor offences.&lt;br /&gt;
&lt;br /&gt;
When first entering the Space Station safety zone, the Commander's legal status is assessed and an attempt is made to deduct in full any fines owed. &lt;br /&gt;
For example, overzealous use of laser fire against a destroyed pirate ship could destroy a released escape pod which is a 414 Cr GalCop fine. &lt;br /&gt;
If the Commander has sufficient cash their legal status is updated to 'Clean' and any pursuing police or bounty hunters will break off their pursuit. &lt;br /&gt;
&lt;br /&gt;
When docked the Commander can enquire with key 'U' the cost of paying fines levied. They need to be paid in full otherwise the present legal status will remain. &lt;br /&gt;
&lt;br /&gt;
The Commander's legal status, like cash or rating, cannot be erased by any action such as buying a new ship, using an escape pod, or travelling great distances.&lt;br /&gt;
&lt;br /&gt;
The operators of Gal Cop stations turn a blind eye to the trading of illegal goods (firearms, slaves, narcotics and furs), but police ships are authorized to scan ships remotely for such cargo and revise the legal status of the Commander accordingly. &lt;br /&gt;
&lt;br /&gt;
Once a fugitive status equivalent to destroying a few station-protected ships has been reached, all Gal Cop stations will launch police to attack you and any docking attempt will be fatal. &lt;br /&gt;
With no access to trading, the main option available in this situation is to earn sufficient credits by engaging in bounty hunting until sufficient bounties are awarded.&lt;br /&gt;
&lt;br /&gt;
As a Commander's legal status degrades, pirates will start to keep their distance and encountering bounty hunters will become more frequent. Politically unstable systems will become more attractive for the Commander's survival.&lt;br /&gt;
&lt;br /&gt;
= Trading = &lt;br /&gt;
&lt;br /&gt;
The main-market trading is profitable between planets with complementary economies. The most profitable trade routes are between Rich Industrial and Poor Agricultural systems. &lt;br /&gt;
Although such systems can exist in proximity to each other, their most direct Witchspace trade lanes are fraught with danger. &lt;br /&gt;
A Witchspace transit initiated near the local Sun, or a combination including sufficient speed, laser overheating, and hyper-space travel distance can evade such an ambush.&lt;br /&gt;
&lt;br /&gt;
The maximum carrier limits outside the main cargo hold for gold and platinum are 250 kg each, but cannot be stored in the escape pod. Whereas gemstones can, with a maximum limit of 250 g.&lt;br /&gt;
&lt;br /&gt;
One type of cargo can be dumped, radioactives. If purchased at a station then dumped near a sun a redemption fee is awarded which can be modestly profitable. Thus if the market opportunities are unattractive radioactives become an interesting cargo. &lt;br /&gt;
Once dumped, the cargo hold now has space for cargo-scooping opportunities, such as asteroid mining.&lt;br /&gt;
  &lt;br /&gt;
= Special Cargo =&lt;br /&gt;
&lt;br /&gt;
The special cargo contract system of [[Elite-A]] is retained but with some adjustments so that offers are dependent upon your recent delivery reputation and the political stability of the requested destination. &lt;br /&gt;
&lt;br /&gt;
The Special Cargo page will list the offers on the highest Register (A-Z) that your reputation gives you access to. Destinations that are Anarchy systems are denoted with an '!' after the system name. &lt;br /&gt;
&lt;br /&gt;
If your legal reputation is tarnished then additional offers of dubious legality will be listed with a '*' after the system name. &lt;br /&gt;
&lt;br /&gt;
Once the general 10% tariff is surrendered by the player, the item is subject to inspection and additional penalties being levied on your legal status prior to their loading on your ship. &lt;br /&gt;
&lt;br /&gt;
The degrading value of the carried contract is updated upon each intervening docking and displayed on the Inventory page along with its destination. &lt;br /&gt;
&lt;br /&gt;
Sun-hopping along a route with low-mass stars is the fastest way to reach the destination and maximize the reward once delivered.&lt;br /&gt;
&lt;br /&gt;
Use of a Galactic Hyperdrive will void the contract, but the special cargo can accompany the Commander in an escape pod or to a new ship.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Elite-A]], if the listed market prices or special cargos on offer are not satisfactory, then the player can pay 50.0 Cr for an extended-stay docking fee, after which the prices and offers will update.&lt;br /&gt;
&lt;br /&gt;
= Equipment for purchase =&lt;br /&gt;
&lt;br /&gt;
The equipment prices depend on your type of ship. Different ships allow different number of missiles, laser mounts, fuel range, and available cargo hold space for large equipment items. The actual power of lasers depends on the type of ship too.&lt;br /&gt;
&lt;br /&gt;
'''Missiles''' - Available from technology level 1.&lt;br /&gt;
*A missiles can destroy small ships outright or inflict major damage on large ships. See list of hit damage under = Elite B Craft =&lt;br /&gt;
*Tactics for dealing with an incoming missile include shooting it shortly after launch, use your electronic counter measures (E.C.M.), fire one of your missiles at it or at a target ship with its own E.C.M., use your escape pod, or hyperspace. &lt;br /&gt;
*Another tactic is to hold your ship stationary and hope that the missile enters a circular orbit around you. &lt;br /&gt;
*Selecting the red bar for the missile on your space compass (by hitting the 'K' key multiple times) will allow you to track its orbit and time an attempt to fire your laser at it.&lt;br /&gt;
&lt;br /&gt;
'''I.F.F. (Identify Friend or Foe) System''' - Available from technology level 2.&lt;br /&gt;
*An Identification Friend or Foe (I.F.F.) upgrade will display different objects in different colours on the radar scanner.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Scanner Colour Codes&lt;br /&gt;
|-&lt;br /&gt;
| Green || Debris/Station&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Yellow || Police Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Green || Bounty Hunter&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Red || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Yellow || Pirate&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Green || Thargoid mother ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Red || Thargon craft&lt;br /&gt;
|-&lt;br /&gt;
| Red || Missile&lt;br /&gt;
|}&lt;br /&gt;
- * I.F.F. upgrade&lt;br /&gt;
&lt;br /&gt;
*Depending on ship purchased, the green colour could be blue, the yellow colour could be magenta.&lt;br /&gt;
&lt;br /&gt;
'''E.C.M. (Electronic Counter Measures) System''' - Available from technology level 2.&lt;br /&gt;
*When activated, an Electronic Counter Measures (E.C.M.) system will destroy all missiles in the vicinity. &lt;br /&gt;
*Standard systems for a large freighter have a maximum charge of 100. An E.C.M. system can be replaced before it is fully depleted.&lt;br /&gt;
&lt;br /&gt;
'''Pulse Laser''' -  Available from technology level 3&lt;br /&gt;
*Pulse lasers fire intermittent laser beams. If used to destroy an asteroid, a small number of mineable splinters may survive.&lt;br /&gt;
&lt;br /&gt;
'''Beam Laser''' -  Available from technology level 4&lt;br /&gt;
*Beam Lasers fire continuous laser strands but overheat more rapidly than Pulse Lasers. If the selected laser mount view is already occupied then that laser should be sold before-hand.&lt;br /&gt;
&lt;br /&gt;
'''Fuel Scoops''' -  Available from technology level 5&lt;br /&gt;
*Fuel Scoops enable a ship to obtain free hyperspace fuel by 'sun-skimming' - flying close to the sun. Small, fast, ships are limited to sun-skimming from Dwarf stars and may require reduced speed to prevent over-heating.&lt;br /&gt;
*Fuel Scoops can also be used (with care) to pick up space debris, such as cargo barrels or asteroid splinters. &lt;br /&gt;
*Cargo barrels containing precious metals or gemstones cannot be scooped successfully unless there is room in the main cargo hold for the associated 1 tonne of alloys.&lt;br /&gt;
*The contents of barrels are unknown until scooped and inspected on board. However if local news (key 'J' when docked) indicates a major raid occurred it is likely that the same cargo type will be liberated from pirates encountered in that same system.&lt;br /&gt;
&lt;br /&gt;
'''Escape Pod''' - Available from technology level 6&lt;br /&gt;
*When ejected, even from Witchspace, an escape pod will head towards the nearest space station.&lt;br /&gt;
*The standard insurance policy will replace your ship up to the policy replacement limit of a fully armed Cobra Mk3. &lt;br /&gt;
*Most equipment will be replaced, but any energy units and Galactic drives are excluded. Similarly any bulk cargo and precious metals will not be replaced.&lt;br /&gt;
*Your cash, rating, legal status (and special cargo and gem-stones that accompanied you in the escape pod) will be preserved.&lt;br /&gt;
&lt;br /&gt;
'''Mining laser''' - Available from technology level 6&lt;br /&gt;
*Mining Lasers are highly powered, slow firing, pulse lasers which are tuned to fragment asteroids into many splinters. &lt;br /&gt;
*They can also be used to destroy other targets but are very slow firing.&lt;br /&gt;
*Splinters scooped in politically unstable systems may contain large precious-metal nuggets.&lt;br /&gt;
&lt;br /&gt;
'''Shield Unit''' - Available from technology level 7&lt;br /&gt;
*Recently permitted, a Shield Unit gives added protection to the cargo hold.&lt;br /&gt;
*A side-effect is that Police ships are unable to scan for contraband, which includes furs.&lt;br /&gt;
*Interference lines with the main shields are visible during major sustained bombardment of the player's ship. &lt;br /&gt;
*As one of the last resorts, the cargo shield can be deliberately collapsed by hitting the 'TAB' key. The imploding energy is diverted to the main front and aft shields. &lt;br /&gt;
*During this process all cargo in the main hold is vapourized, except Alien Items and Minerals. Gemstones, gold, platinum and special cargo are not affected.&lt;br /&gt;
&lt;br /&gt;
'''Energy Unit''' - Available from technology level 8&lt;br /&gt;
*An extra Energy Unit will double the recharging rate of a ship's energy banks.&lt;br /&gt;
*The large equipment usually occupies two tonnes of cargo space and is not covered by most insurance policies.&lt;br /&gt;
*Pirate groups may have scanner technology to assess the energy recharge rate of an adversary and plan their attacks accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Docking Computers''' - Available from technology level 9&lt;br /&gt;
*Docking Computers allow an automated way of docking without paying a fee each time for docking guidance from the space station.&lt;br /&gt;
&lt;br /&gt;
*Outside the Space Station safety zone Docking computers can also act as an auto-pilot, with the current selection on the space compass serving as the destination target. &lt;br /&gt;
*Thus the auto-pilot is easily distracted and will point the ship, travelling at high speed, to each new target that comes into sensor range. &lt;br /&gt;
*This default behaviour is a useful tactic for encountering pirate groups, buying extra time to put down your cup of tea.&lt;br /&gt;
&lt;br /&gt;
*During a very heavy attack the auto-pilot will automatically disengage. &lt;br /&gt;
*If no ships are in the vicinity and the compass target is the planet or the sun, then the auto-pilot will automatically perform an in-system jump similar to the 'J' key. &lt;br /&gt;
*Press key 'P' to return the compass, and auto-pilot, back to the planet. Occasionally the auto-pilot will perform this automatically.&lt;br /&gt;
*Although such systems are quite sophisticated they are not fool-proof and the Commander is advised to monitor the auto-pilot and docking progress, hitting key 'N' to abort and take manual control.&lt;br /&gt;
&lt;br /&gt;
'''Galactic Hyperspace''' - Available from technology level 10&lt;br /&gt;
*Galactic Hyperspace drives are used for very long-range jumps, exploiting the local Witchspace configuration to connect systems on adjacent charts.&lt;br /&gt;
*The arrival planet is uniquely determined by the departure planet. For example Oresrati in Galactic Chart 8 from Rainza in Galactic Chart 7. &lt;br /&gt;
*Consult the charts available in 'The Guide' (accessible with key '?' when docked) where the short range charts can be scrolled and other Galactic Charts can be found with the 'F' key followed by the Chart number.&lt;br /&gt;
*A Galactic Hyperspace drive can only be activated once outside the space station safety zone. The destination chart is 'forward' or 'backwards' depending on whether you are flying towards or away from the local sun. &lt;br /&gt;
*The Galactic Hyperspace countdown time is dependent on the size of the cargo hold, larger ships requiring additional navigation computation and drive activation time.&lt;br /&gt;
*Multiple drives can be purchased if you have enough cargo space for the fuel. Each drive requires 5 tonnes and allows one long-range jump.&lt;br /&gt;
&lt;br /&gt;
'''Military laser''' - Available from technology level 11&lt;br /&gt;
*Military Lasers use high energy lasers firing continuously to produce devastating effects, but are prone to overheating.&lt;br /&gt;
*Improved thermal management allows more effective use of multiple laser mounts, but the excess heat can drive up the cabin temperature.&lt;br /&gt;
&lt;br /&gt;
= Ships for purchase =&lt;br /&gt;
&lt;br /&gt;
All ships listed for purchase are hyperspace-capable for trading. They are ordered by cost with cheaper ones tending to have weaker hulls, smaller cargo holds, lower speeds. &lt;br /&gt;
&lt;br /&gt;
The resilience of a ship's shields to incoming laser fire is given by the Shield class in the following table. Similarly the laser weaponry available for purchase fall into power classes, where a minus sign indicates a recharge time is required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Ship !! Shield !! Pulse !! Beam !! Military !! Mining !! Mounts&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1 || -6 || 6 || 9 || -12 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 2 || -7 || 7 || 10 || -12 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 3 || -8 || 7 || 11 || -12 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 2 || -6 || 6 || 10 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 3 || -7 || 8 || 14 || -12 || 1	&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 4 || -8 || 7 || 11 || -14 || 4		&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 5 || -8 || 7 || 11 || -14 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 4 || -8 || 8 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 5 || -9 || 7 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 6 || -8 || 8 || 14 || -28 || 2&lt;br /&gt;
|-&lt;br /&gt;
|FerdeLance || 6 || -9 || 9 || 14 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 8 || -12 || 9 || 14 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Python || 9 || -12 || 9 || 13 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 8 || -10 || 7 || 12 || -30 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk2 || 7 || -9 || 10 || 16 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 10 || -13 || 8 || 14 || -30 || 4  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In [[Elite-A]], the shield classes extended over a slightly largely range which resulted in a player's Cobra Mk3 being immune to Worm craft, and a player's Anaconda being immune to Cobra Mk3 fire. &lt;br /&gt;
Whereas in BBC disk Classic, the player's Cobra Mk3 is susceptible to Worm craft and can destroy an Anaconda with laser fire.&lt;br /&gt;
&lt;br /&gt;
In Elite-B, the narrower range of shield classes retains consistency with BBC disk Classic. &lt;br /&gt;
A Cobra Mk3's shield is still weakly vulnerable to laser fire from an Adder ship. Larger freighters are essentially immune to an Adder but still susceptible to a pirate Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
The effect of missiles in [[Elite-A]] (and BBC disk Classic) hitting the player were very similar, taking just over 2 missiles to destroy your ship, whatever its type.&lt;br /&gt;
Whereas destroying an Adder would take just over one player's missile, with Elite-A's missiles slightly weaker than BBC disk Classic.&lt;br /&gt;
&lt;br /&gt;
In Elite-B there is improved symmetry with a player's Adder destroyed in just over 1 missile hit, whereas a player's Anaconda can take over 6 missile hits. &lt;br /&gt;
 &lt;br /&gt;
Further information on the ships available for purchase is included in the following descriptions of all craft encountered.&lt;br /&gt;
&lt;br /&gt;
= Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Information on all ships and space constructions can be found in 'The Guide' (key '?' when docked). The menu items can be selected by the indicated numeric value, and are also mapped to letters of the alphabet (A=1 etc.).&lt;br /&gt;
&lt;br /&gt;
All craft with hyperspace capability have a hull rating of 'H' or above and are strong enough to withstand at least one missile hit, if the shield hit is fully charged.&lt;br /&gt;
&lt;br /&gt;
The missile strength in Elite B is inbetween that of [[Elite-A]] and BBC disk Classic.&lt;br /&gt;
In the table below, both an estimate of the number of survivable missile hits is listed, along with the maximum number of missiles that craft can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Craft !! Hits Est. !! Missiles (Max) !! Speed (LM) !! Cargo (TC) !! Range (LY)&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1.1 || 2 || 0.24 || 8 || 4.5	&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 6 || 8 || 0.14 || 250 || 10.0	&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk || 2.6 || 1 || 0.40 || 6 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 3.1 || 6 || 0.24 || 130 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Bushmaster || 1.1 || 1 || 0.33 || 8 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Carrier || 7 || ? Vipers || 0.12 || ? || 11.0 &lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 2.0 || 2 || 0.29 || 16 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 1.3 || 3 || 0.26 || 17 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 2.2 || 4 || 0.30 || 37 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser || 5 || 7 || 0.26 || 150 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Escape pod || 0.5 || - || 0.08 || - || -	&lt;br /&gt;
|-&lt;br /&gt;
|Fer-de-Lance || 2.4 || 2 || 0.30 || 9 || 8.5	&lt;br /&gt;
|-&lt;br /&gt;
|Gecko || 0.9 || 2 || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 1.8 || 5 || 0.26 || 28 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Habu || 1.5 || - || 0.36 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 2.3 || 2 || 0.34 || 12 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 1.7 || 3 || 0.28 || 22 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
|Krait || 1.3 || - || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mamba || 1.3 || 2 || 0.32 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 3.3 || 8 || 0.16 || 75 || 11.0&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 1.5 || 6 || 0.25 || 14 || 4.0 &lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 1.6 || 3 || 0.28 || 11 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|Python || 3.3 || 7 || 0.20 ||  100 || 8.0&lt;br /&gt;
|-&lt;br /&gt;
|Rinkhals || 2.1 || 4 || 0.27 || 30 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 1.6 || 1 || 0.31 || 5 || 8.5&lt;br /&gt;
|-&lt;br /&gt;
|Shuttle || 0.5 || - || 0.08 || 60 || -&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder || 0.9 || 1 || 0.37 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Thargoid || 3.6 || 6 Thargon || 0.39 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Thargon || 0.3 || 0 || 0.30 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Transporter ||  0.5 || 0 || 0.10 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Urutu || 6 || 7 || 0.20 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk1 || 1.5 || 1 || 0.32 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk2 || 1.5 || 2 || 0.34 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk3 || 1.5 || 4 || 0.36 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Worm || 0.8 || - || 0.23 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
If you do not possess an E.C.M. system it is difficult to engage in combat as nearly all ships carry missiles and will start to launch them if under attack. &lt;br /&gt;
See - Equipment Missiles - for discussion on missile tactics, for example using an in-system hyperspace jump (if any fuel remains) can evade missiles. &lt;br /&gt;
&lt;br /&gt;
Your missile cost is comparable to the pirate bounties awarded, and most pirates will take more than one missile to destroy. &lt;br /&gt;
&lt;br /&gt;
One effective attack tactic is to lock a missile onto a target (key 'T'), soften it up a bit with laser fire (key 'A'), during which your missile will acquire a lock. &lt;br /&gt;
Once the oncoming ship leaves your laser sights as it flies past you, launch your missile (key 'M').&lt;br /&gt;
&lt;br /&gt;
Destruction of pirates will increase your combat rating and usually a bounty will be awarded. Destruction of innocent ships will usually result in no bounty awarded and most likely a fine imposed, which could be several hundred credits. &lt;br /&gt;
Your combat rating can also be improved by destroying any space debris you encounter, and recall that using a pulse laser to destroy an Asteroid may generate some scoopable splinters. &lt;br /&gt;
&lt;br /&gt;
If your legal status is Clean you only need to worry about pirate attacks occurring outside of the Space Station safety zone. &lt;br /&gt;
If your legal status is mild Offender or above then you need to worry both about pirates and bounty hunters, including the police. &lt;br /&gt;
If you kill police or bounty hunters your legal status will continue to degrade so you should consider using an in-system hyperspace jump to evade them.&lt;br /&gt;
&lt;br /&gt;
As you enter the safety zone of a Space Station, an attempt will automatically be made to deduct all outstanding fines from your legal status. &lt;br /&gt;
If you are unable to pay them in full then police and bounty hunters will continue their pursuit of you within the safety zone.&lt;br /&gt;
&lt;br /&gt;
The more politically stable a system is the more likely you will encounter bounty hunters and police rather than pirates. &lt;br /&gt;
&lt;br /&gt;
If you do encounter pirates at stable systems, like Corporate States, bear in mind that they are likely to be very well armed (to explain their sustained presence) and your better tactic may be to flee.&lt;br /&gt;
&lt;br /&gt;
The most unstable systems (Anarchies) barely have a functioning police force and bounty hunters are rare. &lt;br /&gt;
At the lowest technology worlds Kraits, rather than Vipers, serve as Police ships. They will announce their presence in hope that you will not misidentify them as pirates. &lt;br /&gt;
Anarchies with a higher technology level have some bounty hunters to aid the passage of innocent traders.&lt;br /&gt;
&lt;br /&gt;
If you legal status is degrading towards Fugitive you will encounter fewer pirate groups but attract the attention of more bounty hunters. &lt;br /&gt;
&lt;br /&gt;
The ability to quickly change legal status (kill space-station protected ships and later repay the fines) may aid in traversing low-technology Anarchy systems, although the fines will probably offset any trading profit.&lt;br /&gt;
&lt;br /&gt;
Factors affecting the size of pirate groups are your ship type, the armaments, the energy recharge rate, and the amount of cargo (including gold and platinum) that you have purchased.&lt;br /&gt;
&lt;br /&gt;
Loitering at a star can offer solace to the (fugitive) Commander, allowing shields to regenerate and only large freighters will be in the vicinity.&lt;br /&gt;
&lt;br /&gt;
= Game Settings =&lt;br /&gt;
&lt;br /&gt;
The game can be frozen at any time using either the '~' or 'COPY' keys. Once frozen, the frozen-game key options are available to toggle some game characteristics, see key list earlier. &lt;br /&gt;
&lt;br /&gt;
For true space-flight simulation, the 'Caps-Lock' key toggles whether any damping of the flight controls is present. &lt;br /&gt;
The default settings allow some modest damping with a quick input in opposite direction to cancel out previous drift. This auto-recentering is toggled with key 'A'. The level of damping is toggled by frozen game key 'X' between light and extreme.&lt;br /&gt;
&lt;br /&gt;
The frozen game key 'X' also toggles several other features which are off by default: Missile auto-targeted, but not fired; Docking computer (if present) automatically activated if entering S-range; modest time acceleration if screen not a space view.&lt;br /&gt;
&lt;br /&gt;
The game can be resumed by using the 'DELETE' key.&lt;br /&gt;
&lt;br /&gt;
= Space Constructions = &lt;br /&gt;
&lt;br /&gt;
You can only dock successfully at GalCop stations, which are in 'S' zones near a planet. They will appear in green (or blue) on your scanner, like debris.&lt;br /&gt;
&lt;br /&gt;
In low-technology systems you may encounter space bars of dubious legality. At other systems you may encounter alternative 'free-trade' stations, or even space factories and farms. &lt;br /&gt;
You do not have permission to dock at these locations, even if government operated, and it would be best not to interfere. &lt;br /&gt;
&lt;br /&gt;
Some bounty hunters have retired, or other individuals have secluded themselves as rock hermits with the permission of the host system. &lt;br /&gt;
They do not engage in trading, they warn you to stay away. &lt;br /&gt;
Their hollowed-out asteroids have no mining value and their destruction carries a significant fine.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86819</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86819"/>
		<updated>2025-07-29T11:15:02Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Equipment for purchase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the enhanced C64 hack referred to as Elite B on Ian Bell's website, see [[Elite 128]]''&lt;br /&gt;
----&lt;br /&gt;
ELITE - B&lt;br /&gt;
Paul Brink &lt;br /&gt;
31st December 2018&lt;br /&gt;
&lt;br /&gt;
An extended version of Angus Duggan's [[Elite-A]] which in turn is based upon Elite for the BBC Micro by David Braben and Ian Bell (C) Acornsoft 1984.&lt;br /&gt;
&lt;br /&gt;
Thargoid curses, Rockbars and missile tactics inspired by Oolite and its OXP contributors.&lt;br /&gt;
&lt;br /&gt;
Some new ships and constructions introduced along with a new legal system, equipment, changes in combat tactics, and many other changes described further below.&lt;br /&gt;
&lt;br /&gt;
Tested in Emulator MacBeebEm Ver 3.3a on Mac OS X 10.5.8 and 10.6, and MacBeebEm Ver 4.0a on Mac OS X 10.11.6 with the emulator configured for the BBC Computer 32K Model B.&lt;br /&gt;
&lt;br /&gt;
Tested for Acorn DFS Native 8271 Controller and 1770, but DFS version should be greater than 0.9.&lt;br /&gt;
&lt;br /&gt;
To play ELITE-B ensure DFS not ADFS.&lt;br /&gt;
Use *DISC command if needed. &lt;br /&gt;
Then load disc.&lt;br /&gt;
Its catalogue is given by typing the two characters *.&lt;br /&gt;
To run the game type *ELITEB&lt;br /&gt;
To read this text file type *TYPE T.README&lt;br /&gt;
&lt;br /&gt;
The following overview is not complete, with more weight given to differences between Elite-B, BBC Disk, and Elite-A. The Delta-14B control of Elite-A has been removed.&lt;br /&gt;
&lt;br /&gt;
= Your Ship = &lt;br /&gt;
&lt;br /&gt;
Like the BBC Disk Classic original the player starts in a minimally equipped Cobra Mk-3, but similar to [[Elite-A]], the player can opt to trade-in to buy a new ship. The cash required is the difference in price between the two ships. &lt;br /&gt;
&lt;br /&gt;
Starting at Lave, the only other ships on offer for sale are cheaper than your Cobra Mk-3 thus its possible to use the surplus cash to equip your new ship. &lt;br /&gt;
&lt;br /&gt;
The price of a ship is predominately determined by its shield strength, followed by its cargo space, speed, and hyperspace range. Ship specifications are discussed later under 'Ships for Purchase'.&lt;br /&gt;
&lt;br /&gt;
The new Commander has the dilemma of struggling to trade and raise cash to fill the large cargo space of the Cobra Mk-3, and buy urgently needed equipment; or buy a smaller, more vulnerable, ship with fewer trading opportunities. &lt;br /&gt;
&lt;br /&gt;
When a ship is offered for sale the Station Dockyards will strip it of armaments and equipment occupying cargo hull space, in addition to draining any fuel and deactivating the shields. &lt;br /&gt;
&lt;br /&gt;
Before exchanging your ship you are advised to sell your lasers, missiles, any energy units and galactic drives, and expect a refund of half their original value. &lt;br /&gt;
&lt;br /&gt;
Standardized equipment such as I.F.F., E.C.M., docking computers, shield unit, fuel scoop and escape pod will be automatically transferred to your new ship. &lt;br /&gt;
In addition you are strongly advised to pay the requested maintenance fee for your new ship to (partially) recharge the main shield generators.&lt;br /&gt;
&lt;br /&gt;
Your Status page will indicate the shield life-time for your ship as a percentage and will slowly degrade due to combat and travel. &lt;br /&gt;
Once below 10%, Dockyards will start to offer a maintenance fee under the 'Equip Ship' options, with the cost determined by the level of service restoration available at that Station. &lt;br /&gt;
If the shields are fully depleted your ship is very vulnerable during its journey to the next Space Station. &lt;br /&gt;
&lt;br /&gt;
The standardized E.C.M. system allows a maximum of 100 charges (for large freighters) and is also indicated as a percentage on your Status page. A replenishment can be purchased before the system is depleted.&lt;br /&gt;
&lt;br /&gt;
You are always being watched. As you slip your berth, information on your purchased cargo and strength of armaments is of value to pirates. &lt;br /&gt;
&lt;br /&gt;
= In Flight =&lt;br /&gt;
&lt;br /&gt;
The space compass of Elite-B (the gimbal to the top right of the main radar scanner) has additional enhancements and keyboard controls. &lt;br /&gt;
&lt;br /&gt;
When in range of a Space Station (denoted by the yellow S symbol on the lower console) the compass will indicate a thick yellow bar towards the Space Station if the Space Station is in front of you, and a thin yellow bar if its behind you.&lt;br /&gt;
&lt;br /&gt;
In deep space, the compass will usually lock onto the destination planet with a similar green bar but will automatically relock onto any new objects coming into sensor range, with a yellow bar. &lt;br /&gt;
&lt;br /&gt;
The 'P' key will lock the compass back to the planet. The 'L' key will lock onto the Sun, also with a green bar. The compass will change lock onto any launched missile, with a red bar. All the targets in range can be cycled through using the 'K' key.&lt;br /&gt;
&lt;br /&gt;
Both the long range and short range charts indicate the star size for each system that is a member of the Galactic Cooperative. The Sun-to-planet distance is determined by the size, type, of star, with habitable planets further away from bright stars.&lt;br /&gt;
&lt;br /&gt;
Careful thermal management of the cabin temperature is required for fast ships. &lt;br /&gt;
They are able to fly close enough to Dwarf stars to perform 'sun-skimming', but are prone to overheating and destruction if fuel scooping is performed at high speed or the star is too large. &lt;br /&gt;
Large, slow, freighters can fuel scoop at larger stars but giant stars are usually too difficult to approach closely, even at very low speed.&lt;br /&gt;
&lt;br /&gt;
Small (pirate) ships are likely to explode near stars. Similarly, Thargoid vessels are unable to release Thargon craft near stars. Thus loitering at a star can offer solace to the Commander.&lt;br /&gt;
&lt;br /&gt;
A hyperspace system will target your arrival near the star if the star is large, resulting in a long (and dangerous) travel distance to the target planet. &lt;br /&gt;
A small star with the gravitational perturbation of a large target planet radius minimizes the required travel distance upon arrival from Witchspace. &lt;br /&gt;
&lt;br /&gt;
If some fuel remains in the hyperspace drive it is possible to re-hype back to the arrival point in the system. This is useful to evade bounty hunters and pirates, although the journey back to the target planet has to be re-attempted. &lt;br /&gt;
&lt;br /&gt;
The hyperspace countdown time is dependent on distance to be travelled and is quite short when the target system is the present system. &lt;br /&gt;
During the countdown the cabin temperature will increase as the drive is energized, this can be fatal if sun-skimming at high speed has recently been performed.&lt;br /&gt;
&lt;br /&gt;
In-system small jumps can be performed with the 'J' key, although these jumps require that there are no large mass-energy concentrations nearby. This includes planets, suns, space constructions and ships. &lt;br /&gt;
&lt;br /&gt;
Space debris, escape capsules and asteroids can be warped in the surrounding space-time fabric and travel with you. If these are the only items in sensor range the Status page will indicate condition 'green'. &lt;br /&gt;
&lt;br /&gt;
A large 'C' will also displayed to the upper left of the radar scanner. Under these 'Clear' conditions a jump can be performed successfully if the ship is not too close to a planet or the sun. &lt;br /&gt;
These conditions are also highly favourable for performing asteroid mining as any hostile ships must be quite far away.&lt;br /&gt;
&lt;br /&gt;
Unresponsive thargon craft prevent the operation of the in-system jump, and can also be re-activated for combat by the arrival of a Thargoid mother ship. &lt;br /&gt;
Local news (key 'J' while docked, but not when viewing 'The Guide') will report most nearby Thargoid incursions.&lt;br /&gt;
&lt;br /&gt;
The radar scanner depicts the player's ship in the center, with nearby items indicated by coloured blocks with tails projecting down (or up) to the plane of the player. &lt;br /&gt;
&lt;br /&gt;
The default scanner indicates space debris or dockable space stations in green (or blue), missiles in red, and all other craft in yellow (or magenta). &lt;br /&gt;
&lt;br /&gt;
The purchase of an I.F.F. (Identify Friend or Foe) system depicts additional colour information on the tails, with red/yellow indicating pirates, green/yellow indicating police or bounty hunters, and red/green are Thargoid ships.&lt;br /&gt;
&lt;br /&gt;
Once you are close enough to a planet (the altimeter starts to drop) an 'S' symbol will appear on the console and the compass will lock in the direction of a Space Station that you can dock at. &lt;br /&gt;
Your ship is now in the Space Station safety zone, any pirates attacking you will break off their pursuit.&lt;br /&gt;
&lt;br /&gt;
If the compass lock is lost, the 'S' symbol disappears, fly parallel to the planet keeping your altitude constant rather than fly into the planet. Another orbiting Space Station will come into range.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to enter the planet's atmosphere.&lt;br /&gt;
&lt;br /&gt;
If a hyperspace jump is attempted too close to the planet surface a mis-jump will occur and you will be trapped in Witchspace, either by Thargoids or other agents.&lt;br /&gt;
 &lt;br /&gt;
It is possible to use an escape pod if you are trapped in Witchspace, or try to find a system still in range of your remaining hyperspace fuel on the short range chart.&lt;br /&gt;
&lt;br /&gt;
= Docking = &lt;br /&gt;
&lt;br /&gt;
The Space Station's docking slit will always face towards the planet. Be careful of other traffic, both docking and leaving. Abort any automated docking with key 'N' if required.&lt;br /&gt;
&lt;br /&gt;
A manual docking requires good alignment to the slit, approach the slit as straight-on as possible, match rotation and slow down substantially just before docking. If your speed is low enough the docking should succeed. &lt;br /&gt;
&lt;br /&gt;
Docking computers can be purchased to automate the entire arrival process but are expensive. Alternatively the Commander can pay a docking fee (once in Space Station range) and guidance commands will be sent to automatically dock the ship. &lt;br /&gt;
If the Commander does not have the 30.0 Cr for the docking fee, the docking will proceed with a minor offence levied to your legal status. A minor offence will not attract the attention of the police or bounty hunters.&lt;br /&gt;
&lt;br /&gt;
= Legal System = &lt;br /&gt;
&lt;br /&gt;
Shooting at the Space Station, police, shuttles, are not minor offences. &lt;br /&gt;
&lt;br /&gt;
Destroying transports, rock hermits, escape pods, docking ships, are not minor offences.&lt;br /&gt;
&lt;br /&gt;
When first entering the Space Station safety zone, the Commander's legal status is assessed and an attempt is made to deduct in full any fines owed. &lt;br /&gt;
For example, overzealous use of laser fire against a destroyed pirate ship could destroy a released escape pod which is a 414 Cr GalCop fine. &lt;br /&gt;
If the Commander has sufficient cash their legal status is updated to 'Clean' and any pursuing police or bounty hunters will break off their pursuit. &lt;br /&gt;
&lt;br /&gt;
When docked the Commander can enquire with key 'U' the cost of paying fines levied. They need to be paid in full otherwise the present legal status will remain. &lt;br /&gt;
&lt;br /&gt;
The Commander's legal status, like cash or rating, cannot be erased by any action such as buying a new ship, using an escape pod, or travelling great distances.&lt;br /&gt;
&lt;br /&gt;
The operators of Gal Cop stations turn a blind eye to the trading of illegal goods (firearms, slaves, narcotics and furs), but police ships are authorized to scan ships remotely for such cargo and revise the legal status of the Commander accordingly. &lt;br /&gt;
&lt;br /&gt;
Once a fugitive status equivalent to destroying a few station-protected ships has been reached, all Gal Cop stations will launch police to attack you and any docking attempt will be fatal. &lt;br /&gt;
With no access to trading, the main option available in this situation is to earn sufficient credits by engaging in bounty hunting until sufficient bounties are awarded.&lt;br /&gt;
&lt;br /&gt;
As a Commander's legal status degrades, pirates will start to keep their distance and encountering bounty hunters will become more frequent. Politically unstable systems will become more attractive for the Commander's survival.&lt;br /&gt;
&lt;br /&gt;
= Trading = &lt;br /&gt;
&lt;br /&gt;
The main-market trading is profitable between planets with complementary economies. The most profitable trade routes are between Rich Industrial and Poor Agricultural systems. &lt;br /&gt;
Although such systems can exist in proximity to each other, their most direct Witchspace trade lanes are fraught with danger. &lt;br /&gt;
A Witchspace transit initiated near the local Sun, or a combination including sufficient speed, laser overheating, and hyper-space travel distance can evade such an ambush.&lt;br /&gt;
&lt;br /&gt;
The maximum carrier limits outside the main cargo hold for gold and platinum are 250 kg each, but cannot be stored in the escape pod. Whereas gemstones can, with a maximum limit of 250 g.&lt;br /&gt;
&lt;br /&gt;
One type of cargo can be dumped, radioactives. If purchased at a station then dumped near a sun a redemption fee is awarded which can be modestly profitable. Thus if the market opportunities are unattractive radioactives become an interesting cargo. &lt;br /&gt;
Once dumped, the cargo hold now has space for cargo-scooping opportunities, such as asteroid mining.&lt;br /&gt;
  &lt;br /&gt;
= Special Cargo =&lt;br /&gt;
&lt;br /&gt;
The special cargo contract system of [[Elite-A]] is retained but with some adjustments so that offers are dependent upon your recent delivery reputation and the political stability of the requested destination. &lt;br /&gt;
&lt;br /&gt;
The Special Cargo page will list the offers on the highest Register (A-Z) that your reputation gives you access to. Destinations that are Anarchy systems are denoted with an '!' after the system name. &lt;br /&gt;
&lt;br /&gt;
If your legal reputation is tarnished then additional offers of dubious legality will be listed with a '*' after the system name. &lt;br /&gt;
&lt;br /&gt;
Once the general 10% tariff is surrendered by the player, the item is subject to inspection and additional penalties being levied on your legal status prior to their loading on your ship. &lt;br /&gt;
&lt;br /&gt;
The degrading value of the carried contract is updated upon each intervening docking and displayed on the Inventory page along with its destination. &lt;br /&gt;
&lt;br /&gt;
Sun-hopping along a route with low-mass stars is the fastest way to reach the destination and maximize the reward once delivered.&lt;br /&gt;
&lt;br /&gt;
Use of a Galactic Hyperdrive will void the contract, but the special cargo can accompany the Commander in an escape pod or to a new ship.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Elite-A]], if the listed market prices or special cargos on offer are not satisfactory, then the player can pay 50.0 Cr for an extended-stay docking fee, after which the prices and offers will update.&lt;br /&gt;
&lt;br /&gt;
= Equipment for purchase =&lt;br /&gt;
&lt;br /&gt;
The equipment prices depend on your type of ship. Different ships allow different number of missiles, laser mounts, fuel range, and available cargo hold space for large equipment items. The actual power of lasers depends on the type of ship too.&lt;br /&gt;
&lt;br /&gt;
'''Missiles''' - Available from technology level 1.&lt;br /&gt;
&lt;br /&gt;
A missiles can destroy small ships outright or inflict major damage on large ships. See list of hit damage under = Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Tactics for dealing with an incoming missile include shooting it shortly after launch, use your electronic counter measures (E.C.M.), fire one of your missiles at it or at a target ship with its own E.C.M., use your escape pod, or hyperspace. &lt;br /&gt;
&lt;br /&gt;
Another tactic is to hold your ship stationary and hope that the missile enters a circular orbit around you. &lt;br /&gt;
Selecting the red bar for the missile on your space compass (by hitting the 'K' key multiple times) will allow you to track its orbit and time an attempt to fire your laser at it.&lt;br /&gt;
&lt;br /&gt;
'''I.F.F. (Identify Friend or Foe) System''' - Available from technology level 2.&lt;br /&gt;
&lt;br /&gt;
An Identification Friend or Foe (I.F.F.) upgrade will display different objects in different colours on the radar scanner.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Scanner Colour Codes&lt;br /&gt;
|-&lt;br /&gt;
| Green || Debris/Station&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Yellow || Police Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Green || Bounty Hunter&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Red || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Yellow || Pirate&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Green || Thargoid mother ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Red || Thargon craft&lt;br /&gt;
|-&lt;br /&gt;
| Red || Missile&lt;br /&gt;
|}&lt;br /&gt;
- * I.F.F. upgrade&lt;br /&gt;
&lt;br /&gt;
Depending on ship purchased, the green colour could be blue, the yellow colour could be magenta.&lt;br /&gt;
&lt;br /&gt;
'''E.C.M. (Electronic Counter Measures) System''' - Available from technology level 2.&lt;br /&gt;
&lt;br /&gt;
When activated, an Electronic Counter Measures (E.C.M.) system will destroy all missiles in the vicinity. &lt;br /&gt;
&lt;br /&gt;
Standard systems for a large freighter have a maximum charge of 100. An E.C.M. system can be replaced before it is fully depleted.&lt;br /&gt;
&lt;br /&gt;
'''Pulse Laser''' -  Available from technology level 3&lt;br /&gt;
&lt;br /&gt;
Pulse lasers fire intermittent laser beams. If used to destroy an asteroid, a small number of mineable splinters may survive.&lt;br /&gt;
&lt;br /&gt;
'''Beam Laser''' -  Available from technology level 4&lt;br /&gt;
&lt;br /&gt;
Beam Lasers fire continuous laser strands but overheat more rapidly than Pulse Lasers. If the selected laser mount view is already occupied then that laser should be sold before-hand.&lt;br /&gt;
&lt;br /&gt;
'''Fuel Scoops''' -  Available from technology level 5&lt;br /&gt;
&lt;br /&gt;
Fuel Scoops enable a ship to obtain free hyperspace fuel by 'sun-skimming' - flying close to the sun. Small, fast, ships are limited to sun-skimming from Dwarf stars and may require reduced speed to prevent over-heating.&lt;br /&gt;
&lt;br /&gt;
Fuel Scoops can also be used (with care) to pick up space debris, such as cargo barrels or asteroid splinters. &lt;br /&gt;
&lt;br /&gt;
Cargo barrels containing precious metals or gemstones cannot be scooped successfully unless there is room in the main cargo hold for the associated 1 tonne of alloys.&lt;br /&gt;
&lt;br /&gt;
The contents of barrels are unknown until scooped and inspected on board. However if local news (key 'J' when docked) indicates a major raid occurred it is likely that the same cargo type will be liberated from pirates encountered in that same system.&lt;br /&gt;
&lt;br /&gt;
'''Escape Pod''' - Available from technology level 6&lt;br /&gt;
&lt;br /&gt;
When ejected, even from Witchspace, an escape pod will head towards the nearest space station.&lt;br /&gt;
&lt;br /&gt;
The standard insurance policy will replace your ship up to the policy replacement limit of a fully armed Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
Most equipment will be replaced, but any energy units and Galactic drives are excluded. Similarly any bulk cargo and precious metals will not be replaced.&lt;br /&gt;
&lt;br /&gt;
Your cash, rating, legal status (and special cargo and gem-stones that accompanied you in the escape pod) will be preserved.&lt;br /&gt;
&lt;br /&gt;
'''Mining laser''' - Available from technology level 6&lt;br /&gt;
&lt;br /&gt;
Mining Lasers are highly powered, slow firing, pulse lasers which are tuned to fragment asteroids into many splinters. &lt;br /&gt;
They can also be used to destroy other targets but are very slow firing.&lt;br /&gt;
&lt;br /&gt;
Splinters scooped in politically unstable systems may contain large precious-metal nuggets.&lt;br /&gt;
&lt;br /&gt;
'''Shield Unit''' - Available from technology level 7&lt;br /&gt;
&lt;br /&gt;
Recently permitted, a Shield Unit gives added protection to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
A side-effect is that Police ships are unable to scan for contraband, which includes furs.&lt;br /&gt;
&lt;br /&gt;
Interference lines with the main shields are visible during major sustained bombardment of the player's ship. &lt;br /&gt;
As one of the last resorts, the cargo shield can be deliberately collapsed by hitting the 'TAB' key. The imploding energy is diverted to the main front and aft shields. &lt;br /&gt;
During this process all cargo in the main hold is vapourized, except Alien Items and Minerals. Gemstones, gold, platinum and special cargo are not affected.&lt;br /&gt;
&lt;br /&gt;
'''Energy Unit''' - Available from technology level 8&lt;br /&gt;
&lt;br /&gt;
An extra Energy Unit will double the recharging rate of a ship's energy banks.&lt;br /&gt;
&lt;br /&gt;
The large equipment usually occupies two tonnes of cargo space and is not covered by most insurance policies.&lt;br /&gt;
&lt;br /&gt;
Pirate groups may have scanner technology to assess the energy recharge rate of an adversary and plan their attacks accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Docking Computers''' - Available from technology level 9&lt;br /&gt;
&lt;br /&gt;
Docking Computers allow an automated way of docking without paying a fee each time for docking guidance from the space station.&lt;br /&gt;
&lt;br /&gt;
Outside the Space Station safety zone Docking computers can also act as an auto-pilot, with the current selection on the space compass serving as the destination target. &lt;br /&gt;
Thus the auto-pilot is easily distracted and will point the ship, travelling at high speed, to each new target that comes into sensor range. &lt;br /&gt;
This default behaviour is a useful tactic for encountering pirate groups, buying extra time to put down your cup of tea.&lt;br /&gt;
&lt;br /&gt;
During a very heavy attack the auto-pilot will automatically disengage. &lt;br /&gt;
&lt;br /&gt;
If no ships are in the vicinity and the compass target is the planet or the sun, then the auto-pilot will automatically perform an in-system jump similar to the 'J' key. &lt;br /&gt;
&lt;br /&gt;
Press key 'P' to return the compass, and auto-pilot, back to the planet. Occasionally the auto-pilot will perform this automatically.&lt;br /&gt;
&lt;br /&gt;
Although such systems are quite sophisticated they are not fool-proof and the Commander is advised to monitor the auto-pilot and docking progress, hitting key 'N' to abort and take manual control.&lt;br /&gt;
&lt;br /&gt;
'''Galactic Hyperspace''' - Available from technology level 10&lt;br /&gt;
&lt;br /&gt;
Galactic Hyperspace drives are used for very long-range jumps, exploiting the local Witchspace configuration to connect systems on adjacent charts.&lt;br /&gt;
&lt;br /&gt;
The arrival planet is uniquely determined by the departure planet. For example Oresrati in Galactic Chart 8 from Rainza in Galactic Chart 7. &lt;br /&gt;
&lt;br /&gt;
Consult the charts available in 'The Guide' (accessible with key '?' when docked) where the short range charts can be scrolled and other Galactic Charts can be found with the 'F' key followed by the Chart number.&lt;br /&gt;
&lt;br /&gt;
A Galactic Hyperspace drive can only be activated once outside the space station safety zone. The destination chart is 'forward' or 'backwards' depending on whether you are flying towards or away from the local sun. &lt;br /&gt;
&lt;br /&gt;
The Galactic Hyperspace countdown time is dependent on the size of the cargo hold, larger ships requiring additional navigation computation and drive activation time.&lt;br /&gt;
&lt;br /&gt;
Multiple drives can be purchased if you have enough cargo space for the fuel. Each drive requires 5 tonnes and allows one long-range jump.&lt;br /&gt;
&lt;br /&gt;
'''Military laser''' - Available from technology level 11&lt;br /&gt;
&lt;br /&gt;
Military Lasers use high energy lasers firing continuously to produce devastating effects, but are prone to overheating.&lt;br /&gt;
&lt;br /&gt;
Improved thermal management allows more effective use of multiple laser mounts, but the excess heat can drive up the cabin temperature.&lt;br /&gt;
&lt;br /&gt;
= Ships for purchase =&lt;br /&gt;
&lt;br /&gt;
All ships listed for purchase are hyperspace-capable for trading. They are ordered by cost with cheaper ones tending to have weaker hulls, smaller cargo holds, lower speeds. &lt;br /&gt;
&lt;br /&gt;
The resilience of a ship's shields to incoming laser fire is given by the Shield class in the following table. Similarly the laser weaponry available for purchase fall into power classes, where a minus sign indicates a recharge time is required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Ship !! Shield !! Pulse !! Beam !! Military !! Mining !! Mounts&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1 || -6 || 6 || 9 || -12 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 2 || -7 || 7 || 10 || -12 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 3 || -8 || 7 || 11 || -12 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 2 || -6 || 6 || 10 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 3 || -7 || 8 || 14 || -12 || 1	&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 4 || -8 || 7 || 11 || -14 || 4		&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 5 || -8 || 7 || 11 || -14 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 4 || -8 || 8 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 5 || -9 || 7 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 6 || -8 || 8 || 14 || -28 || 2&lt;br /&gt;
|-&lt;br /&gt;
|FerdeLance || 6 || -9 || 9 || 14 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 8 || -12 || 9 || 14 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Python || 9 || -12 || 9 || 13 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 8 || -10 || 7 || 12 || -30 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk2 || 7 || -9 || 10 || 16 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 10 || -13 || 8 || 14 || -30 || 4  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In [[Elite-A]], the shield classes extended over a slightly largely range which resulted in a player's Cobra Mk3 being immune to Worm craft, and a player's Anaconda being immune to Cobra Mk3 fire. &lt;br /&gt;
Whereas in BBC disk Classic, the player's Cobra Mk3 is susceptible to Worm craft and can destroy an Anaconda with laser fire.&lt;br /&gt;
&lt;br /&gt;
In Elite-B, the narrower range of shield classes retains consistency with BBC disk Classic. &lt;br /&gt;
A Cobra Mk3's shield is still weakly vulnerable to laser fire from an Adder ship. Larger freighters are essentially immune to an Adder but still susceptible to a pirate Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
The effect of missiles in [[Elite-A]] (and BBC disk Classic) hitting the player were very similar, taking just over 2 missiles to destroy your ship, whatever its type.&lt;br /&gt;
Whereas destroying an Adder would take just over one player's missile, with Elite-A's missiles slightly weaker than BBC disk Classic.&lt;br /&gt;
&lt;br /&gt;
In Elite-B there is improved symmetry with a player's Adder destroyed in just over 1 missile hit, whereas a player's Anaconda can take over 6 missile hits. &lt;br /&gt;
 &lt;br /&gt;
Further information on the ships available for purchase is included in the following descriptions of all craft encountered.&lt;br /&gt;
&lt;br /&gt;
= Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Information on all ships and space constructions can be found in 'The Guide' (key '?' when docked). The menu items can be selected by the indicated numeric value, and are also mapped to letters of the alphabet (A=1 etc.).&lt;br /&gt;
&lt;br /&gt;
All craft with hyperspace capability have a hull rating of 'H' or above and are strong enough to withstand at least one missile hit, if the shield hit is fully charged.&lt;br /&gt;
&lt;br /&gt;
The missile strength in Elite B is inbetween that of [[Elite-A]] and BBC disk Classic.&lt;br /&gt;
In the table below, both an estimate of the number of survivable missile hits is listed, along with the maximum number of missiles that craft can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Craft !! Hits Est. !! Missiles (Max) !! Speed (LM) !! Cargo (TC) !! Range (LY)&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1.1 || 2 || 0.24 || 8 || 4.5	&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 6 || 8 || 0.14 || 250 || 10.0	&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk || 2.6 || 1 || 0.40 || 6 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 3.1 || 6 || 0.24 || 130 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Bushmaster || 1.1 || 1 || 0.33 || 8 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Carrier || 7 || ? Vipers || 0.12 || ? || 11.0 &lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 2.0 || 2 || 0.29 || 16 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 1.3 || 3 || 0.26 || 17 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 2.2 || 4 || 0.30 || 37 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser || 5 || 7 || 0.26 || 150 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Escape pod || 0.5 || - || 0.08 || - || -	&lt;br /&gt;
|-&lt;br /&gt;
|Fer-de-Lance || 2.4 || 2 || 0.30 || 9 || 8.5	&lt;br /&gt;
|-&lt;br /&gt;
|Gecko || 0.9 || 2 || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 1.8 || 5 || 0.26 || 28 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Habu || 1.5 || - || 0.36 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 2.3 || 2 || 0.34 || 12 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 1.7 || 3 || 0.28 || 22 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
|Krait || 1.3 || - || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mamba || 1.3 || 2 || 0.32 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 3.3 || 8 || 0.16 || 75 || 11.0&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 1.5 || 6 || 0.25 || 14 || 4.0 &lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 1.6 || 3 || 0.28 || 11 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|Python || 3.3 || 7 || 0.20 ||  100 || 8.0&lt;br /&gt;
|-&lt;br /&gt;
|Rinkhals || 2.1 || 4 || 0.27 || 30 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 1.6 || 1 || 0.31 || 5 || 8.5&lt;br /&gt;
|-&lt;br /&gt;
|Shuttle || 0.5 || - || 0.08 || 60 || -&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder || 0.9 || 1 || 0.37 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Thargoid || 3.6 || 6 Thargon || 0.39 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Thargon || 0.3 || 0 || 0.30 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Transporter ||  0.5 || 0 || 0.10 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Urutu || 6 || 7 || 0.20 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk1 || 1.5 || 1 || 0.32 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk2 || 1.5 || 2 || 0.34 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk3 || 1.5 || 4 || 0.36 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Worm || 0.8 || - || 0.23 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
If you do not possess an E.C.M. system it is difficult to engage in combat as nearly all ships carry missiles and will start to launch them if under attack. &lt;br /&gt;
See - Equipment Missiles - for discussion on missile tactics, for example using an in-system hyperspace jump (if any fuel remains) can evade missiles. &lt;br /&gt;
&lt;br /&gt;
Your missile cost is comparable to the pirate bounties awarded, and most pirates will take more than one missile to destroy. &lt;br /&gt;
&lt;br /&gt;
One effective attack tactic is to lock a missile onto a target (key 'T'), soften it up a bit with laser fire (key 'A'), during which your missile will acquire a lock. &lt;br /&gt;
Once the oncoming ship leaves your laser sights as it flies past you, launch your missile (key 'M').&lt;br /&gt;
&lt;br /&gt;
Destruction of pirates will increase your combat rating and usually a bounty will be awarded. Destruction of innocent ships will usually result in no bounty awarded and most likely a fine imposed, which could be several hundred credits. &lt;br /&gt;
Your combat rating can also be improved by destroying any space debris you encounter, and recall that using a pulse laser to destroy an Asteroid may generate some scoopable splinters. &lt;br /&gt;
&lt;br /&gt;
If your legal status is Clean you only need to worry about pirate attacks occurring outside of the Space Station safety zone. &lt;br /&gt;
If your legal status is mild Offender or above then you need to worry both about pirates and bounty hunters, including the police. &lt;br /&gt;
If you kill police or bounty hunters your legal status will continue to degrade so you should consider using an in-system hyperspace jump to evade them.&lt;br /&gt;
&lt;br /&gt;
As you enter the safety zone of a Space Station, an attempt will automatically be made to deduct all outstanding fines from your legal status. &lt;br /&gt;
If you are unable to pay them in full then police and bounty hunters will continue their pursuit of you within the safety zone.&lt;br /&gt;
&lt;br /&gt;
The more politically stable a system is the more likely you will encounter bounty hunters and police rather than pirates. &lt;br /&gt;
&lt;br /&gt;
If you do encounter pirates at stable systems, like Corporate States, bear in mind that they are likely to be very well armed (to explain their sustained presence) and your better tactic may be to flee.&lt;br /&gt;
&lt;br /&gt;
The most unstable systems (Anarchies) barely have a functioning police force and bounty hunters are rare. &lt;br /&gt;
At the lowest technology worlds Kraits, rather than Vipers, serve as Police ships. They will announce their presence in hope that you will not misidentify them as pirates. &lt;br /&gt;
Anarchies with a higher technology level have some bounty hunters to aid the passage of innocent traders.&lt;br /&gt;
&lt;br /&gt;
If you legal status is degrading towards Fugitive you will encounter fewer pirate groups but attract the attention of more bounty hunters. &lt;br /&gt;
&lt;br /&gt;
The ability to quickly change legal status (kill space-station protected ships and later repay the fines) may aid in traversing low-technology Anarchy systems, although the fines will probably offset any trading profit.&lt;br /&gt;
&lt;br /&gt;
Factors affecting the size of pirate groups are your ship type, the armaments, the energy recharge rate, and the amount of cargo (including gold and platinum) that you have purchased.&lt;br /&gt;
&lt;br /&gt;
Loitering at a star can offer solace to the (fugitive) Commander, allowing shields to regenerate and only large freighters will be in the vicinity.&lt;br /&gt;
&lt;br /&gt;
= Game Settings =&lt;br /&gt;
&lt;br /&gt;
The game can be frozen at any time using either the '~' or 'COPY' keys. Once frozen, the frozen-game key options are available to toggle some game characteristics, see key list earlier. &lt;br /&gt;
&lt;br /&gt;
For true space-flight simulation, the 'Caps-Lock' key toggles whether any damping of the flight controls is present. &lt;br /&gt;
The default settings allow some modest damping with a quick input in opposite direction to cancel out previous drift. This auto-recentering is toggled with key 'A'. The level of damping is toggled by frozen game key 'X' between light and extreme.&lt;br /&gt;
&lt;br /&gt;
The frozen game key 'X' also toggles several other features which are off by default: Missile auto-targeted, but not fired; Docking computer (if present) automatically activated if entering S-range; modest time acceleration if screen not a space view.&lt;br /&gt;
&lt;br /&gt;
The game can be resumed by using the 'DELETE' key.&lt;br /&gt;
&lt;br /&gt;
= Space Constructions = &lt;br /&gt;
&lt;br /&gt;
You can only dock successfully at GalCop stations, which are in 'S' zones near a planet. They will appear in green (or blue) on your scanner, like debris.&lt;br /&gt;
&lt;br /&gt;
In low-technology systems you may encounter space bars of dubious legality. At other systems you may encounter alternative 'free-trade' stations, or even space factories and farms. &lt;br /&gt;
You do not have permission to dock at these locations, even if government operated, and it would be best not to interfere. &lt;br /&gt;
&lt;br /&gt;
Some bounty hunters have retired, or other individuals have secluded themselves as rock hermits with the permission of the host system. &lt;br /&gt;
They do not engage in trading, they warn you to stay away. &lt;br /&gt;
Their hollowed-out asteroids have no mining value and their destruction carries a significant fine.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86818</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86818"/>
		<updated>2025-07-29T11:13:16Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Special Cargo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the enhanced C64 hack referred to as Elite B on Ian Bell's website, see [[Elite 128]]''&lt;br /&gt;
----&lt;br /&gt;
ELITE - B&lt;br /&gt;
Paul Brink &lt;br /&gt;
31st December 2018&lt;br /&gt;
&lt;br /&gt;
An extended version of Angus Duggan's [[Elite-A]] which in turn is based upon Elite for the BBC Micro by David Braben and Ian Bell (C) Acornsoft 1984.&lt;br /&gt;
&lt;br /&gt;
Thargoid curses, Rockbars and missile tactics inspired by Oolite and its OXP contributors.&lt;br /&gt;
&lt;br /&gt;
Some new ships and constructions introduced along with a new legal system, equipment, changes in combat tactics, and many other changes described further below.&lt;br /&gt;
&lt;br /&gt;
Tested in Emulator MacBeebEm Ver 3.3a on Mac OS X 10.5.8 and 10.6, and MacBeebEm Ver 4.0a on Mac OS X 10.11.6 with the emulator configured for the BBC Computer 32K Model B.&lt;br /&gt;
&lt;br /&gt;
Tested for Acorn DFS Native 8271 Controller and 1770, but DFS version should be greater than 0.9.&lt;br /&gt;
&lt;br /&gt;
To play ELITE-B ensure DFS not ADFS.&lt;br /&gt;
Use *DISC command if needed. &lt;br /&gt;
Then load disc.&lt;br /&gt;
Its catalogue is given by typing the two characters *.&lt;br /&gt;
To run the game type *ELITEB&lt;br /&gt;
To read this text file type *TYPE T.README&lt;br /&gt;
&lt;br /&gt;
The following overview is not complete, with more weight given to differences between Elite-B, BBC Disk, and Elite-A. The Delta-14B control of Elite-A has been removed.&lt;br /&gt;
&lt;br /&gt;
= Your Ship = &lt;br /&gt;
&lt;br /&gt;
Like the BBC Disk Classic original the player starts in a minimally equipped Cobra Mk-3, but similar to [[Elite-A]], the player can opt to trade-in to buy a new ship. The cash required is the difference in price between the two ships. &lt;br /&gt;
&lt;br /&gt;
Starting at Lave, the only other ships on offer for sale are cheaper than your Cobra Mk-3 thus its possible to use the surplus cash to equip your new ship. &lt;br /&gt;
&lt;br /&gt;
The price of a ship is predominately determined by its shield strength, followed by its cargo space, speed, and hyperspace range. Ship specifications are discussed later under 'Ships for Purchase'.&lt;br /&gt;
&lt;br /&gt;
The new Commander has the dilemma of struggling to trade and raise cash to fill the large cargo space of the Cobra Mk-3, and buy urgently needed equipment; or buy a smaller, more vulnerable, ship with fewer trading opportunities. &lt;br /&gt;
&lt;br /&gt;
When a ship is offered for sale the Station Dockyards will strip it of armaments and equipment occupying cargo hull space, in addition to draining any fuel and deactivating the shields. &lt;br /&gt;
&lt;br /&gt;
Before exchanging your ship you are advised to sell your lasers, missiles, any energy units and galactic drives, and expect a refund of half their original value. &lt;br /&gt;
&lt;br /&gt;
Standardized equipment such as I.F.F., E.C.M., docking computers, shield unit, fuel scoop and escape pod will be automatically transferred to your new ship. &lt;br /&gt;
In addition you are strongly advised to pay the requested maintenance fee for your new ship to (partially) recharge the main shield generators.&lt;br /&gt;
&lt;br /&gt;
Your Status page will indicate the shield life-time for your ship as a percentage and will slowly degrade due to combat and travel. &lt;br /&gt;
Once below 10%, Dockyards will start to offer a maintenance fee under the 'Equip Ship' options, with the cost determined by the level of service restoration available at that Station. &lt;br /&gt;
If the shields are fully depleted your ship is very vulnerable during its journey to the next Space Station. &lt;br /&gt;
&lt;br /&gt;
The standardized E.C.M. system allows a maximum of 100 charges (for large freighters) and is also indicated as a percentage on your Status page. A replenishment can be purchased before the system is depleted.&lt;br /&gt;
&lt;br /&gt;
You are always being watched. As you slip your berth, information on your purchased cargo and strength of armaments is of value to pirates. &lt;br /&gt;
&lt;br /&gt;
= In Flight =&lt;br /&gt;
&lt;br /&gt;
The space compass of Elite-B (the gimbal to the top right of the main radar scanner) has additional enhancements and keyboard controls. &lt;br /&gt;
&lt;br /&gt;
When in range of a Space Station (denoted by the yellow S symbol on the lower console) the compass will indicate a thick yellow bar towards the Space Station if the Space Station is in front of you, and a thin yellow bar if its behind you.&lt;br /&gt;
&lt;br /&gt;
In deep space, the compass will usually lock onto the destination planet with a similar green bar but will automatically relock onto any new objects coming into sensor range, with a yellow bar. &lt;br /&gt;
&lt;br /&gt;
The 'P' key will lock the compass back to the planet. The 'L' key will lock onto the Sun, also with a green bar. The compass will change lock onto any launched missile, with a red bar. All the targets in range can be cycled through using the 'K' key.&lt;br /&gt;
&lt;br /&gt;
Both the long range and short range charts indicate the star size for each system that is a member of the Galactic Cooperative. The Sun-to-planet distance is determined by the size, type, of star, with habitable planets further away from bright stars.&lt;br /&gt;
&lt;br /&gt;
Careful thermal management of the cabin temperature is required for fast ships. &lt;br /&gt;
They are able to fly close enough to Dwarf stars to perform 'sun-skimming', but are prone to overheating and destruction if fuel scooping is performed at high speed or the star is too large. &lt;br /&gt;
Large, slow, freighters can fuel scoop at larger stars but giant stars are usually too difficult to approach closely, even at very low speed.&lt;br /&gt;
&lt;br /&gt;
Small (pirate) ships are likely to explode near stars. Similarly, Thargoid vessels are unable to release Thargon craft near stars. Thus loitering at a star can offer solace to the Commander.&lt;br /&gt;
&lt;br /&gt;
A hyperspace system will target your arrival near the star if the star is large, resulting in a long (and dangerous) travel distance to the target planet. &lt;br /&gt;
A small star with the gravitational perturbation of a large target planet radius minimizes the required travel distance upon arrival from Witchspace. &lt;br /&gt;
&lt;br /&gt;
If some fuel remains in the hyperspace drive it is possible to re-hype back to the arrival point in the system. This is useful to evade bounty hunters and pirates, although the journey back to the target planet has to be re-attempted. &lt;br /&gt;
&lt;br /&gt;
The hyperspace countdown time is dependent on distance to be travelled and is quite short when the target system is the present system. &lt;br /&gt;
During the countdown the cabin temperature will increase as the drive is energized, this can be fatal if sun-skimming at high speed has recently been performed.&lt;br /&gt;
&lt;br /&gt;
In-system small jumps can be performed with the 'J' key, although these jumps require that there are no large mass-energy concentrations nearby. This includes planets, suns, space constructions and ships. &lt;br /&gt;
&lt;br /&gt;
Space debris, escape capsules and asteroids can be warped in the surrounding space-time fabric and travel with you. If these are the only items in sensor range the Status page will indicate condition 'green'. &lt;br /&gt;
&lt;br /&gt;
A large 'C' will also displayed to the upper left of the radar scanner. Under these 'Clear' conditions a jump can be performed successfully if the ship is not too close to a planet or the sun. &lt;br /&gt;
These conditions are also highly favourable for performing asteroid mining as any hostile ships must be quite far away.&lt;br /&gt;
&lt;br /&gt;
Unresponsive thargon craft prevent the operation of the in-system jump, and can also be re-activated for combat by the arrival of a Thargoid mother ship. &lt;br /&gt;
Local news (key 'J' while docked, but not when viewing 'The Guide') will report most nearby Thargoid incursions.&lt;br /&gt;
&lt;br /&gt;
The radar scanner depicts the player's ship in the center, with nearby items indicated by coloured blocks with tails projecting down (or up) to the plane of the player. &lt;br /&gt;
&lt;br /&gt;
The default scanner indicates space debris or dockable space stations in green (or blue), missiles in red, and all other craft in yellow (or magenta). &lt;br /&gt;
&lt;br /&gt;
The purchase of an I.F.F. (Identify Friend or Foe) system depicts additional colour information on the tails, with red/yellow indicating pirates, green/yellow indicating police or bounty hunters, and red/green are Thargoid ships.&lt;br /&gt;
&lt;br /&gt;
Once you are close enough to a planet (the altimeter starts to drop) an 'S' symbol will appear on the console and the compass will lock in the direction of a Space Station that you can dock at. &lt;br /&gt;
Your ship is now in the Space Station safety zone, any pirates attacking you will break off their pursuit.&lt;br /&gt;
&lt;br /&gt;
If the compass lock is lost, the 'S' symbol disappears, fly parallel to the planet keeping your altitude constant rather than fly into the planet. Another orbiting Space Station will come into range.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to enter the planet's atmosphere.&lt;br /&gt;
&lt;br /&gt;
If a hyperspace jump is attempted too close to the planet surface a mis-jump will occur and you will be trapped in Witchspace, either by Thargoids or other agents.&lt;br /&gt;
 &lt;br /&gt;
It is possible to use an escape pod if you are trapped in Witchspace, or try to find a system still in range of your remaining hyperspace fuel on the short range chart.&lt;br /&gt;
&lt;br /&gt;
= Docking = &lt;br /&gt;
&lt;br /&gt;
The Space Station's docking slit will always face towards the planet. Be careful of other traffic, both docking and leaving. Abort any automated docking with key 'N' if required.&lt;br /&gt;
&lt;br /&gt;
A manual docking requires good alignment to the slit, approach the slit as straight-on as possible, match rotation and slow down substantially just before docking. If your speed is low enough the docking should succeed. &lt;br /&gt;
&lt;br /&gt;
Docking computers can be purchased to automate the entire arrival process but are expensive. Alternatively the Commander can pay a docking fee (once in Space Station range) and guidance commands will be sent to automatically dock the ship. &lt;br /&gt;
If the Commander does not have the 30.0 Cr for the docking fee, the docking will proceed with a minor offence levied to your legal status. A minor offence will not attract the attention of the police or bounty hunters.&lt;br /&gt;
&lt;br /&gt;
= Legal System = &lt;br /&gt;
&lt;br /&gt;
Shooting at the Space Station, police, shuttles, are not minor offences. &lt;br /&gt;
&lt;br /&gt;
Destroying transports, rock hermits, escape pods, docking ships, are not minor offences.&lt;br /&gt;
&lt;br /&gt;
When first entering the Space Station safety zone, the Commander's legal status is assessed and an attempt is made to deduct in full any fines owed. &lt;br /&gt;
For example, overzealous use of laser fire against a destroyed pirate ship could destroy a released escape pod which is a 414 Cr GalCop fine. &lt;br /&gt;
If the Commander has sufficient cash their legal status is updated to 'Clean' and any pursuing police or bounty hunters will break off their pursuit. &lt;br /&gt;
&lt;br /&gt;
When docked the Commander can enquire with key 'U' the cost of paying fines levied. They need to be paid in full otherwise the present legal status will remain. &lt;br /&gt;
&lt;br /&gt;
The Commander's legal status, like cash or rating, cannot be erased by any action such as buying a new ship, using an escape pod, or travelling great distances.&lt;br /&gt;
&lt;br /&gt;
The operators of Gal Cop stations turn a blind eye to the trading of illegal goods (firearms, slaves, narcotics and furs), but police ships are authorized to scan ships remotely for such cargo and revise the legal status of the Commander accordingly. &lt;br /&gt;
&lt;br /&gt;
Once a fugitive status equivalent to destroying a few station-protected ships has been reached, all Gal Cop stations will launch police to attack you and any docking attempt will be fatal. &lt;br /&gt;
With no access to trading, the main option available in this situation is to earn sufficient credits by engaging in bounty hunting until sufficient bounties are awarded.&lt;br /&gt;
&lt;br /&gt;
As a Commander's legal status degrades, pirates will start to keep their distance and encountering bounty hunters will become more frequent. Politically unstable systems will become more attractive for the Commander's survival.&lt;br /&gt;
&lt;br /&gt;
= Trading = &lt;br /&gt;
&lt;br /&gt;
The main-market trading is profitable between planets with complementary economies. The most profitable trade routes are between Rich Industrial and Poor Agricultural systems. &lt;br /&gt;
Although such systems can exist in proximity to each other, their most direct Witchspace trade lanes are fraught with danger. &lt;br /&gt;
A Witchspace transit initiated near the local Sun, or a combination including sufficient speed, laser overheating, and hyper-space travel distance can evade such an ambush.&lt;br /&gt;
&lt;br /&gt;
The maximum carrier limits outside the main cargo hold for gold and platinum are 250 kg each, but cannot be stored in the escape pod. Whereas gemstones can, with a maximum limit of 250 g.&lt;br /&gt;
&lt;br /&gt;
One type of cargo can be dumped, radioactives. If purchased at a station then dumped near a sun a redemption fee is awarded which can be modestly profitable. Thus if the market opportunities are unattractive radioactives become an interesting cargo. &lt;br /&gt;
Once dumped, the cargo hold now has space for cargo-scooping opportunities, such as asteroid mining.&lt;br /&gt;
  &lt;br /&gt;
= Special Cargo =&lt;br /&gt;
&lt;br /&gt;
The special cargo contract system of [[Elite-A]] is retained but with some adjustments so that offers are dependent upon your recent delivery reputation and the political stability of the requested destination. &lt;br /&gt;
&lt;br /&gt;
The Special Cargo page will list the offers on the highest Register (A-Z) that your reputation gives you access to. Destinations that are Anarchy systems are denoted with an '!' after the system name. &lt;br /&gt;
&lt;br /&gt;
If your legal reputation is tarnished then additional offers of dubious legality will be listed with a '*' after the system name. &lt;br /&gt;
&lt;br /&gt;
Once the general 10% tariff is surrendered by the player, the item is subject to inspection and additional penalties being levied on your legal status prior to their loading on your ship. &lt;br /&gt;
&lt;br /&gt;
The degrading value of the carried contract is updated upon each intervening docking and displayed on the Inventory page along with its destination. &lt;br /&gt;
&lt;br /&gt;
Sun-hopping along a route with low-mass stars is the fastest way to reach the destination and maximize the reward once delivered.&lt;br /&gt;
&lt;br /&gt;
Use of a Galactic Hyperdrive will void the contract, but the special cargo can accompany the Commander in an escape pod or to a new ship.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Elite-A]], if the listed market prices or special cargos on offer are not satisfactory, then the player can pay 50.0 Cr for an extended-stay docking fee, after which the prices and offers will update.&lt;br /&gt;
&lt;br /&gt;
= Equipment for purchase =&lt;br /&gt;
&lt;br /&gt;
The equipment prices depend on your type of ship. Different ships allow different number of missiles, laser mounts, fuel range, and available cargo hold space for large equipment items. The actual power of lasers depends on the type of ship too.&lt;br /&gt;
&lt;br /&gt;
- Missiles - Available from technology level 1.&lt;br /&gt;
&lt;br /&gt;
A missiles can destroy small ships outright or inflict major damage on large ships. See list of hit damage under = Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Tactics for dealing with an incoming missile include shooting it shortly after launch, use your electronic counter measures (E.C.M.), fire one of your missiles at it or at a target ship with its own E.C.M., use your escape pod, or hyperspace. &lt;br /&gt;
&lt;br /&gt;
Another tactic is to hold your ship stationary and hope that the missile enters a circular orbit around you. &lt;br /&gt;
Selecting the red bar for the missile on your space compass (by hitting the 'K' key multiple times) will allow you to track its orbit and time an attempt to fire your laser at it.&lt;br /&gt;
&lt;br /&gt;
- I.F.F. (Identify Friend or Foe) System - Available from technology level 2.&lt;br /&gt;
&lt;br /&gt;
An Identification Friend or Foe (I.F.F.) upgrade will display different objects in different colours on the radar scanner.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Scanner Colour Codes&lt;br /&gt;
|-&lt;br /&gt;
| Green || Debris/Station&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Yellow || Police Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Green || Bounty Hunter&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Red || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Yellow || Pirate&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Green || Thargoid mother ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Red || Thargon craft&lt;br /&gt;
|-&lt;br /&gt;
| Red || Missile&lt;br /&gt;
|}&lt;br /&gt;
- * I.F.F. upgrade&lt;br /&gt;
&lt;br /&gt;
Depending on ship purchased, the green colour could be blue, the yellow colour could be magenta.&lt;br /&gt;
&lt;br /&gt;
- E.C.M. (Electronic Counter Measures) System - Available from technology level 2.&lt;br /&gt;
&lt;br /&gt;
When activated, an Electronic Counter Measures (E.C.M.) system will destroy all missiles in the vicinity. &lt;br /&gt;
&lt;br /&gt;
Standard systems for a large freighter have a maximum charge of 100. An E.C.M. system can be replaced before it is fully depleted.&lt;br /&gt;
&lt;br /&gt;
- Pulse Laser -  Available from technology level 3&lt;br /&gt;
&lt;br /&gt;
Pulse lasers fire intermittent laser beams. If used to destroy an asteroid, a small number of mineable splinters may survive.&lt;br /&gt;
&lt;br /&gt;
- Beam Laser -  Available from technology level 4&lt;br /&gt;
&lt;br /&gt;
Beam Lasers fire continuous laser strands but overheat more rapidly than Pulse Lasers. If the selected laser mount view is already occupied then that laser should be sold before-hand.&lt;br /&gt;
&lt;br /&gt;
- Fuel Scoops -  Available from technology level 5&lt;br /&gt;
&lt;br /&gt;
Fuel Scoops enable a ship to obtain free hyperspace fuel by 'sun-skimming' - flying close to the sun. Small, fast, ships are limited to sun-skimming from Dwarf stars and may require reduced speed to prevent over-heating.&lt;br /&gt;
&lt;br /&gt;
Fuel Scoops can also be used (with care) to pick up space debris, such as cargo barrels or asteroid splinters. &lt;br /&gt;
&lt;br /&gt;
Cargo barrels containing precious metals or gemstones cannot be scooped successfully unless there is room in the main cargo hold for the associated 1 tonne of alloys.&lt;br /&gt;
&lt;br /&gt;
The contents of barrels are unknown until scooped and inspected on board. However if local news (key 'J' when docked) indicates a major raid occurred it is likely that the same cargo type will be liberated from pirates encountered in that same system.&lt;br /&gt;
&lt;br /&gt;
- Escape Pod - Available from technology level 6&lt;br /&gt;
&lt;br /&gt;
When ejected, even from Witchspace, an escape pod will head towards the nearest space station.&lt;br /&gt;
&lt;br /&gt;
The standard insurance policy will replace your ship up to the policy replacement limit of a fully armed Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
Most equipment will be replaced, but any energy units and Galactic drives are excluded. Similarly any bulk cargo and precious metals will not be replaced.&lt;br /&gt;
&lt;br /&gt;
Your cash, rating, legal status (and special cargo and gem-stones that accompanied you in the escape pod) will be preserved.&lt;br /&gt;
&lt;br /&gt;
- Mining laser - Available from technology level 6&lt;br /&gt;
&lt;br /&gt;
Mining Lasers are highly powered, slow firing, pulse lasers which are tuned to fragment asteroids into many splinters. &lt;br /&gt;
They can also be used to destroy other targets but are very slow firing.&lt;br /&gt;
&lt;br /&gt;
Splinters scooped in politically unstable systems may contain large precious-metal nuggets.&lt;br /&gt;
&lt;br /&gt;
- Shield Unit - Available from technology level 7&lt;br /&gt;
&lt;br /&gt;
Recently permitted, a Shield Unit gives added protection to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
A side-effect is that Police ships are unable to scan for contraband, which includes furs.&lt;br /&gt;
&lt;br /&gt;
Interference lines with the main shields are visible during major sustained bombardment of the player's ship. &lt;br /&gt;
As one of the last resorts, the cargo shield can be deliberately collapsed by hitting the 'TAB' key. The imploding energy is diverted to the main front and aft shields. &lt;br /&gt;
During this process all cargo in the main hold is vapourized, except Alien Items and Minerals. Gemstones, gold, platinum and special cargo are not affected.&lt;br /&gt;
&lt;br /&gt;
- Energy Unit - Available from technology level 8&lt;br /&gt;
&lt;br /&gt;
An extra Energy Unit will double the recharging rate of a ship's energy banks.&lt;br /&gt;
&lt;br /&gt;
The large equipment usually occupies two tonnes of cargo space and is not covered by most insurance policies.&lt;br /&gt;
&lt;br /&gt;
Pirate groups may have scanner technology to assess the energy recharge rate of an adversary and plan their attacks accordingly.&lt;br /&gt;
&lt;br /&gt;
- Docking Computers - Available from technology level 9&lt;br /&gt;
&lt;br /&gt;
Docking Computers allow an automated way of docking without paying a fee each time for docking guidance from the space station.&lt;br /&gt;
&lt;br /&gt;
Outside the Space Station safety zone Docking computers can also act as an auto-pilot, with the current selection on the space compass serving as the destination target. &lt;br /&gt;
Thus the auto-pilot is easily distracted and will point the ship, travelling at high speed, to each new target that comes into sensor range. &lt;br /&gt;
This default behaviour is a useful tactic for encountering pirate groups, buying extra time to put down your cup of tea.&lt;br /&gt;
&lt;br /&gt;
During a very heavy attack the auto-pilot will automatically disengage. &lt;br /&gt;
&lt;br /&gt;
If no ships are in the vicinity and the compass target is the planet or the sun, then the auto-pilot will automatically perform an in-system jump similar to the 'J' key. &lt;br /&gt;
&lt;br /&gt;
Press key 'P' to return the compass, and auto-pilot, back to the planet. Occasionally the auto-pilot will perform this automatically.&lt;br /&gt;
&lt;br /&gt;
Although such systems are quite sophisticated they are not fool-proof and the Commander is advised to monitor the auto-pilot and docking progress, hitting key 'N' to abort and take manual control.&lt;br /&gt;
&lt;br /&gt;
- Galactic Hyperspace - Available from technology level 10&lt;br /&gt;
&lt;br /&gt;
Galactic Hyperspace drives are used for very long-range jumps, exploiting the local Witchspace configuration to connect systems on adjacent charts.&lt;br /&gt;
&lt;br /&gt;
The arrival planet is uniquely determined by the departure planet. For example Oresrati in Galactic Chart 8 from Rainza in Galactic Chart 7. &lt;br /&gt;
&lt;br /&gt;
Consult the charts available in 'The Guide' (accessible with key '?' when docked) where the short range charts can be scrolled and other Galactic Charts can be found with the 'F' key followed by the Chart number.&lt;br /&gt;
&lt;br /&gt;
A Galactic Hyperspace drive can only be activated once outside the space station safety zone. The destination chart is 'forward' or 'backwards' depending on whether you are flying towards or away from the local sun. &lt;br /&gt;
&lt;br /&gt;
The Galactic Hyperspace countdown time is dependent on the size of the cargo hold, larger ships requiring additional navigation computation and drive activation time.&lt;br /&gt;
&lt;br /&gt;
Multiple drives can be purchased if you have enough cargo space for the fuel. Each drive requires 5 tonnes and allows one long-range jump.&lt;br /&gt;
&lt;br /&gt;
- Military laser - Available from technology level 11&lt;br /&gt;
&lt;br /&gt;
Military Lasers use high energy lasers firing continuously to produce devastating effects, but are prone to overheating.&lt;br /&gt;
&lt;br /&gt;
Improved thermal management allows more effective use of multiple laser mounts, but the excess heat can drive up the cabin temperature.&lt;br /&gt;
&lt;br /&gt;
= Ships for purchase =&lt;br /&gt;
&lt;br /&gt;
All ships listed for purchase are hyperspace-capable for trading. They are ordered by cost with cheaper ones tending to have weaker hulls, smaller cargo holds, lower speeds. &lt;br /&gt;
&lt;br /&gt;
The resilience of a ship's shields to incoming laser fire is given by the Shield class in the following table. Similarly the laser weaponry available for purchase fall into power classes, where a minus sign indicates a recharge time is required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Ship !! Shield !! Pulse !! Beam !! Military !! Mining !! Mounts&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1 || -6 || 6 || 9 || -12 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 2 || -7 || 7 || 10 || -12 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 3 || -8 || 7 || 11 || -12 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 2 || -6 || 6 || 10 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 3 || -7 || 8 || 14 || -12 || 1	&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 4 || -8 || 7 || 11 || -14 || 4		&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 5 || -8 || 7 || 11 || -14 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 4 || -8 || 8 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 5 || -9 || 7 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 6 || -8 || 8 || 14 || -28 || 2&lt;br /&gt;
|-&lt;br /&gt;
|FerdeLance || 6 || -9 || 9 || 14 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 8 || -12 || 9 || 14 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Python || 9 || -12 || 9 || 13 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 8 || -10 || 7 || 12 || -30 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk2 || 7 || -9 || 10 || 16 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 10 || -13 || 8 || 14 || -30 || 4  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In [[Elite-A]], the shield classes extended over a slightly largely range which resulted in a player's Cobra Mk3 being immune to Worm craft, and a player's Anaconda being immune to Cobra Mk3 fire. &lt;br /&gt;
Whereas in BBC disk Classic, the player's Cobra Mk3 is susceptible to Worm craft and can destroy an Anaconda with laser fire.&lt;br /&gt;
&lt;br /&gt;
In Elite-B, the narrower range of shield classes retains consistency with BBC disk Classic. &lt;br /&gt;
A Cobra Mk3's shield is still weakly vulnerable to laser fire from an Adder ship. Larger freighters are essentially immune to an Adder but still susceptible to a pirate Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
The effect of missiles in [[Elite-A]] (and BBC disk Classic) hitting the player were very similar, taking just over 2 missiles to destroy your ship, whatever its type.&lt;br /&gt;
Whereas destroying an Adder would take just over one player's missile, with Elite-A's missiles slightly weaker than BBC disk Classic.&lt;br /&gt;
&lt;br /&gt;
In Elite-B there is improved symmetry with a player's Adder destroyed in just over 1 missile hit, whereas a player's Anaconda can take over 6 missile hits. &lt;br /&gt;
 &lt;br /&gt;
Further information on the ships available for purchase is included in the following descriptions of all craft encountered.&lt;br /&gt;
&lt;br /&gt;
= Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Information on all ships and space constructions can be found in 'The Guide' (key '?' when docked). The menu items can be selected by the indicated numeric value, and are also mapped to letters of the alphabet (A=1 etc.).&lt;br /&gt;
&lt;br /&gt;
All craft with hyperspace capability have a hull rating of 'H' or above and are strong enough to withstand at least one missile hit, if the shield hit is fully charged.&lt;br /&gt;
&lt;br /&gt;
The missile strength in Elite B is inbetween that of [[Elite-A]] and BBC disk Classic.&lt;br /&gt;
In the table below, both an estimate of the number of survivable missile hits is listed, along with the maximum number of missiles that craft can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Craft !! Hits Est. !! Missiles (Max) !! Speed (LM) !! Cargo (TC) !! Range (LY)&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1.1 || 2 || 0.24 || 8 || 4.5	&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 6 || 8 || 0.14 || 250 || 10.0	&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk || 2.6 || 1 || 0.40 || 6 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 3.1 || 6 || 0.24 || 130 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Bushmaster || 1.1 || 1 || 0.33 || 8 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Carrier || 7 || ? Vipers || 0.12 || ? || 11.0 &lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 2.0 || 2 || 0.29 || 16 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 1.3 || 3 || 0.26 || 17 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 2.2 || 4 || 0.30 || 37 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser || 5 || 7 || 0.26 || 150 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Escape pod || 0.5 || - || 0.08 || - || -	&lt;br /&gt;
|-&lt;br /&gt;
|Fer-de-Lance || 2.4 || 2 || 0.30 || 9 || 8.5	&lt;br /&gt;
|-&lt;br /&gt;
|Gecko || 0.9 || 2 || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 1.8 || 5 || 0.26 || 28 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Habu || 1.5 || - || 0.36 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 2.3 || 2 || 0.34 || 12 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 1.7 || 3 || 0.28 || 22 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
|Krait || 1.3 || - || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mamba || 1.3 || 2 || 0.32 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 3.3 || 8 || 0.16 || 75 || 11.0&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 1.5 || 6 || 0.25 || 14 || 4.0 &lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 1.6 || 3 || 0.28 || 11 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|Python || 3.3 || 7 || 0.20 ||  100 || 8.0&lt;br /&gt;
|-&lt;br /&gt;
|Rinkhals || 2.1 || 4 || 0.27 || 30 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 1.6 || 1 || 0.31 || 5 || 8.5&lt;br /&gt;
|-&lt;br /&gt;
|Shuttle || 0.5 || - || 0.08 || 60 || -&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder || 0.9 || 1 || 0.37 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Thargoid || 3.6 || 6 Thargon || 0.39 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Thargon || 0.3 || 0 || 0.30 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Transporter ||  0.5 || 0 || 0.10 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Urutu || 6 || 7 || 0.20 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk1 || 1.5 || 1 || 0.32 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk2 || 1.5 || 2 || 0.34 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk3 || 1.5 || 4 || 0.36 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Worm || 0.8 || - || 0.23 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
If you do not possess an E.C.M. system it is difficult to engage in combat as nearly all ships carry missiles and will start to launch them if under attack. &lt;br /&gt;
See - Equipment Missiles - for discussion on missile tactics, for example using an in-system hyperspace jump (if any fuel remains) can evade missiles. &lt;br /&gt;
&lt;br /&gt;
Your missile cost is comparable to the pirate bounties awarded, and most pirates will take more than one missile to destroy. &lt;br /&gt;
&lt;br /&gt;
One effective attack tactic is to lock a missile onto a target (key 'T'), soften it up a bit with laser fire (key 'A'), during which your missile will acquire a lock. &lt;br /&gt;
Once the oncoming ship leaves your laser sights as it flies past you, launch your missile (key 'M').&lt;br /&gt;
&lt;br /&gt;
Destruction of pirates will increase your combat rating and usually a bounty will be awarded. Destruction of innocent ships will usually result in no bounty awarded and most likely a fine imposed, which could be several hundred credits. &lt;br /&gt;
Your combat rating can also be improved by destroying any space debris you encounter, and recall that using a pulse laser to destroy an Asteroid may generate some scoopable splinters. &lt;br /&gt;
&lt;br /&gt;
If your legal status is Clean you only need to worry about pirate attacks occurring outside of the Space Station safety zone. &lt;br /&gt;
If your legal status is mild Offender or above then you need to worry both about pirates and bounty hunters, including the police. &lt;br /&gt;
If you kill police or bounty hunters your legal status will continue to degrade so you should consider using an in-system hyperspace jump to evade them.&lt;br /&gt;
&lt;br /&gt;
As you enter the safety zone of a Space Station, an attempt will automatically be made to deduct all outstanding fines from your legal status. &lt;br /&gt;
If you are unable to pay them in full then police and bounty hunters will continue their pursuit of you within the safety zone.&lt;br /&gt;
&lt;br /&gt;
The more politically stable a system is the more likely you will encounter bounty hunters and police rather than pirates. &lt;br /&gt;
&lt;br /&gt;
If you do encounter pirates at stable systems, like Corporate States, bear in mind that they are likely to be very well armed (to explain their sustained presence) and your better tactic may be to flee.&lt;br /&gt;
&lt;br /&gt;
The most unstable systems (Anarchies) barely have a functioning police force and bounty hunters are rare. &lt;br /&gt;
At the lowest technology worlds Kraits, rather than Vipers, serve as Police ships. They will announce their presence in hope that you will not misidentify them as pirates. &lt;br /&gt;
Anarchies with a higher technology level have some bounty hunters to aid the passage of innocent traders.&lt;br /&gt;
&lt;br /&gt;
If you legal status is degrading towards Fugitive you will encounter fewer pirate groups but attract the attention of more bounty hunters. &lt;br /&gt;
&lt;br /&gt;
The ability to quickly change legal status (kill space-station protected ships and later repay the fines) may aid in traversing low-technology Anarchy systems, although the fines will probably offset any trading profit.&lt;br /&gt;
&lt;br /&gt;
Factors affecting the size of pirate groups are your ship type, the armaments, the energy recharge rate, and the amount of cargo (including gold and platinum) that you have purchased.&lt;br /&gt;
&lt;br /&gt;
Loitering at a star can offer solace to the (fugitive) Commander, allowing shields to regenerate and only large freighters will be in the vicinity.&lt;br /&gt;
&lt;br /&gt;
= Game Settings =&lt;br /&gt;
&lt;br /&gt;
The game can be frozen at any time using either the '~' or 'COPY' keys. Once frozen, the frozen-game key options are available to toggle some game characteristics, see key list earlier. &lt;br /&gt;
&lt;br /&gt;
For true space-flight simulation, the 'Caps-Lock' key toggles whether any damping of the flight controls is present. &lt;br /&gt;
The default settings allow some modest damping with a quick input in opposite direction to cancel out previous drift. This auto-recentering is toggled with key 'A'. The level of damping is toggled by frozen game key 'X' between light and extreme.&lt;br /&gt;
&lt;br /&gt;
The frozen game key 'X' also toggles several other features which are off by default: Missile auto-targeted, but not fired; Docking computer (if present) automatically activated if entering S-range; modest time acceleration if screen not a space view.&lt;br /&gt;
&lt;br /&gt;
The game can be resumed by using the 'DELETE' key.&lt;br /&gt;
&lt;br /&gt;
= Space Constructions = &lt;br /&gt;
&lt;br /&gt;
You can only dock successfully at GalCop stations, which are in 'S' zones near a planet. They will appear in green (or blue) on your scanner, like debris.&lt;br /&gt;
&lt;br /&gt;
In low-technology systems you may encounter space bars of dubious legality. At other systems you may encounter alternative 'free-trade' stations, or even space factories and farms. &lt;br /&gt;
You do not have permission to dock at these locations, even if government operated, and it would be best not to interfere. &lt;br /&gt;
&lt;br /&gt;
Some bounty hunters have retired, or other individuals have secluded themselves as rock hermits with the permission of the host system. &lt;br /&gt;
They do not engage in trading, they warn you to stay away. &lt;br /&gt;
Their hollowed-out asteroids have no mining value and their destruction carries a significant fine.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86817</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86817"/>
		<updated>2025-07-29T11:10:48Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For the enhanced C64 hack referred to as Elite B on Ian Bell's website, see [[Elite 128]]''&lt;br /&gt;
----&lt;br /&gt;
ELITE - B&lt;br /&gt;
Paul Brink &lt;br /&gt;
31st December 2018&lt;br /&gt;
&lt;br /&gt;
An extended version of Angus Duggan's [[Elite-A]] which in turn is based upon Elite for the BBC Micro by David Braben and Ian Bell (C) Acornsoft 1984.&lt;br /&gt;
&lt;br /&gt;
Thargoid curses, Rockbars and missile tactics inspired by Oolite and its OXP contributors.&lt;br /&gt;
&lt;br /&gt;
Some new ships and constructions introduced along with a new legal system, equipment, changes in combat tactics, and many other changes described further below.&lt;br /&gt;
&lt;br /&gt;
Tested in Emulator MacBeebEm Ver 3.3a on Mac OS X 10.5.8 and 10.6, and MacBeebEm Ver 4.0a on Mac OS X 10.11.6 with the emulator configured for the BBC Computer 32K Model B.&lt;br /&gt;
&lt;br /&gt;
Tested for Acorn DFS Native 8271 Controller and 1770, but DFS version should be greater than 0.9.&lt;br /&gt;
&lt;br /&gt;
To play ELITE-B ensure DFS not ADFS.&lt;br /&gt;
Use *DISC command if needed. &lt;br /&gt;
Then load disc.&lt;br /&gt;
Its catalogue is given by typing the two characters *.&lt;br /&gt;
To run the game type *ELITEB&lt;br /&gt;
To read this text file type *TYPE T.README&lt;br /&gt;
&lt;br /&gt;
The following overview is not complete, with more weight given to differences between Elite-B, BBC Disk, and Elite-A. The Delta-14B control of Elite-A has been removed.&lt;br /&gt;
&lt;br /&gt;
= Your Ship = &lt;br /&gt;
&lt;br /&gt;
Like the BBC Disk Classic original the player starts in a minimally equipped Cobra Mk-3, but similar to [[Elite-A]], the player can opt to trade-in to buy a new ship. The cash required is the difference in price between the two ships. &lt;br /&gt;
&lt;br /&gt;
Starting at Lave, the only other ships on offer for sale are cheaper than your Cobra Mk-3 thus its possible to use the surplus cash to equip your new ship. &lt;br /&gt;
&lt;br /&gt;
The price of a ship is predominately determined by its shield strength, followed by its cargo space, speed, and hyperspace range. Ship specifications are discussed later under 'Ships for Purchase'.&lt;br /&gt;
&lt;br /&gt;
The new Commander has the dilemma of struggling to trade and raise cash to fill the large cargo space of the Cobra Mk-3, and buy urgently needed equipment; or buy a smaller, more vulnerable, ship with fewer trading opportunities. &lt;br /&gt;
&lt;br /&gt;
When a ship is offered for sale the Station Dockyards will strip it of armaments and equipment occupying cargo hull space, in addition to draining any fuel and deactivating the shields. &lt;br /&gt;
&lt;br /&gt;
Before exchanging your ship you are advised to sell your lasers, missiles, any energy units and galactic drives, and expect a refund of half their original value. &lt;br /&gt;
&lt;br /&gt;
Standardized equipment such as I.F.F., E.C.M., docking computers, shield unit, fuel scoop and escape pod will be automatically transferred to your new ship. &lt;br /&gt;
In addition you are strongly advised to pay the requested maintenance fee for your new ship to (partially) recharge the main shield generators.&lt;br /&gt;
&lt;br /&gt;
Your Status page will indicate the shield life-time for your ship as a percentage and will slowly degrade due to combat and travel. &lt;br /&gt;
Once below 10%, Dockyards will start to offer a maintenance fee under the 'Equip Ship' options, with the cost determined by the level of service restoration available at that Station. &lt;br /&gt;
If the shields are fully depleted your ship is very vulnerable during its journey to the next Space Station. &lt;br /&gt;
&lt;br /&gt;
The standardized E.C.M. system allows a maximum of 100 charges (for large freighters) and is also indicated as a percentage on your Status page. A replenishment can be purchased before the system is depleted.&lt;br /&gt;
&lt;br /&gt;
You are always being watched. As you slip your berth, information on your purchased cargo and strength of armaments is of value to pirates. &lt;br /&gt;
&lt;br /&gt;
= In Flight =&lt;br /&gt;
&lt;br /&gt;
The space compass of Elite-B (the gimbal to the top right of the main radar scanner) has additional enhancements and keyboard controls. &lt;br /&gt;
&lt;br /&gt;
When in range of a Space Station (denoted by the yellow S symbol on the lower console) the compass will indicate a thick yellow bar towards the Space Station if the Space Station is in front of you, and a thin yellow bar if its behind you.&lt;br /&gt;
&lt;br /&gt;
In deep space, the compass will usually lock onto the destination planet with a similar green bar but will automatically relock onto any new objects coming into sensor range, with a yellow bar. &lt;br /&gt;
&lt;br /&gt;
The 'P' key will lock the compass back to the planet. The 'L' key will lock onto the Sun, also with a green bar. The compass will change lock onto any launched missile, with a red bar. All the targets in range can be cycled through using the 'K' key.&lt;br /&gt;
&lt;br /&gt;
Both the long range and short range charts indicate the star size for each system that is a member of the Galactic Cooperative. The Sun-to-planet distance is determined by the size, type, of star, with habitable planets further away from bright stars.&lt;br /&gt;
&lt;br /&gt;
Careful thermal management of the cabin temperature is required for fast ships. &lt;br /&gt;
They are able to fly close enough to Dwarf stars to perform 'sun-skimming', but are prone to overheating and destruction if fuel scooping is performed at high speed or the star is too large. &lt;br /&gt;
Large, slow, freighters can fuel scoop at larger stars but giant stars are usually too difficult to approach closely, even at very low speed.&lt;br /&gt;
&lt;br /&gt;
Small (pirate) ships are likely to explode near stars. Similarly, Thargoid vessels are unable to release Thargon craft near stars. Thus loitering at a star can offer solace to the Commander.&lt;br /&gt;
&lt;br /&gt;
A hyperspace system will target your arrival near the star if the star is large, resulting in a long (and dangerous) travel distance to the target planet. &lt;br /&gt;
A small star with the gravitational perturbation of a large target planet radius minimizes the required travel distance upon arrival from Witchspace. &lt;br /&gt;
&lt;br /&gt;
If some fuel remains in the hyperspace drive it is possible to re-hype back to the arrival point in the system. This is useful to evade bounty hunters and pirates, although the journey back to the target planet has to be re-attempted. &lt;br /&gt;
&lt;br /&gt;
The hyperspace countdown time is dependent on distance to be travelled and is quite short when the target system is the present system. &lt;br /&gt;
During the countdown the cabin temperature will increase as the drive is energized, this can be fatal if sun-skimming at high speed has recently been performed.&lt;br /&gt;
&lt;br /&gt;
In-system small jumps can be performed with the 'J' key, although these jumps require that there are no large mass-energy concentrations nearby. This includes planets, suns, space constructions and ships. &lt;br /&gt;
&lt;br /&gt;
Space debris, escape capsules and asteroids can be warped in the surrounding space-time fabric and travel with you. If these are the only items in sensor range the Status page will indicate condition 'green'. &lt;br /&gt;
&lt;br /&gt;
A large 'C' will also displayed to the upper left of the radar scanner. Under these 'Clear' conditions a jump can be performed successfully if the ship is not too close to a planet or the sun. &lt;br /&gt;
These conditions are also highly favourable for performing asteroid mining as any hostile ships must be quite far away.&lt;br /&gt;
&lt;br /&gt;
Unresponsive thargon craft prevent the operation of the in-system jump, and can also be re-activated for combat by the arrival of a Thargoid mother ship. &lt;br /&gt;
Local news (key 'J' while docked, but not when viewing 'The Guide') will report most nearby Thargoid incursions.&lt;br /&gt;
&lt;br /&gt;
The radar scanner depicts the player's ship in the center, with nearby items indicated by coloured blocks with tails projecting down (or up) to the plane of the player. &lt;br /&gt;
&lt;br /&gt;
The default scanner indicates space debris or dockable space stations in green (or blue), missiles in red, and all other craft in yellow (or magenta). &lt;br /&gt;
&lt;br /&gt;
The purchase of an I.F.F. (Identify Friend or Foe) system depicts additional colour information on the tails, with red/yellow indicating pirates, green/yellow indicating police or bounty hunters, and red/green are Thargoid ships.&lt;br /&gt;
&lt;br /&gt;
Once you are close enough to a planet (the altimeter starts to drop) an 'S' symbol will appear on the console and the compass will lock in the direction of a Space Station that you can dock at. &lt;br /&gt;
Your ship is now in the Space Station safety zone, any pirates attacking you will break off their pursuit.&lt;br /&gt;
&lt;br /&gt;
If the compass lock is lost, the 'S' symbol disappears, fly parallel to the planet keeping your altitude constant rather than fly into the planet. Another orbiting Space Station will come into range.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to enter the planet's atmosphere.&lt;br /&gt;
&lt;br /&gt;
If a hyperspace jump is attempted too close to the planet surface a mis-jump will occur and you will be trapped in Witchspace, either by Thargoids or other agents.&lt;br /&gt;
 &lt;br /&gt;
It is possible to use an escape pod if you are trapped in Witchspace, or try to find a system still in range of your remaining hyperspace fuel on the short range chart.&lt;br /&gt;
&lt;br /&gt;
= Docking = &lt;br /&gt;
&lt;br /&gt;
The Space Station's docking slit will always face towards the planet. Be careful of other traffic, both docking and leaving. Abort any automated docking with key 'N' if required.&lt;br /&gt;
&lt;br /&gt;
A manual docking requires good alignment to the slit, approach the slit as straight-on as possible, match rotation and slow down substantially just before docking. If your speed is low enough the docking should succeed. &lt;br /&gt;
&lt;br /&gt;
Docking computers can be purchased to automate the entire arrival process but are expensive. Alternatively the Commander can pay a docking fee (once in Space Station range) and guidance commands will be sent to automatically dock the ship. &lt;br /&gt;
If the Commander does not have the 30.0 Cr for the docking fee, the docking will proceed with a minor offence levied to your legal status. A minor offence will not attract the attention of the police or bounty hunters.&lt;br /&gt;
&lt;br /&gt;
= Legal System = &lt;br /&gt;
&lt;br /&gt;
Shooting at the Space Station, police, shuttles, are not minor offences. &lt;br /&gt;
&lt;br /&gt;
Destroying transports, rock hermits, escape pods, docking ships, are not minor offences.&lt;br /&gt;
&lt;br /&gt;
When first entering the Space Station safety zone, the Commander's legal status is assessed and an attempt is made to deduct in full any fines owed. &lt;br /&gt;
For example, overzealous use of laser fire against a destroyed pirate ship could destroy a released escape pod which is a 414 Cr GalCop fine. &lt;br /&gt;
If the Commander has sufficient cash their legal status is updated to 'Clean' and any pursuing police or bounty hunters will break off their pursuit. &lt;br /&gt;
&lt;br /&gt;
When docked the Commander can enquire with key 'U' the cost of paying fines levied. They need to be paid in full otherwise the present legal status will remain. &lt;br /&gt;
&lt;br /&gt;
The Commander's legal status, like cash or rating, cannot be erased by any action such as buying a new ship, using an escape pod, or travelling great distances.&lt;br /&gt;
&lt;br /&gt;
The operators of Gal Cop stations turn a blind eye to the trading of illegal goods (firearms, slaves, narcotics and furs), but police ships are authorized to scan ships remotely for such cargo and revise the legal status of the Commander accordingly. &lt;br /&gt;
&lt;br /&gt;
Once a fugitive status equivalent to destroying a few station-protected ships has been reached, all Gal Cop stations will launch police to attack you and any docking attempt will be fatal. &lt;br /&gt;
With no access to trading, the main option available in this situation is to earn sufficient credits by engaging in bounty hunting until sufficient bounties are awarded.&lt;br /&gt;
&lt;br /&gt;
As a Commander's legal status degrades, pirates will start to keep their distance and encountering bounty hunters will become more frequent. Politically unstable systems will become more attractive for the Commander's survival.&lt;br /&gt;
&lt;br /&gt;
= Trading = &lt;br /&gt;
&lt;br /&gt;
The main-market trading is profitable between planets with complementary economies. The most profitable trade routes are between Rich Industrial and Poor Agricultural systems. &lt;br /&gt;
Although such systems can exist in proximity to each other, their most direct Witchspace trade lanes are fraught with danger. &lt;br /&gt;
A Witchspace transit initiated near the local Sun, or a combination including sufficient speed, laser overheating, and hyper-space travel distance can evade such an ambush.&lt;br /&gt;
&lt;br /&gt;
The maximum carrier limits outside the main cargo hold for gold and platinum are 250 kg each, but cannot be stored in the escape pod. Whereas gemstones can, with a maximum limit of 250 g.&lt;br /&gt;
&lt;br /&gt;
One type of cargo can be dumped, radioactives. If purchased at a station then dumped near a sun a redemption fee is awarded which can be modestly profitable. Thus if the market opportunities are unattractive radioactives become an interesting cargo. &lt;br /&gt;
Once dumped, the cargo hold now has space for cargo-scooping opportunities, such as asteroid mining.&lt;br /&gt;
  &lt;br /&gt;
= Special Cargo =&lt;br /&gt;
&lt;br /&gt;
The special cargo contract system of Elite-A is retained but with some adjustments so that offers are dependent upon your recent delivery reputation and the political stability of the requested destination. &lt;br /&gt;
&lt;br /&gt;
The Special Cargo page will list the offers on the highest Register (A-Z) that your reputation gives you access to. Destinations that are Anarchy systems are denoted with an '!' after the system name. &lt;br /&gt;
&lt;br /&gt;
If your legal reputation is tarnished then additional offers of dubious legality will be listed with a '*' after the system name. &lt;br /&gt;
&lt;br /&gt;
Once the general 10% tariff is surrendered by the player, the item is subject to inspection and additional penalties being levied on your legal status prior to their loading on your ship. &lt;br /&gt;
&lt;br /&gt;
The degrading value of the carried contract is updated upon each intervening docking and displayed on the Inventory page along with its destination. &lt;br /&gt;
&lt;br /&gt;
Sun-hopping along a route with low-mass stars is the fastest way to reach the destination and maximize the reward once delivered.&lt;br /&gt;
&lt;br /&gt;
Use of a Galactic Hyperdrive will void the contract, but the special cargo can accompany the Commander in an escape pod or to a new ship.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Elite-A]], if the listed market prices or special cargos on offer are not satisfactory, then the player can pay 50.0 Cr for an extended-stay docking fee, after which the prices and offers will update.&lt;br /&gt;
&lt;br /&gt;
= Equipment for purchase =&lt;br /&gt;
&lt;br /&gt;
The equipment prices depend on your type of ship. Different ships allow different number of missiles, laser mounts, fuel range, and available cargo hold space for large equipment items. The actual power of lasers depends on the type of ship too.&lt;br /&gt;
&lt;br /&gt;
- Missiles - Available from technology level 1.&lt;br /&gt;
&lt;br /&gt;
A missiles can destroy small ships outright or inflict major damage on large ships. See list of hit damage under = Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Tactics for dealing with an incoming missile include shooting it shortly after launch, use your electronic counter measures (E.C.M.), fire one of your missiles at it or at a target ship with its own E.C.M., use your escape pod, or hyperspace. &lt;br /&gt;
&lt;br /&gt;
Another tactic is to hold your ship stationary and hope that the missile enters a circular orbit around you. &lt;br /&gt;
Selecting the red bar for the missile on your space compass (by hitting the 'K' key multiple times) will allow you to track its orbit and time an attempt to fire your laser at it.&lt;br /&gt;
&lt;br /&gt;
- I.F.F. (Identify Friend or Foe) System - Available from technology level 2.&lt;br /&gt;
&lt;br /&gt;
An Identification Friend or Foe (I.F.F.) upgrade will display different objects in different colours on the radar scanner.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Scanner Colour Codes&lt;br /&gt;
|-&lt;br /&gt;
| Green || Debris/Station&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Yellow || Police Ship&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Green || Bounty Hunter&lt;br /&gt;
|-&lt;br /&gt;
| * Yellow-Red || Unknown&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Yellow || Pirate&lt;br /&gt;
|-&lt;br /&gt;
| * Red-Green || Thargoid mother ship&lt;br /&gt;
|-&lt;br /&gt;
| * Green-Red || Thargon craft&lt;br /&gt;
|-&lt;br /&gt;
| Red || Missile&lt;br /&gt;
|}&lt;br /&gt;
- * I.F.F. upgrade&lt;br /&gt;
&lt;br /&gt;
Depending on ship purchased, the green colour could be blue, the yellow colour could be magenta.&lt;br /&gt;
&lt;br /&gt;
- E.C.M. (Electronic Counter Measures) System - Available from technology level 2.&lt;br /&gt;
&lt;br /&gt;
When activated, an Electronic Counter Measures (E.C.M.) system will destroy all missiles in the vicinity. &lt;br /&gt;
&lt;br /&gt;
Standard systems for a large freighter have a maximum charge of 100. An E.C.M. system can be replaced before it is fully depleted.&lt;br /&gt;
&lt;br /&gt;
- Pulse Laser -  Available from technology level 3&lt;br /&gt;
&lt;br /&gt;
Pulse lasers fire intermittent laser beams. If used to destroy an asteroid, a small number of mineable splinters may survive.&lt;br /&gt;
&lt;br /&gt;
- Beam Laser -  Available from technology level 4&lt;br /&gt;
&lt;br /&gt;
Beam Lasers fire continuous laser strands but overheat more rapidly than Pulse Lasers. If the selected laser mount view is already occupied then that laser should be sold before-hand.&lt;br /&gt;
&lt;br /&gt;
- Fuel Scoops -  Available from technology level 5&lt;br /&gt;
&lt;br /&gt;
Fuel Scoops enable a ship to obtain free hyperspace fuel by 'sun-skimming' - flying close to the sun. Small, fast, ships are limited to sun-skimming from Dwarf stars and may require reduced speed to prevent over-heating.&lt;br /&gt;
&lt;br /&gt;
Fuel Scoops can also be used (with care) to pick up space debris, such as cargo barrels or asteroid splinters. &lt;br /&gt;
&lt;br /&gt;
Cargo barrels containing precious metals or gemstones cannot be scooped successfully unless there is room in the main cargo hold for the associated 1 tonne of alloys.&lt;br /&gt;
&lt;br /&gt;
The contents of barrels are unknown until scooped and inspected on board. However if local news (key 'J' when docked) indicates a major raid occurred it is likely that the same cargo type will be liberated from pirates encountered in that same system.&lt;br /&gt;
&lt;br /&gt;
- Escape Pod - Available from technology level 6&lt;br /&gt;
&lt;br /&gt;
When ejected, even from Witchspace, an escape pod will head towards the nearest space station.&lt;br /&gt;
&lt;br /&gt;
The standard insurance policy will replace your ship up to the policy replacement limit of a fully armed Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
Most equipment will be replaced, but any energy units and Galactic drives are excluded. Similarly any bulk cargo and precious metals will not be replaced.&lt;br /&gt;
&lt;br /&gt;
Your cash, rating, legal status (and special cargo and gem-stones that accompanied you in the escape pod) will be preserved.&lt;br /&gt;
&lt;br /&gt;
- Mining laser - Available from technology level 6&lt;br /&gt;
&lt;br /&gt;
Mining Lasers are highly powered, slow firing, pulse lasers which are tuned to fragment asteroids into many splinters. &lt;br /&gt;
They can also be used to destroy other targets but are very slow firing.&lt;br /&gt;
&lt;br /&gt;
Splinters scooped in politically unstable systems may contain large precious-metal nuggets.&lt;br /&gt;
&lt;br /&gt;
- Shield Unit - Available from technology level 7&lt;br /&gt;
&lt;br /&gt;
Recently permitted, a Shield Unit gives added protection to the cargo hold.&lt;br /&gt;
&lt;br /&gt;
A side-effect is that Police ships are unable to scan for contraband, which includes furs.&lt;br /&gt;
&lt;br /&gt;
Interference lines with the main shields are visible during major sustained bombardment of the player's ship. &lt;br /&gt;
As one of the last resorts, the cargo shield can be deliberately collapsed by hitting the 'TAB' key. The imploding energy is diverted to the main front and aft shields. &lt;br /&gt;
During this process all cargo in the main hold is vapourized, except Alien Items and Minerals. Gemstones, gold, platinum and special cargo are not affected.&lt;br /&gt;
&lt;br /&gt;
- Energy Unit - Available from technology level 8&lt;br /&gt;
&lt;br /&gt;
An extra Energy Unit will double the recharging rate of a ship's energy banks.&lt;br /&gt;
&lt;br /&gt;
The large equipment usually occupies two tonnes of cargo space and is not covered by most insurance policies.&lt;br /&gt;
&lt;br /&gt;
Pirate groups may have scanner technology to assess the energy recharge rate of an adversary and plan their attacks accordingly.&lt;br /&gt;
&lt;br /&gt;
- Docking Computers - Available from technology level 9&lt;br /&gt;
&lt;br /&gt;
Docking Computers allow an automated way of docking without paying a fee each time for docking guidance from the space station.&lt;br /&gt;
&lt;br /&gt;
Outside the Space Station safety zone Docking computers can also act as an auto-pilot, with the current selection on the space compass serving as the destination target. &lt;br /&gt;
Thus the auto-pilot is easily distracted and will point the ship, travelling at high speed, to each new target that comes into sensor range. &lt;br /&gt;
This default behaviour is a useful tactic for encountering pirate groups, buying extra time to put down your cup of tea.&lt;br /&gt;
&lt;br /&gt;
During a very heavy attack the auto-pilot will automatically disengage. &lt;br /&gt;
&lt;br /&gt;
If no ships are in the vicinity and the compass target is the planet or the sun, then the auto-pilot will automatically perform an in-system jump similar to the 'J' key. &lt;br /&gt;
&lt;br /&gt;
Press key 'P' to return the compass, and auto-pilot, back to the planet. Occasionally the auto-pilot will perform this automatically.&lt;br /&gt;
&lt;br /&gt;
Although such systems are quite sophisticated they are not fool-proof and the Commander is advised to monitor the auto-pilot and docking progress, hitting key 'N' to abort and take manual control.&lt;br /&gt;
&lt;br /&gt;
- Galactic Hyperspace - Available from technology level 10&lt;br /&gt;
&lt;br /&gt;
Galactic Hyperspace drives are used for very long-range jumps, exploiting the local Witchspace configuration to connect systems on adjacent charts.&lt;br /&gt;
&lt;br /&gt;
The arrival planet is uniquely determined by the departure planet. For example Oresrati in Galactic Chart 8 from Rainza in Galactic Chart 7. &lt;br /&gt;
&lt;br /&gt;
Consult the charts available in 'The Guide' (accessible with key '?' when docked) where the short range charts can be scrolled and other Galactic Charts can be found with the 'F' key followed by the Chart number.&lt;br /&gt;
&lt;br /&gt;
A Galactic Hyperspace drive can only be activated once outside the space station safety zone. The destination chart is 'forward' or 'backwards' depending on whether you are flying towards or away from the local sun. &lt;br /&gt;
&lt;br /&gt;
The Galactic Hyperspace countdown time is dependent on the size of the cargo hold, larger ships requiring additional navigation computation and drive activation time.&lt;br /&gt;
&lt;br /&gt;
Multiple drives can be purchased if you have enough cargo space for the fuel. Each drive requires 5 tonnes and allows one long-range jump.&lt;br /&gt;
&lt;br /&gt;
- Military laser - Available from technology level 11&lt;br /&gt;
&lt;br /&gt;
Military Lasers use high energy lasers firing continuously to produce devastating effects, but are prone to overheating.&lt;br /&gt;
&lt;br /&gt;
Improved thermal management allows more effective use of multiple laser mounts, but the excess heat can drive up the cabin temperature.&lt;br /&gt;
&lt;br /&gt;
= Ships for purchase =&lt;br /&gt;
&lt;br /&gt;
All ships listed for purchase are hyperspace-capable for trading. They are ordered by cost with cheaper ones tending to have weaker hulls, smaller cargo holds, lower speeds. &lt;br /&gt;
&lt;br /&gt;
The resilience of a ship's shields to incoming laser fire is given by the Shield class in the following table. Similarly the laser weaponry available for purchase fall into power classes, where a minus sign indicates a recharge time is required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!Ship !! Shield !! Pulse !! Beam !! Military !! Mining !! Mounts&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1 || -6 || 6 || 9 || -12 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 2 || -7 || 7 || 10 || -12 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 3 || -8 || 7 || 11 || -12 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 2 || -6 || 6 || 10 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 3 || -7 || 8 || 14 || -12 || 1	&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 4 || -8 || 7 || 11 || -14 || 4		&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 5 || -8 || 7 || 11 || -14 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 4 || -8 || 8 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 5 || -9 || 7 || 12 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 6 || -8 || 8 || 14 || -28 || 2&lt;br /&gt;
|-&lt;br /&gt;
|FerdeLance || 6 || -9 || 9 || 14 || -28 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 8 || -12 || 9 || 14 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Python || 9 || -12 || 9 || 13 || -30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 8 || -10 || 7 || 12 || -30 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk2 || 7 || -9 || 10 || 16 || -14 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 10 || -13 || 8 || 14 || -30 || 4  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In [[Elite-A]], the shield classes extended over a slightly largely range which resulted in a player's Cobra Mk3 being immune to Worm craft, and a player's Anaconda being immune to Cobra Mk3 fire. &lt;br /&gt;
Whereas in BBC disk Classic, the player's Cobra Mk3 is susceptible to Worm craft and can destroy an Anaconda with laser fire.&lt;br /&gt;
&lt;br /&gt;
In Elite-B, the narrower range of shield classes retains consistency with BBC disk Classic. &lt;br /&gt;
A Cobra Mk3's shield is still weakly vulnerable to laser fire from an Adder ship. Larger freighters are essentially immune to an Adder but still susceptible to a pirate Cobra Mk3. &lt;br /&gt;
&lt;br /&gt;
The effect of missiles in [[Elite-A]] (and BBC disk Classic) hitting the player were very similar, taking just over 2 missiles to destroy your ship, whatever its type.&lt;br /&gt;
Whereas destroying an Adder would take just over one player's missile, with Elite-A's missiles slightly weaker than BBC disk Classic.&lt;br /&gt;
&lt;br /&gt;
In Elite-B there is improved symmetry with a player's Adder destroyed in just over 1 missile hit, whereas a player's Anaconda can take over 6 missile hits. &lt;br /&gt;
 &lt;br /&gt;
Further information on the ships available for purchase is included in the following descriptions of all craft encountered.&lt;br /&gt;
&lt;br /&gt;
= Elite B Craft =&lt;br /&gt;
&lt;br /&gt;
Information on all ships and space constructions can be found in 'The Guide' (key '?' when docked). The menu items can be selected by the indicated numeric value, and are also mapped to letters of the alphabet (A=1 etc.).&lt;br /&gt;
&lt;br /&gt;
All craft with hyperspace capability have a hull rating of 'H' or above and are strong enough to withstand at least one missile hit, if the shield hit is fully charged.&lt;br /&gt;
&lt;br /&gt;
The missile strength in Elite B is inbetween that of [[Elite-A]] and BBC disk Classic.&lt;br /&gt;
In the table below, both an estimate of the number of survivable missile hits is listed, along with the maximum number of missiles that craft can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Craft !! Hits Est. !! Missiles (Max) !! Speed (LM) !! Cargo (TC) !! Range (LY)&lt;br /&gt;
|-&lt;br /&gt;
|Adder || 1.1 || 2 || 0.24 || 8 || 4.5	&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda || 6 || 8 || 0.14 || 250 || 10.0	&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk || 2.6 || 1 || 0.40 || 6 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
|Boa || 3.1 || 6 || 0.24 || 130 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Bushmaster || 1.1 || 1 || 0.33 || 8 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Carrier || 7 || ? Vipers || 0.12 || ? || 11.0 &lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || 2.0 || 2 || 0.29 || 16 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1 || 1.3 || 3 || 0.26 || 17 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3 || 2.2 || 4 || 0.30 || 37 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
|Cougar || 2.6 || 4 || 0.35 || 8 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser || 5 || 7 || 0.26 || 150 || 9.0&lt;br /&gt;
|-&lt;br /&gt;
|Escape pod || 0.5 || - || 0.08 || - || -	&lt;br /&gt;
|-&lt;br /&gt;
|Fer-de-Lance || 2.4 || 2 || 0.30 || 9 || 8.5	&lt;br /&gt;
|-&lt;br /&gt;
|Gecko || 0.9 || 2 || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial || 1.8 || 5 || 0.26 || 28 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
|Habu || 1.5 || - || 0.36 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|Iguana || 2.3 || 2 || 0.34 || 12 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
|Jararaca || 1.7 || 3 || 0.28 || 22 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
|Krait || 1.3 || - || 0.30 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mamba || 1.3 || 2 || 0.32 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Monitor || 3.3 || 8 || 0.16 || 75 || 11.0&lt;br /&gt;
|-&lt;br /&gt;
|Moray || 1.5 || 6 || 0.25 || 14 || 4.0 &lt;br /&gt;
|-&lt;br /&gt;
|Ophidian || 1.6 || 3 || 0.28 || 11 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|Python || 3.3 || 7 || 0.20 ||  100 || 8.0&lt;br /&gt;
|-&lt;br /&gt;
|Rinkhals || 2.1 || 4 || 0.27 || 30 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
|Salamander || 1.6 || 1 || 0.31 || 5 || 8.5&lt;br /&gt;
|-&lt;br /&gt;
|Shuttle || 0.5 || - || 0.08 || 60 || -&lt;br /&gt;
|-&lt;br /&gt;
|Sidewinder || 0.9 || 1 || 0.37 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Thargoid || 3.6 || 6 Thargon || 0.39 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Thargon || 0.3 || 0 || 0.30 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Transporter ||  0.5 || 0 || 0.10 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Urutu || 6 || 7 || 0.20 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk1 || 1.5 || 1 || 0.32 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk2 || 1.5 || 2 || 0.34 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Viper Mk3 || 1.5 || 4 || 0.36 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Worm || 0.8 || - || 0.23 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
If you do not possess an E.C.M. system it is difficult to engage in combat as nearly all ships carry missiles and will start to launch them if under attack. &lt;br /&gt;
See - Equipment Missiles - for discussion on missile tactics, for example using an in-system hyperspace jump (if any fuel remains) can evade missiles. &lt;br /&gt;
&lt;br /&gt;
Your missile cost is comparable to the pirate bounties awarded, and most pirates will take more than one missile to destroy. &lt;br /&gt;
&lt;br /&gt;
One effective attack tactic is to lock a missile onto a target (key 'T'), soften it up a bit with laser fire (key 'A'), during which your missile will acquire a lock. &lt;br /&gt;
Once the oncoming ship leaves your laser sights as it flies past you, launch your missile (key 'M').&lt;br /&gt;
&lt;br /&gt;
Destruction of pirates will increase your combat rating and usually a bounty will be awarded. Destruction of innocent ships will usually result in no bounty awarded and most likely a fine imposed, which could be several hundred credits. &lt;br /&gt;
Your combat rating can also be improved by destroying any space debris you encounter, and recall that using a pulse laser to destroy an Asteroid may generate some scoopable splinters. &lt;br /&gt;
&lt;br /&gt;
If your legal status is Clean you only need to worry about pirate attacks occurring outside of the Space Station safety zone. &lt;br /&gt;
If your legal status is mild Offender or above then you need to worry both about pirates and bounty hunters, including the police. &lt;br /&gt;
If you kill police or bounty hunters your legal status will continue to degrade so you should consider using an in-system hyperspace jump to evade them.&lt;br /&gt;
&lt;br /&gt;
As you enter the safety zone of a Space Station, an attempt will automatically be made to deduct all outstanding fines from your legal status. &lt;br /&gt;
If you are unable to pay them in full then police and bounty hunters will continue their pursuit of you within the safety zone.&lt;br /&gt;
&lt;br /&gt;
The more politically stable a system is the more likely you will encounter bounty hunters and police rather than pirates. &lt;br /&gt;
&lt;br /&gt;
If you do encounter pirates at stable systems, like Corporate States, bear in mind that they are likely to be very well armed (to explain their sustained presence) and your better tactic may be to flee.&lt;br /&gt;
&lt;br /&gt;
The most unstable systems (Anarchies) barely have a functioning police force and bounty hunters are rare. &lt;br /&gt;
At the lowest technology worlds Kraits, rather than Vipers, serve as Police ships. They will announce their presence in hope that you will not misidentify them as pirates. &lt;br /&gt;
Anarchies with a higher technology level have some bounty hunters to aid the passage of innocent traders.&lt;br /&gt;
&lt;br /&gt;
If you legal status is degrading towards Fugitive you will encounter fewer pirate groups but attract the attention of more bounty hunters. &lt;br /&gt;
&lt;br /&gt;
The ability to quickly change legal status (kill space-station protected ships and later repay the fines) may aid in traversing low-technology Anarchy systems, although the fines will probably offset any trading profit.&lt;br /&gt;
&lt;br /&gt;
Factors affecting the size of pirate groups are your ship type, the armaments, the energy recharge rate, and the amount of cargo (including gold and platinum) that you have purchased.&lt;br /&gt;
&lt;br /&gt;
Loitering at a star can offer solace to the (fugitive) Commander, allowing shields to regenerate and only large freighters will be in the vicinity.&lt;br /&gt;
&lt;br /&gt;
= Game Settings =&lt;br /&gt;
&lt;br /&gt;
The game can be frozen at any time using either the '~' or 'COPY' keys. Once frozen, the frozen-game key options are available to toggle some game characteristics, see key list earlier. &lt;br /&gt;
&lt;br /&gt;
For true space-flight simulation, the 'Caps-Lock' key toggles whether any damping of the flight controls is present. &lt;br /&gt;
The default settings allow some modest damping with a quick input in opposite direction to cancel out previous drift. This auto-recentering is toggled with key 'A'. The level of damping is toggled by frozen game key 'X' between light and extreme.&lt;br /&gt;
&lt;br /&gt;
The frozen game key 'X' also toggles several other features which are off by default: Missile auto-targeted, but not fired; Docking computer (if present) automatically activated if entering S-range; modest time acceleration if screen not a space view.&lt;br /&gt;
&lt;br /&gt;
The game can be resumed by using the 'DELETE' key.&lt;br /&gt;
&lt;br /&gt;
= Space Constructions = &lt;br /&gt;
&lt;br /&gt;
You can only dock successfully at GalCop stations, which are in 'S' zones near a planet. They will appear in green (or blue) on your scanner, like debris.&lt;br /&gt;
&lt;br /&gt;
In low-technology systems you may encounter space bars of dubious legality. At other systems you may encounter alternative 'free-trade' stations, or even space factories and farms. &lt;br /&gt;
You do not have permission to dock at these locations, even if government operated, and it would be best not to interfere. &lt;br /&gt;
&lt;br /&gt;
Some bounty hunters have retired, or other individuals have secluded themselves as rock hermits with the permission of the host system. &lt;br /&gt;
They do not engage in trading, they warn you to stay away. &lt;br /&gt;
Their hollowed-out asteroids have no mining value and their destruction carries a significant fine.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86816</id>
		<title>Elite 128</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86816"/>
		<updated>2025-07-29T10:15:52Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Feature List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
*Will run in 2MHz mode on the C128 while outside the visible area of the screen. This means that the CPU will run with 2MHz for about 40% of the time, giving an increase of 40% in speed.&lt;br /&gt;
*Default device is the disk, no need to switch from cassette.&lt;br /&gt;
*Switch between fast and slow possible when game stopped. Hit Inst/Del to stop the game, then press 'T' (you will hear a beep). Press Clr/Home to continue with the game.&lt;br /&gt;
*Joystick/keyboard handler changed to allow parallel working of both. No need to take your hands from the joystick when accelerating, activating a missile or similiar things. The original version did not accept any keys when the joystick was active.&lt;br /&gt;
*Keep settings when ship gets destroyed or the game is restarted.&lt;br /&gt;
*Enabled three previously hidden keys that control music and sound. In addition to the 'T' key mentioned above, there are now three more keys available:&lt;br /&gt;
**'B'   --&amp;gt;  Allow sounds *and* music. Do you remember your enemies killing you because you did not hear them while the docking computer was active?&lt;br /&gt;
**'C'   --&amp;gt;  Continuous music. The music starts when leaving the station. Rather boring but you may give it a try...&lt;br /&gt;
**'E'   --&amp;gt;  Switch between the original docking music and the intro theme.&lt;br /&gt;
**All keys are toggle keys. Press them once to enable the feature, press them a second time to disable it again.&lt;br /&gt;
*Switchable frame rate limiter should make the game playable on systems equipped with accelerator cards (SuperCPU). The frame rate limiter is on by default, since it has very little effect on a stock C64 or 128: the frame rate limit is almost never reached. You can disable the frame rate limiter: Hit Inst/Del to stop the game, then press 'L' (you will hear a beep). Press Clr/Home to continue with the game. This is a toggle key! To enable the function again, use the same procedure.&lt;br /&gt;
*Should detect a SuperCPU and switch it into fast mode. Note: The SuperCPU must be configured to allow software clock switching for this.&lt;br /&gt;
*When saving a commander file, a file with the same name is scratched before saving the new one. You don't need to use the dangerous '@' feature or constantly change your name.&lt;br /&gt;
**Beware: This means that *any* file with the same name is scratched from disk. If you want to know, what that means, try to save a commander named &amp;quot;elite128&amp;quot; on your game disk:-) All filenames on the disk except the loader (named &amp;quot;elite128&amp;quot;), and the &amp;quot;fatty&amp;quot; commander start with a funny character to avoid overwriting them when saving commander files.&lt;br /&gt;
*Removed the checksum code when saving and loading a commander file. This means, you can patch your commander files if you really want to. To ease this task (for kids and grandmas :-), I've included the source for the &amp;quot;fatty&amp;quot; commander in the Elite 128 archive.&lt;br /&gt;
*Does work with other devices than #8. The device, from which Elite is loaded is remembered by the game and used for all other loads and saves.&lt;br /&gt;
*Corrected some minor problems with the graphics/text and some obviously wrong code (e.g. a missing &amp;quot;rts&amp;quot; so an unwanted subroutine was executed [which had no effect in the given situation, but it was wrong anyway]).&lt;br /&gt;
*Spent some time to insert new problems and not-so-obviously wrong code.&lt;br /&gt;
*Reworked the status display. It looks somewhat better now (I think).&lt;br /&gt;
*Improved the music routines (added three more opcodes). This allowed me to compress the music data much better, resulting in more than 3K additional space, which is now occupied by an additional music theme, and there's still some space left for improvements.&lt;br /&gt;
*RLE compressed the console graphics data: Even more room (1KB) for improvements.&lt;br /&gt;
----&lt;br /&gt;
*There is an additional piece of ship equipment: The autopilot is an advanced version of the docking computer and available on worlds with tech level 10 and above. The 'E' key mentioned above now swaps the music themes for the autopilot and the docking computer. There is no way to get the intro music while in space.&lt;br /&gt;
**Autopilot specification: The LiCorn SpaceLock S&amp;amp;F System is a much improved version of the Xexor/Hikan docking computer. It is mainly a software upgrade based on the famous L** operating system. The fast and bug-free base system allows the control of the ship even when flying with full speed. Advanced Sens-O-Grape pilot interaction allows the software to disable itself as soon as the human pilot touches the controls. When equipped with an autopilot, the ships compass display may be switched between sun and planet (use the 'F' key in flight mode to toggle). The flight to the sun may also be done under autopilot control. This feature is disabled for security reasons when in station range. The autopilot device is a must for the serious combateer!&lt;br /&gt;
**Note: You can only have one of both, the autopilot or the docking computer! If you have the docking computer and want to upgrade, you have to sell if first (see below under &amp;quot;Selling Equipment&amp;quot;).&lt;br /&gt;
----&lt;br /&gt;
*Reworked the &amp;quot;ship destroyed&amp;quot; screen. The game waits for a keypress before continuing. There was originally a fourth music theme that was played here, but the music was not very good and I needed the space, so I removed it again.&lt;br /&gt;
*When your ship gets destroyed, you start over at the last system visited with all equipment you had, when you left the station (not at the last save position as before). This means that you have to save your game less often.&lt;br /&gt;
*Cheats: I've added god mode, all other cheats have been removed in the non debug version. The &amp;quot;forced witch space&amp;quot; cheat did not work anyway with the new hyperspace entry behaviour.&lt;br /&gt;
*Removed the cassette code. Since the game needs a loader program anyway, running it from cassette makes no sense. I will probably remove the b/w support (blinking controls) too, but currently it's still in.&lt;br /&gt;
*From the diskette menu, you can now go back to BASIC (I had some bad feeling about switching my system repeatedly off and on).&lt;br /&gt;
*Translation into english. The original version was in german (I used this version because it had some extensions like a second music theme). The translation has some edges, mainly in the planet descriptions, but it is hopefully not too bad. The desired language is selectable from the loader. If you have any recommendations for improvements, please contact me.&lt;br /&gt;
*Available for PAL and NTSC. This is a thing I could not test since I don't own a NTSC system, but I converted the music data to the best of my knowledge. The sounds are not translated, however. I've decided against auto-detecting PAL/NTSC, even if this is easy, because I don't know if the NTSC code works. Therefore PAL/NTSC is selectable from the loader. This may change if I get some positive feedback about the NTSC stuff.&lt;br /&gt;
*While approaching the station under docking computer or autopilot control, other civilian crafts are not permitted to leave the station to prevent collisions. Note: This is not true for military crafts or viper police ships!&lt;br /&gt;
*It is possible to pay a small docking fee (25 credits) to be allowed to stay in the station until market prices change. Triggered by Ctrl-7.&lt;br /&gt;
----&lt;br /&gt;
*Ship equipment may be sold if no longer needed. Since the equipment was in use for some time, you will not get your full money back. However, it's a fast way to get some money if you need it. Prices for used equipment are not controlled by the GalCop, so the offers may vary. It is usually better to sell high tech equipment on worlds with a low tech level, but must not always be true.&lt;br /&gt;
**Note: Since selling equipment is now available, equipment is no longer quietly replaced when buying new stuff (e.g. pulse laser got replaced by beam laser in the original Elite). You have to sell old stuff to make room for new things. This is true not only for the lasers but also for docking computer vs. autopilot.&lt;br /&gt;
**The list of offers does only show equipment you have and equipment you can sell. Sometimes you cannot sell some pieces equipment, for example the extra cargo bay cannot be sold if not at least 15 tons of cargo capacity are free.&lt;br /&gt;
**Beware: Think twice before selling anything! For several reasons, you may not be able to get the equipment back if you need it! Press Ctrl-3 to get offers for your used equipment.&lt;br /&gt;
----&lt;br /&gt;
*As in [[Elite-A]], preparation for hyperspace jump will deactivate all controls and the autopilot, since the ship computers are dedicated to calculating the jump parameters. For this reason, a hyperjump is not a good way to get out of trouble. Use the hyperspace unit instead (see below).&lt;br /&gt;
*Other ships and space junk do no longer appear in fixed positions (in original Elite there were only 4 positions, where pirate ships could appear). All space objects now appear randomly somewhere in front of your ship.&lt;br /&gt;
*As in [[Elite-A]], the energy bomb has been removed for symmetry reasons. No one else in the Elite Universe has an energy bomb, so why should you?&lt;br /&gt;
*A hyperspace unit is available. This piece of equipment was developed on some pirate world, but became common in the known universe very quickly. It is a small additional circuit that connects to the hyperspace drive and will force it to mis-jump when activated. That is, it will activate the drive without proper setup, forcing a jump to a random location in the galaxy. This will *not* work without fuel, and will blow up any fuel you have.&lt;br /&gt;
**Ctrl-J will trigger a hyperspace mis-jump. Beware: This device may rescue your life (and your cargo), but it's use is inherently dangerous. Hyperspace drives are very complex and an abuse (as with the hyperspace unit) may cause them to fail or even to explode. There are also interferences between the hyperspace unit and the drive that may destroy the hyperspace unit. Use this device on your own risk. You have been warned!&lt;br /&gt;
----&lt;br /&gt;
*As an additional piece of High-Tech hardware, an I.F.F. system is available on worlds with tech level 10 or higher. This unit will establish a TS ComDirect connection to the nearest Federal GalCop Space Authority Database. Using the data link, it is able to identify nearly all known ship types. The names will be displayed in the lower part of the screen when the object is in the crosshairs. This may help you to adapt your tactics to the capabilities of your enemies.&lt;br /&gt;
**In the flight grid scanner screen of a ship equiped with the I.F.F. (Identification Friend or Foe) system, the display will change according to the type of the object. For ships, the legal status of the owner will be looked up in the GalCop Database. The scanner display will show the information using different colors for head and tail of the bar:&lt;br /&gt;
&lt;br /&gt;
         Object               Head            Tail&lt;br /&gt;
        --------------------+---------------+----------------------&lt;br /&gt;
         Missiles           | Green         | Green + Red&lt;br /&gt;
         Station related    | Green         | Green&lt;br /&gt;
         Debris             | Green         | Yellow + Green&lt;br /&gt;
         Police/Military    | Green         | Yellow&lt;br /&gt;
         Clean              | Yellow        | Yellow&lt;br /&gt;
         Offender/Fugitive  | Yellow        | Yellow + Red&lt;br /&gt;
         Most wanted        | Yellow + Red  | Yellow + Red&lt;br /&gt;
         Asteroid/Boulder   | Red           | Red&lt;br /&gt;
         Unknown            | Yellow        | Yellow + Red&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Hints:&lt;br /&gt;
**Ships shown as clean may occasionally be bounty hunters or viper police ships and may attack you. This is even more true if your legal status is not clean.&lt;br /&gt;
**Ships marked as offender/fugitive are often pirates. Danger!&lt;br /&gt;
**&amp;quot;Most wanted&amp;quot; ship owners are wanted by the police for terrorism or other highly criminal acts. They often hide near worlds where law enforcement is weak and human life is cheap. Some of them are known to have modified shields and/or laser equipment. Even if GalCop police pays a high bounty for a kill, you are strongly advised to flee (if you can) and to notify the nearest police headquarter.&lt;br /&gt;
----&lt;br /&gt;
*Because of the greater equipment count, I had to remove the equipment display from the Commander status screen and put it into a screen of it's own. It will also show the Extra Cargo Bay and the count of missiles, you have. Press '0' (that is, zero) to access the ship equipment list.&lt;br /&gt;
*Changed the way, the legal status is calculated. Several things that were accepted by the authorities in the original Elite will now get you into trouble. Shooting harmless traders or ramming ships are two examples. In the original Elite, no one cared if you shot dozens of innocent traders to raise your combat rating. In Elite 128 all this is considered a crime by the Federation Crime Monitoring Authority (as it should be). As an addition, criminal acts accumulate (this was not true in original Elite) and will get you into trouble very fast. So be careful! Maybe, shooting peaceful family fathers for breakfast was fun in Elite, but it's definitely not the way to go in Elite 128!&lt;br /&gt;
*If your reputation is *really* bad, the space station will launch fighters for attack if you come in sight. Hint: With a reputation like this, you will not make it anyway...&lt;br /&gt;
----&lt;br /&gt;
*As an extension, special cargos are available. These are low bulk cargos like photos or tapes that have to be delivered to their destination as fast as possible. Press Ctrl-1 for a list of contract offers. You may only carry one special cargo at a time. The inventory screen shows the type of the cargo and the destination. If you have a special cargo contract, you may use the 'W' in the charts to put the cursor on the destination system for the special cargo and display the current distance to the target. The deposit for the contract is 25% of the contingent fee that is shown in the offer screen. If you take too long to deliver the cargo, you won't fulfill the contract, will loose you deposit *and* gain a criminal record for contract breaking.&lt;br /&gt;
*Here are some recommendations for new pilots regarding special cargo:&lt;br /&gt;
**You have to pay 25% of the contingent fee for the contract as a deposit, but you get this money back, when (and if) you deliver the special cargo.&lt;br /&gt;
**Be sure to plan your route before signing the contract! Some routes are much more difficult than others. Have a look at the systems that you plan to visit. Systems heavily infested by pirates will cost you time and - maybe - your life.&lt;br /&gt;
**Some cargos are illegal. Randomly, drugs or spy films are offered for transport. Unfortunately, it is not always clear from the offers, which cargo is illegal. If the payment offered is unusually high, the cargo may be illegal - or the offer is a bargain. Be careful! Fighting police ships all your way long will not speed up delivery.&lt;br /&gt;
**You get paid to deliver the cargo as quickly as possible. So don't even think about doing a little trading at the same time (there's one exception to that: You may take some other goods with you to to sell at the destination of your journey). Avoid space stations. Hanging around in the space station bar may be fun, but it costs time.&lt;br /&gt;
**Sell your extra cargo bay if you have one. This will make your ship faster (see below).&lt;br /&gt;
**If you stay in the station for some time (Ctrl-7, see above), other contract offers may become available.&lt;br /&gt;
**If the cargo is overdue, you will be notified and the cargo is dropped. You will lose your deposit in that case, earn a criminal record for contract breaking, and - if the cargo was illegal - the criminal elements that were your contract partners may get upset.&lt;br /&gt;
**The prices paid seem to be high. But remember that you take several risks when signing a contract:&lt;br /&gt;
***The cargo may be illegal.&lt;br /&gt;
***You may not deliver in time and lose your deposit.&lt;br /&gt;
***There's not much time to visit space stations, so you cannot save your game often.&lt;br /&gt;
----&lt;br /&gt;
*Added an additional mission (&amp;quot;mission&amp;quot; is not the correct word, it's more like the trumble stuff but much less funny :-).&lt;br /&gt;
*Since memory was getting tight again, I began putting the larger messages on separate files on the disk. This means that some messages must be loaded from the game disk. If you don't have the game disk in the drive, you are prompted for it. The messages on disk are the ones for the missions, you see them usually only once in the complete game. The delay and the need to insert the game disk in the drive is a small inconvenience, but the messages are eating memory like cornflakes. The advantage is that more missions or features may be added without much memory penalty.&lt;br /&gt;
*Changed the trigger and working for the constrictor mission. You may get this mission now in 4 of the 8 galaxies, but the trail in galaxy 1 is gone (as far as I could tell, it did not work anyway in the german version - some of the messages were not even translated).&lt;br /&gt;
*On worlds with tech level 8 and above, the Rent-A-Dock service is available. When in station range, you can request this service for a mere 25 Credits by pressing Ctrl-C. The station will establish a DockDirect connection and control your ship using its own docking computer devices. This is a nice feature and useful for ships that got damaged in combat. It may even be better to sell the docking computer, freeing one ton of cargo space and to use the Rent-A-Dock service instead. Note: This service is suspended during attack.&lt;br /&gt;
----&lt;br /&gt;
*Ship equipment now has a weight. In original Elite, you could load tons of equipment into your ship without losing cargo capacity. This is no longer true. Have a look at the following table to determine, how much precious cargo space each item will take:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. System || 1t&lt;br /&gt;
|-&lt;br /&gt;
| I.F.F. System || 1t&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Scoops || 2t&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace Unit || 0t&lt;br /&gt;
|-&lt;br /&gt;
| Energy Unit || 1t&lt;br /&gt;
|-&lt;br /&gt;
| Docking Computer || 1t&lt;br /&gt;
|-&lt;br /&gt;
| Autopilot || 1t&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperdrive || 2t&lt;br /&gt;
|-&lt;br /&gt;
| Escape Capsule || 2t&lt;br /&gt;
|-&lt;br /&gt;
| Extra Cargo Bay || 0t&lt;br /&gt;
|-&lt;br /&gt;
| Military Laser || 1t&lt;br /&gt;
|-&lt;br /&gt;
| Other lasers || 0t&lt;br /&gt;
|-&lt;br /&gt;
| Missile (each) || 1t&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*This means that selling or buying equipment when preparing for a special job (trading, special cargo delivery) is much more an option.&lt;br /&gt;
*Note: It may be impossible to buy new equipment, if you have no space left for the new device. You have to sell cargo or other equipment first.&lt;br /&gt;
*The extra cargo bay now causes a slowdown of your ship. Equipped with an extra cargo bay, it will now reach only ~65% of it's speed without the cargo bay. The cargo itself does not influence the maximum speed (as before). For missions, where you need the full power of your ship (special cargo delivery, bounty hunting), it is now advisable to sell the extra cargo bay.&lt;br /&gt;
*Reworked the inventory screen. It will no longer show the available fuel and money (since this is duplicated from the status screen), but type and destination of any special cargo carried and the current ship capacity. The latter is displayed as follows:&lt;br /&gt;
&lt;br /&gt;
*Full capacity/Useable capacity/Capacity left&lt;br /&gt;
**Full capacity is the full weight, your ship can carry.&lt;br /&gt;
**Useable capacity is the capacity left for cargo.&lt;br /&gt;
**Capacity left is the capacity currently free for cargo or new equipment.&lt;br /&gt;
----&lt;br /&gt;
*Missiles do no longer destroy other ships on the first hit but cause severe damage (that is: a missile will kill one of the small ships but the bigger ones need several hits).&lt;br /&gt;
*Most wanted pirates: These mean guys come in different ships and have often modified shields and or lasers. If today is your lucky day, you get a few seconds to pray before you die.&lt;br /&gt;
*New font: One of my +4 machines has a nice second font. I could not resist, ripped it and put it into the Elite code. The old C64 font was designed with low res TV sets in mind - and it looks like that. The new font is the default, if you don't like it, select the original C64 font from the loader. I've not tested the new font on a TV set, but on my 1901 it looks great.&lt;br /&gt;
*Several minor changes (single dot stars, sqeezed out a few clycles here and there, ...)&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.iancgbell.clara.net/elite/c64/index.htm&lt;br /&gt;
*https://gb64.com/oldsite/gameofweek/elite/Elite128.txt&lt;br /&gt;
*https://www.commodorescene.org.uk/downloads/cs2003.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Constrictor_mission.png&amp;diff=86815</id>
		<title>File:Constrictor mission.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Constrictor_mission.png&amp;diff=86815"/>
		<updated>2025-07-29T10:10:45Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86814</id>
		<title>Elite 128</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86814"/>
		<updated>2025-07-29T09:38:32Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
*Will run in 2MHz mode on the C128 while outside the visible area of the screen. This means that the CPU will run with 2MHz for about 40% of the time, giving an increase of 40% in speed.&lt;br /&gt;
*Default device is the disk, no need to switch from cassette.&lt;br /&gt;
*Switch between fast and slow possible when game stopped. Hit Inst/Del to stop the game, then press 'T' (you will hear a beep). Press Clr/Home to continue with the game.&lt;br /&gt;
*Joystick/keyboard handler changed to allow parallel working of both. No need to take your hands from the joystick when accelerating, activating a missile or similiar things. The original version did not accept any keys when the joystick was active.&lt;br /&gt;
*Keep settings when ship gets destroyed or the game is restarted.&lt;br /&gt;
*Enabled three previously hidden keys that control music and sound. In addition to the 'T' key mentioned above, there are now three more keys available:&lt;br /&gt;
**'B'   --&amp;gt;  Allow sounds *and* music. Do you remember your enemies killing you because you did not hear them while the docking computer was active?&lt;br /&gt;
**'C'   --&amp;gt;  Continuous music. The music starts when leaving the station. Rather boring but you may give it a try...&lt;br /&gt;
**'E'   --&amp;gt;  Switch between the original docking music and the intro theme.&lt;br /&gt;
**All keys are toggle keys. Press them once to enable the feature, press them a second time to disable it again.&lt;br /&gt;
*Switchable frame rate limiter should make the game playable on systems equipped with accelerator cards (SuperCPU). The frame rate limiter is on by default, since it has very little effect on a stock C64 or 128: the frame rate limit is almost never reached. You can disable the frame rate limiter: Hit Inst/Del to stop the game, then press 'L' (you will hear a beep). Press Clr/Home to continue with the game. This is a toggle key! To enable the function again, use the same procedure.&lt;br /&gt;
*Should detect a SuperCPU and switch it into fast mode. Note: The SuperCPU must be configured to allow software clock switching for this.&lt;br /&gt;
*When saving a commander file, a file with the same name is scratched before saving the new one. You don't need to use the dangerous '@' feature or constantly change your name.&lt;br /&gt;
**Beware: This means that *any* file with the same name is scratched from disk. If you want to know, what that means, try to save a commander named &amp;quot;elite128&amp;quot; on your game disk:-) All filenames on the disk except the loader (named &amp;quot;elite128&amp;quot;), and the &amp;quot;fatty&amp;quot; commander start with a funny character to avoid overwriting them when saving commander files.&lt;br /&gt;
*Removed the checksum code when saving and loading a commander file. This means, you can patch your commander files if you really want to. To ease this task (for kids and grandmas :-), I've included the source for the &amp;quot;fatty&amp;quot; commander in the Elite 128 archive.&lt;br /&gt;
*Does work with other devices than #8. The device, from which Elite is loaded is remembered by the game and used for all other loads and saves.&lt;br /&gt;
*Corrected some minor problems with the graphics/text and some obviously wrong code (e.g. a missing &amp;quot;rts&amp;quot; so an unwanted subroutine was executed [which had no effect in the given situation, but it was wrong anyway]).&lt;br /&gt;
*Spent some time to insert new problems and not-so-obviously wrong code.&lt;br /&gt;
*Reworked the status display. It looks somewhat better now (I think).&lt;br /&gt;
*Improved the music routines (added three more opcodes). This allowed me to compress the music data much better, resulting in more than 3K additional space, which is now occupied by an additional music theme, and there's still some space left for improvements.&lt;br /&gt;
*RLE compressed the console graphics data: Even more room (1KB) for improvements.&lt;br /&gt;
----&lt;br /&gt;
*There is an additional piece of ship equipment: The autopilot is an advanced version of the docking computer and available on worlds with tech level 10 and above. The 'E' key mentioned above now swaps the music themes for the autopilot and the docking computer. There is no way to get the intro music while in space.&lt;br /&gt;
**Autopilot specification: The LiCorn SpaceLock S&amp;amp;F System is a much improved version of the Xexor/Hikan docking computer. It is mainly a software upgrade based on the famous L** operating system. The fast and bug-free base system allows the control of the ship even when flying with full speed. Advanced Sens-O-Grape pilot interaction allows the software to disable itself as soon as the human pilot touches the controls. When equipped with an autopilot, the ships compass display may be switched between sun and planet (use the 'F' key in flight mode to toggle). The flight to the sun may also be done under autopilot control. This feature is disabled for security reasons when in station range. The autopilot device is a must for the serious combateer!&lt;br /&gt;
**Note: You can only have one of both, the autopilot or the docking computer! If you have the docking computer and want to upgrade, you have to sell if first (see below under &amp;quot;Selling Equipment&amp;quot;).&lt;br /&gt;
----&lt;br /&gt;
*Reworked the &amp;quot;ship destroyed&amp;quot; screen. The game waits for a keypress before continuing. There was originally a fourth music theme that was played here, but the music was not very good and I needed the space, so I removed it again.&lt;br /&gt;
*When your ship gets destroyed, you start over at the last system visited with all equipment you had, when you left the station (not at the last save position as before). This means that you have to save your game less often.&lt;br /&gt;
*Cheats: I've added god mode, all other cheats have been removed in the non debug version. The &amp;quot;forced witch space&amp;quot; cheat did not work anyway with the new hyperspace entry behaviour.&lt;br /&gt;
*Removed the cassette code. Since the game needs a loader program anyway, running it from cassette makes no sense. I will probably remove the b/w support (blinking controls) too, but currently it's still in.&lt;br /&gt;
*From the diskette menu, you can now go back to BASIC (I had some bad feeling about switching my system repeatedly off and on).&lt;br /&gt;
*Translation into english. The original version was in german (I used this version because it had some extensions like a second music theme). The translation has some edges, mainly in the planet descriptions, but it is hopefully not too bad. The desired language is selectable from the loader. If you have any recommendations for improvements, please contact me.&lt;br /&gt;
*Available for PAL and NTSC. This is a thing I could not test since I don't own a NTSC system, but I converted the music data to the best of my knowledge. The sounds are not translated, however. I've decided against auto-detecting PAL/NTSC, even if this is easy, because I don't know if the NTSC code works. Therefore PAL/NTSC is selectable from the loader. This may change if I get some positive feedback about the NTSC stuff.&lt;br /&gt;
*While approaching the station under docking computer or autopilot control, other civilian crafts are not permitted to leave the station to prevent collisions. Note: This is not true for military crafts or viper police ships!&lt;br /&gt;
*It is possible to pay a small docking fee (25 credits) to be allowed to stay in the station until market prices change. Triggered by Ctrl-7.&lt;br /&gt;
----&lt;br /&gt;
*Ship equipment may be sold if no longer needed. Since the equipment was in use for some time, you will not get your full money back. However, it's a fast way to get some money if you need it. Prices for used equipment are not controlled by the GalCop, so the offers may vary. It is usually better to sell high tech equipment on worlds with a low tech level, but must not always be true.&lt;br /&gt;
**Note: Since selling equipment is now available, equipment is no longer quietly replaced when buying new stuff (e.g. pulse laser got replaced by beam laser in the original Elite). You have to sell old stuff to make room for new things. This is true not only for the lasers but also for docking computer vs. autopilot.&lt;br /&gt;
**The list of offers does only show equipment you have and equipment you can sell. Sometimes you cannot sell some pieces equipment, for example the extra cargo bay cannot be sold if not at least 15 tons of cargo capacity are free.&lt;br /&gt;
**Beware: Think twice before selling anything! For several reasons, you may not be able to get the equipment back if you need it! Press Ctrl-3 to get offers for your used equipment.&lt;br /&gt;
----&lt;br /&gt;
*As in [[Elite-A]], preparation for hyperspace jump will deactivate all controls and the autopilot, since the ship computers are dedicated to calculating the jump parameters. For this reason, a hyperjump is not a good way to get out of trouble. Use the hyperspace unit instead (see below).&lt;br /&gt;
*Other ships and space junk do no longer appear in fixed positions (in original Elite there were only 4 positions, where pirate ships could appear). All space objects now appear randomly somewhere in front of your ship.&lt;br /&gt;
*As in [[Elite-A]], the energy bomb has been removed for symmetry reasons. No one else in the Elite Universe has an energy bomb, so why should you?&lt;br /&gt;
*A hyperspace unit is available. This piece of equipment was developed on some pirate world, but became common in the known universe very quickly. It is a small additional circuit that connects to the hyperspace drive and will force it to mis-jump when activated. That is, it will activate the drive without proper setup, forcing a jump to a random location in the galaxy. This will *not* work without fuel, and will blow up any fuel you have.&lt;br /&gt;
**Ctrl-J will trigger a hyperspace mis-jump. Beware: This device may rescue your life (and your cargo), but it's use is inherently dangerous. Hyperspace drives are very complex and an abuse (as with the hyperspace unit) may cause them to fail or even to explode. There are also interferences between the hyperspace unit and the drive that may destroy the hyperspace unit. Use this device on your own risk. You have been warned!&lt;br /&gt;
----&lt;br /&gt;
*As an additional piece of High-Tech hardware, an I.F.F. system is available on worlds with tech level 10 or higher. This unit will establish a TS ComDirect connection to the nearest Federal GalCop Space Authority Database. Using the data link, it is able to identify nearly all known ship types. The names will be displayed in the lower part of the screen when the object is in the crosshairs. This may help you to adapt your tactics to the capabilities of your enemies.&lt;br /&gt;
**In the flight grid scanner screen of a ship equiped with the I.F.F. (Identification Friend or Foe) system, the display will change according to the type of the object. For ships, the legal status of the owner will be looked up in the GalCop Database. The scanner display will show the information using different colors for head and tail of the bar:&lt;br /&gt;
&lt;br /&gt;
         Object               Head            Tail&lt;br /&gt;
        --------------------+---------------+----------------------&lt;br /&gt;
         Missiles           | Green         | Green + Red&lt;br /&gt;
         Station related    | Green         | Green&lt;br /&gt;
         Debris             | Green         | Yellow + Green&lt;br /&gt;
         Police/Military    | Green         | Yellow&lt;br /&gt;
         Clean              | Yellow        | Yellow&lt;br /&gt;
         Offender/Fugitive  | Yellow        | Yellow + Red&lt;br /&gt;
         Most wanted        | Yellow + Red  | Yellow + Red&lt;br /&gt;
         Asteroid/Boulder   | Red           | Red&lt;br /&gt;
         Unknown            | Yellow        | Yellow + Red&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Hints:&lt;br /&gt;
**Ships shown as clean may occasionally be bounty hunters or viper police ships and may attack you. This is even more true if your legal status is not clean.&lt;br /&gt;
**Ships marked as offender/fugitive are often pirates. Danger!&lt;br /&gt;
**&amp;quot;Most wanted&amp;quot; ship owners are wanted by the police for terrorism or other highly criminal acts. They often hide near worlds where law enforcement is weak and human life is cheap. Some of them are known to have modified shields and/or laser equipment. Even if GalCop police pays a high bounty for a kill, you are strongly advised to flee (if you can) and to notify the nearest police headquarter.&lt;br /&gt;
----&lt;br /&gt;
*Because of the greater equipment count, I had to remove the equipment display from the Commander status screen and put it into a screen of it's own. It will also show the Extra Cargo Bay and the count of missiles, you have. Press '0' (that is, zero) to access the ship equipment list.&lt;br /&gt;
*Changed the way, the legal status is calculated. Several things that were accepted by the authorities in the original Elite will now get you into trouble. Shooting harmless traders or ramming ships are two examples. In the original Elite, no one cared if you shot dozens of innocent traders to raise your combat rating. In Elite 128 all this is considered a crime by the Federation Crime Monitoring Authority (as it should be). As an addition, criminal acts accumulate (this was not true in original Elite) and will get you into trouble very fast. So be careful! Maybe, shooting peaceful family fathers for breakfast was fun in Elite, but it's definitely not the way to go in Elite 128!&lt;br /&gt;
*If your reputation is *really* bad, the space station will launch fighters for attack if you come in sight. Hint: With a reputation like this, you will not make it anyway...&lt;br /&gt;
----&lt;br /&gt;
*As an extension, special cargos are available. These are low bulk cargos like photos or tapes that have to be delivered to their destination as fast as possible. Press Ctrl-1 for a list of contract offers. You may only carry one special cargo at a time. The inventory screen shows the type of the cargo and the destination. If you have a special cargo contract, you may use the 'W' in the charts to put the cursor on the destination system for the special cargo and display the current distance to the target. The deposit for the contract is 25% of the contingent fee that is shown in the offer screen. If you take too long to deliver the cargo, you won't fulfill the contract, will loose you deposit *and* gain a criminal record for contract breaking.&lt;br /&gt;
*Here are some recommendations for new pilots regarding special cargo:&lt;br /&gt;
**You have to pay 25% of the contingent fee for the contract as a deposit, but you get this money back, when (and if) you deliver the special cargo.&lt;br /&gt;
**Be sure to plan your route before signing the contract! Some routes are much more difficult than others. Have a look at the systems that you plan to visit. Systems heavily infested by pirates will cost you time and - maybe - your life.&lt;br /&gt;
**Some cargos are illegal. Randomly, drugs or spy films are offered for transport. Unfortunately, it is not always clear from the offers, which cargo is illegal. If the payment offered is unusually high, the cargo may be illegal - or the offer is a bargain. Be careful! Fighting police ships all your way long will not speed up delivery.&lt;br /&gt;
**You get paid to deliver the cargo as quickly as possible. So don't even think about doing a little trading at the same time (there's one exception to that: You may take some other goods with you to to sell at the destination of your journey). Avoid space stations. Hanging around in the space station bar may be fun, but it costs time.&lt;br /&gt;
**Sell your extra cargo bay if you have one. This will make your ship faster (see below).&lt;br /&gt;
**If you stay in the station for some time (Ctrl-7, see above), other contract offers may become available.&lt;br /&gt;
**If the cargo is overdue, you will be notified and the cargo is dropped. You will lose your deposit in that case, earn a criminal record for contract breaking, and - if the cargo was illegal - the criminal elements that were your contract partners may get upset.&lt;br /&gt;
**The prices paid seem to be high. But remember that you take several risks when signing a contract:&lt;br /&gt;
***The cargo may be illegal.&lt;br /&gt;
***You may not deliver in time and lose your deposit.&lt;br /&gt;
***There's not much time to visit space stations, so you cannot save your game often.&lt;br /&gt;
----&lt;br /&gt;
*Added an additional mission (&amp;quot;mission&amp;quot; is not the correct word, it's more like the trumble stuff but much less funny :-).&lt;br /&gt;
*Since memory was getting tight again, I began putting the larger messages on separate files on the disk. This means that some messages must be loaded from the game disk. If you don't have the game disk in the drive, you are prompted for it. The messages on disk are the ones for the missions, you see them usually only once in the complete game. The delay and the need to insert the game disk in the drive is a small inconvenience, but the messages are eating memory like cornflakes. The advantage is that more missions or features may be added without much memory penalty.&lt;br /&gt;
*Changed the trigger and working for the constrictor mission. You may get this mission now in 4 of the 8 galaxies, but the trail in galaxy 1 is gone (as far as I could tell, it did not work anyway in the german version - some of the messages were not even translated).&lt;br /&gt;
*On worlds with tech level 8 and above, the Rent-A-Dock service is available. When in station range, you can request this service for a mere 25 Credits by pressing Ctrl-C. The station will establish a DockDirect connection and control your ship using its own docking computer devices. This is a nice feature and useful for ships that got damaged in combat. It may even be better to sell the docking computer, freeing one ton of cargo space and to use the Rent-A-Dock service instead. Note: This service is suspended during attack.&lt;br /&gt;
----&lt;br /&gt;
*Ship equipment now has a weight. In original Elite, you could load tons of equipment into your ship without losing cargo capacity. This is no longer true. Have a look at the following table to determine, how much precious cargo space each item will take:&lt;br /&gt;
&lt;br /&gt;
        E.C.M. System           1t&lt;br /&gt;
        I.F.F. System           1t&lt;br /&gt;
        Fuel Scoops             2t&lt;br /&gt;
        Hyperspace Unit         0t&lt;br /&gt;
        Energy Unit             1t&lt;br /&gt;
        Docking Computer        1t&lt;br /&gt;
        Autopilot               1t&lt;br /&gt;
        Galactic Hyperdrive     2t&lt;br /&gt;
        Escape Capsule          2t&lt;br /&gt;
        Extra Cargo Bay         0t&lt;br /&gt;
        Military Laser          1t&lt;br /&gt;
        Other lasers            0t&lt;br /&gt;
        Missile (each)          1t&lt;br /&gt;
&lt;br /&gt;
*This means that selling or buying equipment when preparing for a special job (trading, special cargo delivery) is much more an option.&lt;br /&gt;
*Note: It may be impossible to buy new equipment, if you have no space left for the new device. You have to sell cargo or other equipment first.&lt;br /&gt;
*The extra cargo bay now causes a slowdown of your ship. Equipped with an extra cargo bay, it will now reach only ~65% of it's speed without the cargo bay. The cargo itself does not influence the maximum speed (as before). For missions, where you need the full power of your ship (special cargo delivery, bounty hunting), it is now advisable to sell the extra cargo bay.&lt;br /&gt;
*Reworked the inventory screen. It will no longer show the available fuel and money (since this is duplicated from the status screen), but type and destination of any special cargo carried and the current ship capacity. The latter is displayed as follows:&lt;br /&gt;
&lt;br /&gt;
        Full capacity/Useable capacity/Capacity left&lt;br /&gt;
&lt;br /&gt;
    where&lt;br /&gt;
&lt;br /&gt;
      - Full capacity is the full weight, your ship can carry.&lt;br /&gt;
      - Useable capacity is the capacity left for cargo.&lt;br /&gt;
      - Capacity left is the capacity currently free for cargo or new&lt;br /&gt;
        equipment.&lt;br /&gt;
----&lt;br /&gt;
*Missiles do no longer destroy other ships on the first hit but cause severe damage (that is: a missile will kill one of the small ships but the bigger ones need several hits).&lt;br /&gt;
*Most wanted pirates: These mean guys come in different ships and have often modified shields and or lasers. If today is your lucky day, you get a few seconds to pray before you die.&lt;br /&gt;
*New font: One of my +4 machines has a nice second font. I could not resist, ripped it and put it into the Elite code. The old C64 font was designed with low res TV sets in mind - and it looks like that. The new font is the default, if you don't like it, select the original C64 font from the loader. I've not tested the new font on a TV set, but on my 1901 it looks great.&lt;br /&gt;
*Several minor changes (single dot stars, sqeezed out a few clycles here and there, ...)&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.iancgbell.clara.net/elite/c64/index.htm&lt;br /&gt;
*https://gb64.com/oldsite/gameofweek/elite/Elite128.txt&lt;br /&gt;
*https://www.commodorescene.org.uk/downloads/cs2003.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86813</id>
		<title>Elite 128</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86813"/>
		<updated>2025-07-29T09:36:32Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
*Will run in 2MHz mode on the C128 while outside the visible area of the screen. This means that the CPU will run with 2MHz for about 40% of the time, giving an increase of 40% in speed.&lt;br /&gt;
*Default device is the disk, no need to switch from cassette.&lt;br /&gt;
*Switch between fast and slow possible when game stopped. Hit Inst/Del to stop the game, then press 'T' (you will hear a beep). Press Clr/Home to continue with the game.&lt;br /&gt;
*Joystick/keyboard handler changed to allow parallel working of both. No need to take your hands from the joystick when accelerating, activating a missile or similiar things. The original version did not accept any keys when the joystick was active.&lt;br /&gt;
*Keep settings when ship gets destroyed or the game is restarted.&lt;br /&gt;
*Enabled three previously hidden keys that control music and sound. In addition to the 'T' key mentioned above, there are now three more keys available:&lt;br /&gt;
**'B'   --&amp;gt;  Allow sounds *and* music. Do you remember your enemies killing you because you did not hear them while the docking computer was active?&lt;br /&gt;
**'C'   --&amp;gt;  Continuous music. The music starts when leaving the station. Rather boring but you may give it a try...&lt;br /&gt;
**'E'   --&amp;gt;  Switch between the original docking music and the intro theme.&lt;br /&gt;
**All keys are toggle keys. Press them once to enable the feature, press them a second time to disable it again.&lt;br /&gt;
*Switchable frame rate limiter should make the game playable on systems equipped with accelerator cards (SuperCPU). The frame rate limiter is on by default, since it has very little effect on a stock C64 or 128: the frame rate limit is almost never reached. You can disable the frame rate limiter: Hit Inst/Del to stop the game, then press 'L' (you will hear a beep). Press Clr/Home to continue with the game. This is a toggle key! To enable the function again, use the same procedure.&lt;br /&gt;
*Should detect a SuperCPU and switch it into fast mode. Note: The SuperCPU must be configured to allow software clock switching for this.&lt;br /&gt;
*When saving a commander file, a file with the same name is scratched before saving the new one. You don't need to use the dangerous '@' feature or constantly change your name.&lt;br /&gt;
**Beware: This means that *any* file with the same name is scratched from disk. If you want to know, what that means, try to save a commander named &amp;quot;elite128&amp;quot; on your game disk:-) All filenames on the disk except the loader (named &amp;quot;elite128&amp;quot;), and the &amp;quot;fatty&amp;quot; commander start with a funny character to avoid overwriting them when saving commander files.&lt;br /&gt;
*Removed the checksum code when saving and loading a commander file. This means, you can patch your commander files if you really want to. To ease this task (for kids and grandmas :-), I've included the source for the &amp;quot;fatty&amp;quot; commander in the Elite 128 archive.&lt;br /&gt;
*Does work with other devices than #8. The device, from which Elite is loaded is remembered by the game and used for all other loads and saves.&lt;br /&gt;
*Corrected some minor problems with the graphics/text and some obviously wrong code (e.g. a missing &amp;quot;rts&amp;quot; so an unwanted subroutine was executed [which had no effect in the given situation, but it was wrong anyway]).&lt;br /&gt;
*Spent some time to insert new problems and not-so-obviously wrong code.&lt;br /&gt;
*Reworked the status display. It looks somewhat better now (I think).&lt;br /&gt;
*Improved the music routines (added three more opcodes). This allowed me to compress the music data much better, resulting in more than 3K additional space, which is now occupied by an additional music theme, and there's still some space left for improvements.&lt;br /&gt;
*RLE compressed the console graphics data: Even more room (1KB) for improvements.&lt;br /&gt;
----&lt;br /&gt;
*There is an additional piece of ship equipment: The autopilot is an advanced version of the docking computer and available on worlds with tech level 10 and above. The 'E' key mentioned above now swaps the music themes for the autopilot and the docking computer. There is no way to get the intro music while in space.&lt;br /&gt;
**Autopilot specification: The LiCorn SpaceLock S&amp;amp;F System is a much improved version of the Xexor/Hikan docking computer. It is mainly a software upgrade based on the famous L** operating system. The fast and bug-free base system allows the control of the ship even when flying with full speed. Advanced Sens-O-Grape pilot interaction allows the software to disable itself as soon as the human pilot touches the controls. When equipped with an autopilot, the ships compass display may be switched between sun and planet (use the 'F' key in flight mode to toggle). The flight to the sun may also be done under autopilot control. This feature is disabled for security reasons when in station range. The autopilot device is a must for the serious combateer!&lt;br /&gt;
**Note: You can only have one of both, the autopilot or the docking computer! If you have the docking computer and want to upgrade, you have to sell if first (see below under &amp;quot;Selling Equipment&amp;quot;).&lt;br /&gt;
----&lt;br /&gt;
*Reworked the &amp;quot;ship destroyed&amp;quot; screen. The game waits for a keypress before continuing. There was originally a fourth music theme that was played here, but the music was not very good and I needed the space, so I removed it again.&lt;br /&gt;
*When your ship gets destroyed, you start over at the last system visited with all equipment you had, when you left the station (not at the last save position as before). This means that you have to save your game less often.&lt;br /&gt;
*Cheats: I've added god mode, all other cheats have been removed in the non debug version. The &amp;quot;forced witch space&amp;quot; cheat did not work anyway with the new hyperspace entry behaviour.&lt;br /&gt;
*Removed the cassette code. Since the game needs a loader program anyway, running it from cassette makes no sense. I will probably remove the b/w support (blinking controls) too, but currently it's still in.&lt;br /&gt;
*From the diskette menu, you can now go back to BASIC (I had some bad feeling about switching my system repeatedly off and on).&lt;br /&gt;
*Translation into english. The original version was in german (I used this version because it had some extensions like a second music theme). The translation has some edges, mainly in the planet descriptions, but it is hopefully not too bad. The desired language is selectable from the loader. If you have any recommendations for improvements, please contact me.&lt;br /&gt;
*Available for PAL and NTSC. This is a thing I could not test since I don't own a NTSC system, but I converted the music data to the best of my knowledge. The sounds are not translated, however. I've decided against auto-detecting PAL/NTSC, even if this is easy, because I don't know if the NTSC code works. Therefore PAL/NTSC is selectable from the loader. This may change if I get some positive feedback about the NTSC stuff.&lt;br /&gt;
*While approaching the station under docking computer or autopilot control, other civilian crafts are not permitted to leave the station to prevent collisions. Note: This is not true for military crafts or viper police ships!&lt;br /&gt;
*It is possible to pay a small docking fee (25 credits) to be allowed to stay in the station until market prices change. Triggered by Ctrl-7.&lt;br /&gt;
----&lt;br /&gt;
*Ship equipment may be sold if no longer needed. Since the equipment was in use for some time, you will not get your full money back. However, it's a fast way to get some money if you need it. Prices for used equipment are not controlled by the GalCop, so the offers may vary. It is usually better to sell high tech equipment on worlds with a low tech level, but must not always be true.&lt;br /&gt;
**Note: Since selling equipment is now available, equipment is no longer quietly replaced when buying new stuff (e.g. pulse laser got replaced by beam laser in the original Elite). You have to sell old stuff to make room for new things. This is true not only for the lasers but also for docking computer vs. autopilot.&lt;br /&gt;
**The list of offers does only show equipment you have and equipment you can sell. Sometimes you cannot sell some pieces equipment, for example the extra cargo bay cannot be sold if not at least 15 tons of cargo capacity are free.&lt;br /&gt;
**Beware: Think twice before selling anything! For several reasons, you may not be able to get the equipment back if you need it! Press Ctrl-3 to get offers for your used equipment.&lt;br /&gt;
----&lt;br /&gt;
*As in [[Elite-A]], preparation for hyperspace jump will deactivate all controls and the autopilot, since the ship computers are dedicated to calculating the jump parameters. For this reason, a hyperjump is not a good way to get out of trouble. Use the hyperspace unit instead (see below).&lt;br /&gt;
*Other ships and space junk do no longer appear in fixed positions (in original Elite there were only 4 positions, where pirate ships could appear). All space objects now appear randomly somewhere in front of your ship.&lt;br /&gt;
*As in [[Elite-A]], the energy bomb has been removed for symmetry reasons. No one else in the Elite Universe has an energy bomb, so why should you?&lt;br /&gt;
*A hyperspace unit is available. This piece of equipment was developed on some pirate world, but became common in the known universe very quickly. It is a small additional circuit that connects to the hyperspace drive and will force it to mis-jump when activated. That is, it will activate the drive without proper setup, forcing a jump to a random location in the galaxy. This will *not* work without fuel, and will blow up any fuel you have.&lt;br /&gt;
**Ctrl-J will trigger a hyperspace mis-jump. Beware: This device may rescue your life (and your cargo), but it's use is inherently dangerous. Hyperspace drives are very complex and an abuse (as with the hyperspace unit) may cause them to fail or even to explode. There are also interferences between the hyperspace unit and the drive that may destroy the hyperspace unit. Use this device on your own risk. You have been warned!&lt;br /&gt;
----&lt;br /&gt;
*As an additional piece of High-Tech hardware, an I.F.F. system is available on worlds with tech level 10 or higher. This unit will establish a TS ComDirect connection to the nearest Federal GalCop Space Authority Database. Using the data link, it is able to identify nearly all known ship types. The names will be displayed in the lower part of the screen when the object is in the crosshairs. This may help you to adapt your tactics to the capabilities of your enemies.&lt;br /&gt;
**In the flight grid scanner screen of a ship equiped with the I.F.F. (Identification Friend or Foe) system, the display will change according to the type of the object. For ships, the legal status of the owner will be looked up in the GalCop Database. The scanner display will show the information using different colors for head and tail of the bar:&lt;br /&gt;
&lt;br /&gt;
         Object               Head            Tail&lt;br /&gt;
        --------------------+---------------+----------------------&lt;br /&gt;
         Missiles           | Green         | Green + Red&lt;br /&gt;
         Station related    | Green         | Green&lt;br /&gt;
         Debris             | Green         | Yellow + Green&lt;br /&gt;
         Police/Military    | Green         | Yellow&lt;br /&gt;
         Clean              | Yellow        | Yellow&lt;br /&gt;
         Offender/Fugitive  | Yellow        | Yellow + Red&lt;br /&gt;
         Most wanted        | Yellow + Red  | Yellow + Red&lt;br /&gt;
         Asteroid/Boulder   | Red           | Red&lt;br /&gt;
         Unknown            | Yellow        | Yellow + Red&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Hints:&lt;br /&gt;
**Ships shown as clean may occasionally be bounty hunters or viper police ships and may attack you. This is even more true if your legal status is not clean.&lt;br /&gt;
**Ships marked as offender/fugitive are often pirates. Danger!&lt;br /&gt;
**&amp;quot;Most wanted&amp;quot; ship owners are wanted by the police for terrorism or other highly criminal acts. They often hide near worlds where law enforcement is weak and human life is cheap. Some of them are known to have modified shields and/or laser equipment. Even if GalCop police pays a high bounty for a kill, you are strongly advised to flee (if you can) and to notify the nearest police headquarter.&lt;br /&gt;
----&lt;br /&gt;
*Because of the greater equipment count, I had to remove the equipment display from the Commander status screen and put it into a screen of it's own. It will also show the Extra Cargo Bay and the count of missiles, you have. Press '0' (that is, zero) to access the ship equipment list.&lt;br /&gt;
*Changed the way, the legal status is calculated. Several things that were accepted by the authorities in the original Elite will now get you into trouble. Shooting harmless traders or ramming ships are two examples. In the original Elite, no one cared if you shot dozens of innocent traders to raise your combat rating. In Elite 128 all this is considered a crime by the Federation Crime Monitoring Authority (as it should be). As an addition, criminal acts accumulate (this was not true in original Elite) and will get you into trouble very fast. So be careful! Maybe, shooting peaceful family fathers for breakfast was fun in Elite, but it's definitely not the way to go in Elite 128!&lt;br /&gt;
*If your reputation is *really* bad, the space station will launch fighters for attack if you come in sight. Hint: With a reputation like this, you will not make it anyway...&lt;br /&gt;
----&lt;br /&gt;
*As an extension, special cargos are available. These are low bulk cargos like photos or tapes that have to be delivered to their destination as fast as possible. Press Ctrl-1 for a list of contract offers. You may only carry one special cargo at a time. The inventory screen shows the type of the cargo and the destination. If you have a special cargo contract, you may use the 'W' in the charts to put the cursor on the destination system for the special cargo and display the current distance to the target. The deposit for the contract is 25% of the contingent fee that is shown in the offer screen. If you take too long to deliver the cargo, you won't fulfill the contract, will loose you deposit *and* gain a criminal record for contract breaking.&lt;br /&gt;
*Here are some recommendations for new pilots regarding special cargo:&lt;br /&gt;
**You have to pay 25% of the contingent fee for the contract as a deposit, but you get this money back, when (and if) you deliver the special cargo.&lt;br /&gt;
**Be sure to plan your route before signing the contract! Some routes are much more difficult than others. Have a look at the systems that you plan to visit. Systems heavily infested by pirates will cost you time and - maybe - your life.&lt;br /&gt;
**Some cargos are illegal. Randomly, drugs or spy films are offered for transport. Unfortunately, it is not always clear from the offers, which cargo is illegal. If the payment offered is unusually high, the cargo may be illegal - or the offer is a bargain. Be careful! Fighting police ships all your way long will not speed up delivery.&lt;br /&gt;
**You get paid to deliver the cargo as quickly as possible. So don't even think about doing a little trading at the same time (there's one exception to that: You may take some other goods with you to to sell at the destination of your journey). Avoid space stations. Hanging around in the space station bar may be fun, but it costs time.&lt;br /&gt;
**Sell your extra cargo bay if you have one. This will make your ship faster (see below).&lt;br /&gt;
**If you stay in the station for some time (Ctrl-7, see above), other contract offers may become available.&lt;br /&gt;
**If the cargo is overdue, you will be notified and the cargo is dropped. You will lose your deposit in that case, earn a criminal record for contract breaking, and - if the cargo was illegal - the criminal elements that were your contract partners may get upset.&lt;br /&gt;
**The prices paid seem to be high. But remember that you take several risks when signing a contract:&lt;br /&gt;
***The cargo may be illegal.&lt;br /&gt;
***You may not deliver in time and lose your deposit.&lt;br /&gt;
***There's not much time to visit space stations, so you cannot save your game often.&lt;br /&gt;
----&lt;br /&gt;
*Added an additional mission (&amp;quot;mission&amp;quot; is not the correct word, it's more like the trumble stuff but much less funny :-).&lt;br /&gt;
*Since memory was getting tight again, I began putting the larger messages on separate files on the disk. This means that some messages must be loaded from the game disk. If you don't have the game disk in the drive, you are prompted for it. The messages on disk are the ones for the missions, you see them usually only once in the complete game. The delay and the need to insert the game disk in the drive is a small inconvenience, but the messages are eating memory like cornflakes. The advantage is that more missions or features may be added without much memory penalty.&lt;br /&gt;
*Changed the trigger and working for the constrictor mission. You may get this mission now in 4 of the 8 galaxies, but the trail in galaxy 1 is gone (as far as I could tell, it did not work anyway in the german version - some of the messages were not even translated).&lt;br /&gt;
*On worlds with tech level 8 and above, the Rent-A-Dock service is available. When in station range, you can request this service for a mere 25 Credits by pressing Ctrl-C. The station will establish a DockDirect connection and control your ship using its own docking computer devices. This is a nice feature and useful for ships that got damaged in combat. It may even be better to sell the docking computer, freeing one ton of cargo space and to use the Rent-A-Dock service instead. Note: This service is suspended during attack.&lt;br /&gt;
----&lt;br /&gt;
  + Ship equipment now has a weight. In original Elite, you could load&lt;br /&gt;
    tons of equipment into your ship without loosing cargo capacity. This&lt;br /&gt;
    is no longer true. Have a look at the following table to determine,&lt;br /&gt;
    how much precious cargo space each item will take:&lt;br /&gt;
&lt;br /&gt;
        E.C.M. System           1t&lt;br /&gt;
        I.F.F. System           1t&lt;br /&gt;
        Fuel Scoops             2t&lt;br /&gt;
        Hyperspace Unit         0t&lt;br /&gt;
        Energy Unit             1t&lt;br /&gt;
        Docking Computer        1t&lt;br /&gt;
        Autopilot               1t&lt;br /&gt;
        Galactic Hyperdrive     2t&lt;br /&gt;
        Escape Capsule          2t&lt;br /&gt;
        Extra Cargo Bay         0t&lt;br /&gt;
        Military Laser          1t&lt;br /&gt;
        Other lasers            0t&lt;br /&gt;
        Missile (each)          1t&lt;br /&gt;
&lt;br /&gt;
    This means that selling or buying equipment when preparing for a special&lt;br /&gt;
    job (trading, special cargo delivery) is much more an option.&lt;br /&gt;
&lt;br /&gt;
    Note: It may be impossible to buy new equipment, if you have no space&lt;br /&gt;
    left for the new device. You have to sell cargo or other equipment&lt;br /&gt;
    first.&lt;br /&gt;
&lt;br /&gt;
  + The extra cargo bay now causes a slowdown of your ship. Equipped with an&lt;br /&gt;
    extra cargo bay, it will now reach only ~65% of it's speed without the&lt;br /&gt;
    cargo bay. The cargo itself does not influence the maximum speed (as&lt;br /&gt;
    before).&lt;br /&gt;
    For missions, where you need the full power of your ship (special cargo&lt;br /&gt;
    delivery, bounty hunting), it is now advisable to sell the extra cargo&lt;br /&gt;
    bay.&lt;br /&gt;
&lt;br /&gt;
  + Reworked the inventory screen. It will no longer show the available fuel&lt;br /&gt;
    and money (since this is duplicated from the status screen), but type&lt;br /&gt;
    and destination of any special cargo carried and the current ship&lt;br /&gt;
    capacity. The latter is displayed as follows:&lt;br /&gt;
&lt;br /&gt;
        Full capacity/Useable capacity/Capacity left&lt;br /&gt;
&lt;br /&gt;
    were&lt;br /&gt;
&lt;br /&gt;
      - Full capacity is the full weight, your ship can carry.&lt;br /&gt;
      - Useable capacity is the capacity left for cargo.&lt;br /&gt;
      - Capacity left is the capacity currently free for cargo or new&lt;br /&gt;
        equipment.&lt;br /&gt;
----&lt;br /&gt;
*Missiles do no longer destroy other ships on the first hit but cause severe damage (that is: a missile will kill one of the small ships but the bigger ones need several hits).&lt;br /&gt;
*Most wanted pirates: These mean guys come in different ships and have often modified shields and or lasers. If today is your lucky day, you get a few seconds to pray before you die.&lt;br /&gt;
*New font: One of my +4 machines has a nice second font. I could not resist, ripped it and put it into the Elite code. The old C64 font was designed with low res TV sets in mind - and it looks like that. The new font is the default, if you don't like it, select the original C64 font from the loader. I've not tested the new font on a TV set, but on my 1901 it looks great.&lt;br /&gt;
*Several minor changes (single dot stars, sqeezed out a few clycles here and there, ...)&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.iancgbell.clara.net/elite/c64/index.htm&lt;br /&gt;
*https://gb64.com/oldsite/gameofweek/elite/Elite128.txt&lt;br /&gt;
*https://www.commodorescene.org.uk/downloads/cs2003.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:Classic_Elite_Mods&amp;diff=86812</id>
		<title>Category:Classic Elite Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Classic_Elite_Mods&amp;diff=86812"/>
		<updated>2025-07-29T09:00:32Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: Created page with &amp;quot;Category:ClassicCategory:Classic Elites (different versions)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86811</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86811"/>
		<updated>2025-07-29T08:59:49Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the enhanced C64 hack referred to as Elite B on Ian Bell's website, see [[Elite 128]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-A&amp;diff=86810</id>
		<title>Elite-A</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-A&amp;diff=86810"/>
		<updated>2025-07-29T08:59:30Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elite-A ==&lt;br /&gt;
&lt;br /&gt;
Although originally known as Elite III (Elite II was an unpublished upgrade version of Elite for the BBC Mirco) this rework&lt;br /&gt;
of the BBC disk version of Elite by [http://www.tardis.ed.ac.uk/~ajcd/beeb/elite.html| Angus Duggan] became known as Elite-A with the release of the [[Frontier]] [[FFE|sequels]]. The release of Elite-A was permitted in 1997 ([[AFE_FAQ3|AFE FAQ]]).&lt;br /&gt;
&lt;br /&gt;
The player begins as the pilot of a humble Adder (with a maximum range of only 6.0 LY) and can purchase superior ships after earning significant money. Other notable changes include the addition of a contract system for the delivery of special cargos as quickly as possible. &lt;br /&gt;
&lt;br /&gt;
Purchased equipment now occupies cargo space, reducing space for trade goods. Purchase of extra cargo bays is not permitted. Instead that 'equipment slot' in the 6502 code is taken by the introduction of an [[IFF_system|IFF]] system that can be purchased to enhance the scanner - additional colour information on the 'golf-clubs' indicates the intent of other ships [http://elite.acornarcade.com/elahint.htm (Elite-A hints)]. The notorious energy bomb of classic Elite is replaced by a long-range random emergency hyperspace unit.&lt;br /&gt;
&lt;br /&gt;
Several ships with hyperspace capability are available for purchase by the player. A full refund is given for your old ship, so the cash required is only the price difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Player Ship&lt;br /&gt;
! Range&lt;br /&gt;
! Cargo&lt;br /&gt;
! Price&lt;br /&gt;
|-&lt;br /&gt;
|Adder&lt;br /&gt;
|6.0 LY&lt;br /&gt;
| 8 TC&lt;br /&gt;
|31.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Gecko&lt;br /&gt;
|7.0 LY&lt;br /&gt;
| 9 TC&lt;br /&gt;
|40.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Moray&lt;br /&gt;
|8.0 LY&lt;br /&gt;
|11 TC&lt;br /&gt;
|56.5 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk1&lt;br /&gt;
|6.0 LY&lt;br /&gt;
|14 TC&lt;br /&gt;
|75.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Iguana&lt;br /&gt;
|7.5 LY&lt;br /&gt;
|21 TC&lt;br /&gt;
|131.5 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Ophidian&lt;br /&gt;
|7.0 LY&lt;br /&gt;
|24 TC&lt;br /&gt;
|147.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon&lt;br /&gt;
|8.0 LY&lt;br /&gt;
|35 TC&lt;br /&gt;
|225.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Cobra Mk3&lt;br /&gt;
|7.0 LY &lt;br /&gt;
|42 TC&lt;br /&gt;
|287.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Fer de Lance&lt;br /&gt;
|8.5 LY&lt;br /&gt;
|9 TC&lt;br /&gt;
|359.5 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Ghavial&lt;br /&gt;
|8.0 LY&lt;br /&gt;
|55 TC&lt;br /&gt;
|379.5 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Monitor&lt;br /&gt;
|11.0 LY&lt;br /&gt;
|81 TC&lt;br /&gt;
|585.5 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Python&lt;br /&gt;
|8.0 LY&lt;br /&gt;
|106 TC&lt;br /&gt;
|762.0 kCr&lt;br /&gt;
|-   &lt;br /&gt;
|Boa&lt;br /&gt;
|9.0 LY&lt;br /&gt;
|132 TC&lt;br /&gt;
|960.0 kCr&lt;br /&gt;
|-&lt;br /&gt;
|Asp Mk2&lt;br /&gt;
|12.5 LY&lt;br /&gt;
|6 TC&lt;br /&gt;
|1.012 MCr&lt;br /&gt;
|-&lt;br /&gt;
|Anaconda&lt;br /&gt;
|10.0 LY&lt;br /&gt;
|253 TC&lt;br /&gt;
|1.8695 MCr&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the Cargo capacities listed in Elite-A's Encyclopedia indicate the cargo capacity remaining after 5-6 TC have been occupied by typical additional equipment purchases (e.g. 0 TC for cargo for a typical Asp Mk 2).&lt;br /&gt;
&lt;br /&gt;
Apart from game-play issues, the maximum range does not exceed 12.7 LY due to a limit in the square-root calculation used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
One can download Elite-A (or Elite III as Duggan originally labelled it) from his [http://knackered.org/angus/beeb/elite.html website].&lt;br /&gt;
&lt;br /&gt;
A version of Elite-A is also available from [http://www.iancgbell.clara.net/elite/bbc/index.htm Ian Bell's web site]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_Legend&amp;diff=86809</id>
		<title>Elite Legend</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_Legend&amp;diff=86809"/>
		<updated>2025-07-29T08:59:16Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elite Legend 128k is a 2021 Russian enhanced [[Spectrum Elite]] by PLM. &lt;br /&gt;
&lt;br /&gt;
==Added Features==&lt;br /&gt;
*5 new stations&lt;br /&gt;
*20+ new goods&lt;br /&gt;
*15+ new ships&lt;br /&gt;
*new equipment and weapons&lt;br /&gt;
*cargo/passenger transportation market&lt;br /&gt;
*ability to change ships&lt;br /&gt;
*several new missions&lt;br /&gt;
*and much more...&lt;br /&gt;
&lt;br /&gt;
==Weapons and equipment==&lt;br /&gt;
*'''Missile:''' The cheapest and weakest missile available. Destroyed by any anti-missile system.&lt;br /&gt;
*'''E.C.M. Hardened Missile:''' More powerful than a standard homing missile and has protection against standard anti-missile systems. Can be destroyed by an army anti-missile system.&lt;br /&gt;
*'''Extra Passenger Cabin:''' Transporting people can be very profitable and requires a separate cabin for each passenger. Each cabin installed on the ship reduces the cargo hold by 5 tons.&lt;br /&gt;
*'''Fuel Tank:''' One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional tank for 1 light year for 10,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.&lt;br /&gt;
*'''Extra Fuel Tanks:''' One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional 4-light-year tank for 50,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.&lt;br /&gt;
*'''Pulse Laser:''' The lightest and weakest of the available lasers. It takes a lot of skill and patience to destroy anything with this laser. The only advantage is that it does not overheat. &lt;br /&gt;
*'''Pulse Laser MK-2:''' This laser is a good choice for a small ship. Not as deadly as beam lasers, it is still capable of destroying a small ship in a few hits. A weapon for sharpshooters.&lt;br /&gt;
*'''Beam Laser:''' Although not as powerful as the MK-2 pulse laser, the beam laser is easier to handle and can be more effective. A good weapon for small and medium fighters.&lt;br /&gt;
*'''Beam Laser MK-2:''' The most common laser. In experienced hands, it is as effective as more powerful lasers. An ideal weapon for large fighters and for turrets. Requires cooling to be used effectively.&lt;br /&gt;
*'''Military Laser:''' Powerful enough to vaporize most ships in seconds. Ideal for large fighters and dreadnoughts. You can fly with this laser without worry. Without a cooling system, it is ineffective.&lt;br /&gt;
*'''Naval Military laser:''' The most powerful of human lasers. Recommended for use on any ship. But there is one drawback, it is not easy to acquire.&lt;br /&gt;
*'''Thargoid Laser:''' The perfect weapon to destroy... your ship. Any pilot would be thrilled to have one of these on their ship. Only this laser can penetrate the shields of the newest Thargon cruisers. But there's one problem. This laser can't be bought.&lt;br /&gt;
*'''Mining Laser:''' Mainly used for asteroid mining. Due to its low rate of fire, it is ineffective as a weapon against maneuverable targets, but due to its high damaging power, it is quite suitable against heavy ships. If you have a capacious ship, it is worth putting it on the rear carriage, and then you can use it if you are lucky enough to find at least one asteroid.&lt;br /&gt;
*Large Cargo Bay: Cargo bay expansion. Cannot be installed on all ships. Increases cargo capacity by 15 tons.&lt;br /&gt;
*'''Advanced Space Compass:''' Modified Compass. An add-on for the standard compass, allowing to select the required operating mode (change mode key V). The modes change cyclically. List of modes:&lt;br /&gt;
**Standard compass mode&lt;br /&gt;
**Sun pointer (filled circle)&lt;br /&gt;
**Planet pointer (circle with slash)&lt;br /&gt;
**Orbital station pointer (letter S)&lt;br /&gt;
**Military station pointer (letter M)&lt;br /&gt;
**Hermit asteroid pointer (letter A)&lt;br /&gt;
**Maintenance station pointer (letter F)&lt;br /&gt;
**Gate pointer (letter J)&lt;br /&gt;
**Cardinal direction pointer&lt;br /&gt;
*'''Target Locking Device:''' Targeting system. Highlights the target captured in the sight.&lt;br /&gt;
*'''Hull Auto-Repair System:''' Automatic Repair System. A complex system consisting of miniature nanobots. The nanobots slowly repair damaged armor and equipment. A necessary device for large ships, since repairing the hull at a shipyard for a large starship can cost a pretty penny.&lt;br /&gt;
*'''Cargo Bay Life Support:''' Life support system for the hold. Necessary if you intend to transport live cargo, such as slaves and animals. If you try to transport animals without this device, they will die and you will only be able to sell them as meat, which is not very profitable. Slaves without this device will turn into fertilizer. In addition, the presence of this system is a necessary condition for the transportation of people and other non-humanoid races in the cargo compartment (not to be confused with passenger cabins, that is, luxury class transportation).&lt;br /&gt;
*'''Advanced Navigational Array:''' Navigation Planning Device. Allows you to accurately calculate the flight time between planets.&lt;br /&gt;
*'''Experimental Navigational Array:''' Experimental Navigation Planning Device. Allows you to approximately calculate the time it will take to fly between two planets within the galaxy.&lt;br /&gt;
*'''Energy Unit:''' Additional energy generator. An additional generator can be installed in addition to the basic energy accumulators on your ship, which will increase their recharge rate in case of energy consumption. First of all, this helps to quicker restore energy protection in battle. No &amp;quot;Iron Butt&amp;quot; can do without such a generator.&lt;br /&gt;
*'''Naval Energy Unit:''' Army energy generator. Special improved energy generator, significantly increases the charging speed of energy batteries. Used on ships of the Military Space Fleet. Not available for sale.&lt;br /&gt;
*'''Thargoid Energy Unit:''' An energy generator used on Thargon ships. Little is known about it, and only a few specimens have been sent to the lab for study.&lt;br /&gt;
*'''Galactic Hyperdrive:''' A device that allows a ship to make a hyperjump over a significant distance, from one Galaxy to another. Such a hyperdrive does not use fuel from a fuel tank - it is contained in the design of the engine itself, which is disposable. By purchasing a galactic hyperdrive, you can, at any time while in outer space, make a hyperjump to the next region of the Galaxy.&lt;br /&gt;
*'''Military Galaxy Gyperdrive:''' Military Galactic Hyperdrive. A more advanced reusable version, used primarily by the military. Allows for a jump to a significantly greater distance.&lt;br /&gt;
*'''Experimental Galaxy Gyperdrive:''' Rumor has it that this experimental model, created in secret laboratories, is based on technologies gleaned from entirely different civilizations. It allows one to jump to any area of the known universe. Some pilots believe that this device is the only way to find the mysterious and legendary Raxxla.&lt;br /&gt;
*'''E.C.M. System:''' Electronic Missile Defense System. This is one of the first necessary acquisitions if you want to survive on the space routes. ECM transmits a self-destruct impulse to all launched missiles in the line of sight. It is worth, however, remembering that some types of military missiles are protected from the effects of ECM, and in this case the best way to escape them is to use afterburners or even make a hyperjump. It should be noted that the action of the ECM requires energy expenditure and each time it is used, energy from the energy accumulators of your ship will be used. The ECM does not operate continuously, the activation and impulse to suppress missiles occur within a few seconds - to eliminate all missiles launched after that, it will be necessary to reactivate the system, which will again lead to the consumption of energy in the accumulators.&lt;br /&gt;
*'''Naval E.C.M. System:''' Army electronic anti-missile system. More advanced than the standard anti-missile system, it destroys all types of missiles. In addition, in some cases, it is capable of generating interference that blocks the launch of enemy anti-missile systems.&lt;br /&gt;
*'''Military Fuel Injectors:''' Fuel injectors perform only one function - they allow the vessel to accelerate significantly. This extremely useful property can be used in a normal situation, for example, to fly through areas with a cluster of large objects - ships, asteroids, where the ship's jump system is blocked due to the risk of collision, or for quickly moving from an orbital station to a point where it is possible to make a hyperspace jump. It is also used in combat when it is necessary to pursue an enemy or, on the contrary, to escape pursuit or a missile. Unlike the jump system, the operation of the fuel injector is associated with a large fuel consumption, so you need to be very careful in its use in combat, because at a decisive moment you may not have enough fuel to get to the nearest system, if the battle takes place, for example, with the Thargoids in interstellar space. The military version differs from the standard one in its lower fuel consumption.&lt;br /&gt;
*'''Energy Bomb:''' Energy Bomb. A very useful device that overloads the engines of all ships in the vicinity (except yours, of course), destroying or heavily damaging them. A great way to get rid of a large number of small, annoying ships. You can only use it once, so save it for emergencies.&lt;br /&gt;
*'''Q-Bomb:''' A powerful single-use device that, when activated, emits a powerful electromagnetic pulse that disrupts the plasma containment devices in the engines of nearby vessels. This causes catastrophic damage. Also affects large, well-protected vessels. In battles with large numbers of Targons, this is a last resort.&lt;br /&gt;
*'''Auto ECM:''' Automatically launches an anti-missile system when a salvo of missiles is fired at the player.&lt;br /&gt;
*'''Auto eject:''' Sometimes in the heat of battle you may not notice that things are bad and a fatal outcome is inevitable. The automatic catapult will work when the ship has no chance left, saving the life of its captain.&lt;br /&gt;
*'''Ship Capture System:''' Boarding system. A ship abandoned by its crew is a tasty morsel for any pilot. No matter what condition it is in, you can sell it for quite good money, and if you're lucky, after a little repair, you can sit at the helm of such a trophy yourself.&lt;br /&gt;
*'''Naval Ship Capture System:''' Boarding system. Military modification. In improving the software of the boarding system drones, the military has left the civilian version far behind. Drones launched by the military system have a much better chance of successfully hacking the ship's control system.&lt;br /&gt;
*'''Shield Generator:''' Shield Energy Generator. As soon as the shields covering the ship begin to lose energy, the generator immediately comes into action and begins to feed them.&lt;br /&gt;
*'''Military Shields Enhancement:''' Military shields. In conditions of regular battles, ships require effective protection. This is exactly what these shields were created for. Such shields will not seem superfluous on any ship.&lt;br /&gt;
*'''Laser Cooling Booster:''' Laser Cooling System. Vital equipment. Cools the laser, allowing you to fire more often. Powerful lasers are useless without it.&lt;br /&gt;
*'''Cloaking Device:''' Camouflage system. Galcorp's navy is constantly developing special equipment for its needs. The concealment device is a top-secret powerful energy field generator that hides the vessel not only from enemy scanners, but also from visual observation. In the &amp;quot;invisibility&amp;quot; state, the vessel disappears from the screens, while retaining all its navigation and combat characteristics. The only drawback of the device is that it consumes a huge amount of energy when working. Not available for sale.&lt;br /&gt;
*'''Alien Computer:''' Thargoid Computer. Allows you to use Thargoid fighter robots. In combat, these former enemies will serve you faithfully. They are launched similarly to a rocket. After the battle, the surviving robots will automatically return to your ship. To collect them, you must have Fuel Scoops on your ship and free space in the hold.&lt;br /&gt;
*'''Ore Processor:''' Ore Processor. A dream of any pilot involved in mining on planets and asteroids. It allows you to automatically select rare and expensive materials from the entire volume of mined mineral ore.&lt;br /&gt;
*'''Escape Pod:''' The rescue capsule is, in essence, a small vessel - a lifeboat. In the vessel's design, it represents a wheelhouse, adjacent navigation compartments in which the crew members are located and small engines with a fuel reserve, capable of delivering the lifeboat to the nearest orbital station. In a critical situation, when every second is a matter of life or death, the ship's commander only needs to press the emergency lever and the lifeboat will be activated. Typically, when you purchase a lifeboat, you pay for an insurance policy that, in the event of loss of the vessel, allows you to get a new one in exchange, including all installed equipment, but the insurance does not cover the cargo.&lt;br /&gt;
*'''Fuel Collector:''' The device was originally designed for warships stuck in hyperspace during combat with the Thargoids, but since Thargoid fuel was not suitable, it is used to automatically refill the tank. Fuel is collected simply during flight.&lt;br /&gt;
*'''Fuel Scoop:''' The equipment known as the Fuel Scoop is actually dual-purpose, sometimes known as the Cargo Scoop. It contains atomic sensors, a powerful electromagnetic field generator that allows solar wind to be captured by vacuum converters, and space fuel capacitors. In addition, the collector is capable of capturing small objects, such as cargo containers, debris, space junk, etc. No self-respecting space pilot can do without a fuel collector. This equipment allows you to quickly and without any financial costs refuel your fuel tanks, obtaining hydrogen in the crown of the star and purifying it from impurities so that it can be used as hydrogen fuel used in civilian ships. The advantage of the collector is that the procedure for obtaining fuel does not cause radiation contamination of the vessel, as is the case with military vessels, whose engines operate on nuclear fission processes and for which they use other, so-called &amp;quot;military fuel&amp;quot;.&lt;br /&gt;
*'''Docking Computer:''' It might seem that by the time rookie pilots have earned enough credits to buy a docking computer, they don't need one, since any of them have already made enough manual dockings with the orbital station to not need the special equipment. However, the docking computer is a useful device that can greatly simplify the routine and time-consuming docking process. In addition, the docking computer will protect you from accidental collisions caused by other pilots and from various accidents.&lt;br /&gt;
*'''Autotake Cargo Device:''' Automatic container collection device. It is enough to capture the target with the missile guidance system (&amp;lt;T&amp;gt;), if necessary transfer control to the device (&amp;lt;D&amp;gt;), and activate (&amp;lt;F&amp;gt;). After that, all the worries about taking the container on board are not your problem. The only requirement is that the ship has Fuel Scoops.&lt;br /&gt;
*'''System Discard Cargo:''' There are situations when your hold is full of cheap goods, and in front of you is a battlefield with many containers, in which the goods are at least not cheaper than yours. This is the best time to dump unnecessary goods and collect more valuable containers.&lt;br /&gt;
&lt;br /&gt;
==Transportation Market==&lt;br /&gt;
Pressing the &amp;quot;5&amp;quot; key will bring up the Carrier Market page. If you have a large vessel or several passenger cabins, you can try to compete with large shipping companies. On the Carrier Market, you can sign a contract to deliver passengers, cargo, or parcels. The advertisement includes for passenger transportation - the passenger's name (Name), destination (Dest.), desired length of stay (Within), the amount of the advance payment that will be paid to you when the passenger boards (Advance) and the amount due to you after the passenger is delivered (Fee). For cargo transportation, the requirements are stricter, because, firstly, you must have a large ship - as a rule, the cargo is calculated in tens and hundreds of tons, and secondly, some cash to pay the client a deposit for his goods in case something happens to them on the way. Advertisement for the hiring of such a vessel includes information about the cargo and its quantity (Goods), the place of destination (Dest.), the desired period of stay in transit (Within), the amount of the deposit (Deposit) and the amount of the reward for delivery (Fee). Try to deliver passengers and cargo within the contractual deadlines - save your reputation and money. To navigate the concluded contracts, use the information from the ship's log (press &amp;quot;5&amp;quot; again), where in addition to the delivery destination, the number of days and hours remaining until the end of the contract is indicated. Be careful, long-distance jumps take significantly more time. To stay within the contract, make small jumps of 5-7 light years.&lt;br /&gt;
&lt;br /&gt;
Contracts highlighted in white are available. Yellow means you are missing something to conclude. The ship may not have enough cargo capacity, not enough passenger cabins, or not enough funds for collateral. Contracts that are not available to you at this station are highlighted in blue, as a rule, this means a lack of reputation.&lt;br /&gt;
&lt;br /&gt;
Reputation is the most important parameter for a pilot engaged in transportation. It is on it that the profitable contracts that will be offered to you depend. As your reputation grows, so will the level of trust in you. The collateral value of the goods will fall, and the amounts of advances will increase. With the successful completion of any contract, reputation will grow. But beware, any termination of the contract will be a blow to reputation, up to negative values. A flight to another galaxy will also affect your reputation. All contracts taken are valid within one galaxy only. And if you fly intergalactically, they will all be terminated.&lt;br /&gt;
&lt;br /&gt;
For each contract, you can view detailed information, with the destination indicated on the map. You can also conclude a contract here if the terms satisfy both parties.&lt;br /&gt;
&lt;br /&gt;
The list of concluded contracts can be viewed by pressing the &amp;quot;5&amp;quot; key again. The contracts whose execution time has expired will be highlighted in red. Here, if desired, you can refuse to execute the contract.&lt;br /&gt;
&lt;br /&gt;
There are three types of transportation:&lt;br /&gt;
#'''Cargo transportation:''' For this, it is desirable to have a capacious ship like Python or Anaconda and enough money in the account to make a deposit for the cargo.When you sign a contract, the deposit will be automatically debited from your account, and the cargo will be loaded into the hold, which must be delivered to the destination within the agreed time. Immediately after docking with the station at the destination, the payment will be credited to your account and the deposit will be returned.&lt;br /&gt;
#'''Passenger transportation:''' Here you need at least one free passenger cabin. You will be paid a certain amount in advance, and upon arrival at your destination you will be paid the second part of the amount.&lt;br /&gt;
#'''Courier delivery:''' The simplest type of transportation. You don't need a capacious ship or cabins for passengers. You will be given a package that does not take up space in the hold and upon delivery it will be exchanged for credits.&lt;br /&gt;
&lt;br /&gt;
A couple of tips:&lt;br /&gt;
*If the contract time has expired, but you are close to the target, try to fly. The customer may consider the contract completed, but you will not receive any reputation for this contract.&lt;br /&gt;
*If you lose cargo in battle, you can replenish it on planets along the way. It is important to bring the required amount of goods, and it does not matter where you get it. &lt;br /&gt;
*Do not make long jumps, 5-7 light years is optimal. &lt;br /&gt;
*By using the escape pod, you will automatically lose your cargo and passengers. And, if the cargo can still be purchased, then you will condemn the passenger to death, and the contract will be automatically terminated.&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Orbital stations. They are located in the orbit of each planet.&lt;br /&gt;
&lt;br /&gt;
'''Coriolis:''' The first Coriolis-type orbital station was commissioned in orbit around Lave in 2752. It became the standard for GalCorp spaceports for many years to come. Since previous station models had proven to be much more vulnerable, the Coriolis's widespread use was unprecedentedly rapid - they were built in every corner of the galaxy and became the backbone of GalCorp's economic potential. &lt;br /&gt;
Orbital stations are considered politically neutral territories. Being the oldest model of orbital station, Coriolis is usually populated by humanoids of many different cultures and origins, but all of them prefer gravity and atmosphere close to Earth's.&lt;br /&gt;
&lt;br /&gt;
'''Dodo (Dodecahedron Station):''' Called &amp;quot;Dodo&amp;quot; for short, these stations have become as common in the Galaxy as Coriolis. They are mostly seen in systems with a high level of technological development. The first prototype, developed by GASEC, was built in orbit around Leesti in 3180, after the previous Coriolis station was critically damaged in a collision with comet Hal 9001. The new model, the Dodo, had a reinforced hull.&lt;br /&gt;
&lt;br /&gt;
'''Octo (Truncated Octahedron):''' The Octo, or &amp;quot;Quartet&amp;quot; station, was built in 3356 after GalCorp ordered larger orbital stations. Due to their high cost and the need for highly skilled maintenance, they are found near wealthy planets with very high levels of technological development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hermit Asteroids:''' In planetary systems with multi-government rule, free trade zones are located at a distance from the planet. Hermits usually target large asteroids left over from mining operations. Equipped like orbital stations, hermit asteroids are a coveted find for space traders and fighters. There are small markets where you can make profitable trade transactions, including illegal goods. Luxury goods, food and alcohol are in great demand here. Precious stones, gold and platinum can often be bought here at bargain prices. It is one of the few places where you can buy artifacts from alien civilizations.&lt;br /&gt;
&lt;br /&gt;
'''Military Stations: '''In democratic and corporate systems, you can often find military stations that maintain order in their sector. Some weapons can be purchased there for a little less than at regular stations.&lt;br /&gt;
&lt;br /&gt;
'''Service Stations:''' Service stations allow you to fill up your tank inexpensively, without resorting to refueling from stars. In addition, only here you can patch up your ship's hull and repair&lt;br /&gt;
equipment damaged in battles. They are found in systems with a development level of 4 or higher, with the exception of anarchic and feudal planets.&lt;br /&gt;
&lt;br /&gt;
'''Gates:''' In systems with a tech level of 8 and a stable political system (starting from communism), gates are installed, by flying through which you can instantly find yourself in orbit. However, this is not a charitable facility and one such flight will cost 250 credits. They will be very useful for heavy carriers.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
'''Nova mission:'''&lt;br /&gt;
&lt;br /&gt;
One unfortunate day, you will find yourself in a system whose star will soon go supernova. This threatens a catastrophe for the inhabited planet. Most of the inhabitants have already left the system, but there is not enough transport to evacuate the refugees. You will be offered to help. To do this, you will have to completely empty the cargo compartments and, having flown out of the orbital station, make an urgent jump, otherwise you will die together with your living cargo. Having taken the refugees to a safe system, you will learn that they have nothing to pay you for the help provided, since they spent their last money on delivery to the orbital station. However, from now on I will honor you as a hero!&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Cargo Bay Life Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cloaking Device:'''&lt;br /&gt;
&lt;br /&gt;
A skirmish with a vessel equipped with a concealment device. Quite unexpectedly, you will be attacked by several vessels, among which will be an Asp Mk-2. There are many possible interpretations of this attack, from the assumption that&lt;br /&gt;
imperial intelligence decided to eliminate you, to the opinion that a secret ship with the latest equipment was hijacked again and you were lucky enough to meet it in the vast expanses of space. In any case, history will remain silent about these details. One of the attacking ships will be equipped with a concealment device and it will be extremely difficult to determine its location in battle - only if it fires lasers at you. Navigate by the laser beam and you may be able to destroy the enemy. The cloaking device is located in a cargo container that you can find among the wreckage of an enemy ship. Once you have picked up the container with a cargo scavenger, the cloaking device will be installed on your ship by onboard robots. Now you are ready to carry out the most dangerous missions.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Cloaking Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thargoid Station:'''&lt;br /&gt;
&lt;br /&gt;
Sometimes the Thargons' combat sorties result in the capture of an orbital station near some planet. Often in such cases, GalCorp representatives look for volunteers among civilian pilots. If you agree to help in destroying the captured station, an army electronic anti-missile system will be installed on your ship, you will be given the coordinates of the captured station, and then... Then everything will depend only on your skill.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval E.C.M. System&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alien Computer:'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, by destroying a Targon ship, you can pick up a container containing this device, which allows you to launch Alien Items on board instead of missiles. It should be added that the Targon computer also provides automatic return of launched drones to the ship after the destruction of the target.&lt;br /&gt;
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&lt;br /&gt;
'''Constrictor Hunt:'''&lt;br /&gt;
&lt;br /&gt;
You can set out to chase a constrictor stolen from a military research base if you have at least 800 confirmed kills. You will be asked to help. The newest model of spacecraft, a constrictor equipped with a top-secret energy shield generator, was stolen from a shipyard several months ago. The constrictor must be destroyed if possible. During the search, you will need to collect rumors about the constrictor's location from orbital stations. Keep in mind that such news cannot always be obtained from any station. Once the ill-fated constrictor is found, it can be destroyed in a variety of ways, from lasers to an energy bomb. The only serious obstacle is the high speed of the experimental vessel.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval Military laser, or 10,000 credits if all your lasers are at least as good as this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thargoid plans:'''&lt;br /&gt;
&lt;br /&gt;
Once you have earned a good reputation (by successfully completing a mission to destroy a constrictor), you can get another mission. The only requirement here is to have 1280 enemies killed. The mission is nothing special. The Galactic Fleet has long been holding back the Thargoid onslaught, but the situation has changed. The squadron is ready to raid the Thargoid homeworlds. The agents have managed to obtain the plans for the defense of their Hive. The Thargoids suspect that something is being planned against them, but they do not know what exactly. Therefore, transmitting the plans through normal communication channels is dangerous - the Thargoids can easily intercept them. You are tasked with delivering the plans to fleet headquarters on your own vessel. During the flight, your vessel will most likely be intercepted by Thargoids, and you will see for yourself that they have mastered the GalCorp language, including the taboo one.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval Energy Unit, or 30,000 credits if your ship has a generator no worse than this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Space War:'''&lt;br /&gt;
&lt;br /&gt;
For more than a century, the Thargons prepared for war with the civilized galaxies. Their squadrons plied interstellar space, and only occasionally did their ships appear on the borders of planetary systems. Just recently, an armada of invasion ships once again attempted to capture the Federation orbital station, but thanks to a brave commander, the base was blown up and the threat of invasion was stopped. But now the hour of X has arrived and the Thargons begin a large-scale invasion of one of the galaxies. Every time you receive the message &amp;quot;MAYDAY! Galaxy N is under attack&amp;quot;, the area captured by the Thargons increases. Planetary systems that are in a state of active combat are designated as &amp;quot;Resisting Thargon Invasion&amp;quot;. Systems where resistance has been suppressed and orbital stations have been captured by the Thargons are designated as &amp;quot;Tarragon Captured&amp;quot;. On captured planets, the Thargon fleet organizes a cordon when approaching planets, and hyperspace between planets engulfed in flames becomes dangerous. Interstellar space is filled with Thargon squadrons intercepting Federation ships. You can remain an outside observer, but if you are a true patriot of the Federation, you will certainly want to join the ranks of its voluntary defenders. You can do this on any warring, but not yet occupied planet. You are promoted to the rank of sergeant and given your first mission - evacuation of civilians, wounded and refugees from warring systems. After the command decides that you have handled this task well, they promote you to the rank of lieutenant and give you the mission of delivering water, food and medicine to warring planets. When you have completed the required number of flights, you will be promoted to the next rank (Captain) and offered to help the warring planets with weapons, fuel and drones. During these first three missions, you fly between warring and non-warring planets. You will often encounter both single Thargons and entire fleets of interceptors. This will provide sufficient practice for the next missions.&lt;br /&gt;
&lt;br /&gt;
After being promoted to Major, you should already be a sufficiently experienced fighter to overcome the cordons of Thargon ships and break through to the stations they have captured. You will be offered to conduct raids into systems captured by the Thargons and destroy the stations on which they are based.&lt;br /&gt;
&lt;br /&gt;
When you finally receive the rank of lieutenant colonel and the mission to deliver troops to the occupied territories, you will have to take a landing ship on board and get to the Thargon base and land the troops. The landing should be launched from as close a distance to the base as possible, so that the Thargons defending the base do not have time to shoot it before docking with the station. Immediately after the successful landing of the troops, you can dock with the station yourself, it is already controlled by the Federation forces. The deeper into the rear of the Thargons you manage to land the troops, the more occupied planets will escape from the control of the Thargons.&lt;br /&gt;
&lt;br /&gt;
The final mission offered to you with the rank of Colonel is to find the Thargon command base, located somewhere in the depths of space. Headquarters will be able to tell you only the approximate name of the planetary system near which this base is located. The same task is given to all pilots who volunteer for service. In principle, the outcome of the war is already predetermined, the civilized galaxies are safe again.&lt;br /&gt;
&lt;br /&gt;
By the time you destroy the command base, some systems may still remain under the control of the Thargons, in which case, along with the next rank of general, you will be sent to destroy the scattered remnants of the aggressors, and the more of them you destroy, the faster this war will end.&lt;br /&gt;
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At the end of the war, regardless of how many missions you completed, you receive the next rank and retire with honor. It should be noted that volunteers fight on their own ships, which they arm with their own savings. But at the same time, they remain largely independent in choosing routes, actions, etc.&lt;br /&gt;
&lt;br /&gt;
'''Confrontation:'''&lt;br /&gt;
&lt;br /&gt;
After the failed invasion, the Thargons calmed down for a while. In many corners of the known galaxies, their new ships began to be noticed. And the military once again calls on independent pilots to help in revealing the plans of their eternal enemies.&lt;br /&gt;
&lt;br /&gt;
'''Rewards:''' &lt;br /&gt;
#Naval Ship Capture System&lt;br /&gt;
#Thargoid Energy Unit&lt;br /&gt;
#Thargoid Laser&lt;br /&gt;
&lt;br /&gt;
'''Retribution:'''&lt;br /&gt;
Your help in uncovering the Thargons' plans has been invaluable. Scientists, having deciphered the data from the Thargons' newest ships, have finally found out where they come from to inhabited worlds. The time has come to eradicate this curse of the universe once and for all. But beware, only the best fighters, and only on well-equipped ships, will be able to survive this battle...&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
'''Generation ships:''' Before hyperdrives were invented, humanity traveled to the stars on huge and majestic ships, where more than one generation changed during the flight. Some are still listed as missing, and if the bodies of their pilots and crew did not crumble to dust in a thousand years, then, according to preliminary estimates, up to 30 generations could have changed on them. The possibility of finding such a ship in interstellar space still exists. The punishment for attacking such a ship is universal contempt and complete exile (legal status &amp;quot;Outlaw&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Space platforms:''' These ships can be found in areas where there has been a war or natural disaster. They are giant factory ships. They are tens of miles long. They are inhabited by people who survived the disaster. They have heavy weapons and fleets of fighters. Avoid them at all costs.&lt;br /&gt;
&lt;br /&gt;
'''Raxxla:''' Raxxla is a legend as old as the history of space flight. When it is mentioned, conversations cease and only meaningful glances remain. Parents tell their children tales of a ghostly planet somewhere in the depths of space from an early age. The story of Raxxla can inspire young pilots, but experienced people are always ready to cool this ardor with a rational remark. Its very existence is questionable, as rumors of it originate from border worlds, trading posts, and other remote locations. Many expeditions have been undertaken to locate Raxxla. Some researchers suggest that the path to the planet lies through a portal, possibly of alien origin. In addition, one can hear statements that it is guarded by some kind of secret society - a corps of ruthless, completely crazy pilots with a combat rating of at least &amp;quot;Elite&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*Forum threads:&lt;br /&gt;
**[https://zx-pk.ru/threads/33861-elite-legend-128k.html Elite Legend 128k] (2021, Russian)&lt;br /&gt;
**[https://forums.frontier.co.uk/threads/elite-legend-zx-spectrum-2021-best-8-bit-elite.596176/ Elite Legend - ZX Spectrum 2021 - best 8-bit Elite?] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86808</id>
		<title>Elite 128</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86808"/>
		<updated>2025-07-29T08:59:03Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.iancgbell.clara.net/elite/c64/index.htm&lt;br /&gt;
*https://gb64.com/oldsite/gameofweek/elite/Elite128.txt&lt;br /&gt;
*https://www.commodorescene.org.uk/downloads/cs2003.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Novosibirsk_Elite&amp;diff=86807</id>
		<title>Novosibirsk Elite</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Novosibirsk_Elite&amp;diff=86807"/>
		<updated>2025-07-29T08:58:37Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Novosibirsk Elite, aka Elite 3 (formerly Elite 2) is a 1992-3 Russian enhanced [[Spectrum Elite]] by Shadow Soft (Vladimir Kladov)&lt;br /&gt;
&lt;br /&gt;
==Differences from [[Spectrum Elite]]==&lt;br /&gt;
'''Space Stations:'''&lt;br /&gt;
*Manual landing at a space station is a very complicated operation in Elite 3. At any moment another craft may fly out of the exit well. Crashing into it usually leads to disaster.&lt;br /&gt;
*Opening fire against friendly craft or against Federation forces craft when close to the station will result in an immediate attack by the police.&lt;br /&gt;
*Similarly, if the station is captured by Thargoids or pirates, you will be attacked by Thargoids or pirates.&lt;br /&gt;
*In a station controlled by Federation forces, you can perform active military operations against the Federation’s enemies. &lt;br /&gt;
*You can destroy asteroids and it will increase your status.&lt;br /&gt;
*A station, just like any other craft uses in an intelligent way E.C.M – a system which destroys only the missiles fired at the base itself. It is fully possible for you to use missiles against other targets (that means your Cobra is vulnerable too  :)&lt;br /&gt;
*Destroying a space station or a police viper will turn you into public enemy number 1 of the Federation. In galaxies 2 to 8 while approaching a planet, you may be met by a police “Elite Viper Squad”&lt;br /&gt;
&lt;br /&gt;
'''Other craft:'''&lt;br /&gt;
*Ships now fire not only at your ship but also at other craft using lasers, missiles and E.C.M systems or even sometimes energy bombs. It is possible to encounter of groups of craft fighting against other groups. You can join in if you like, but just be careful not to find yourself between the two warring sides.&lt;br /&gt;
*Other ships now scoop up cargo canisters, dock at stations using docking computers, and both craft and escape capsules can hyperspace out of danger (if they are quick enough)&lt;br /&gt;
*Some ships may carry smaller craft (Pythons may transport up to four other craft of interstellar class, which don’t have the independent capability of hyperspace).&lt;br /&gt;
*Apart from that, you also will meet three new generation ships.&lt;br /&gt;
**Thargoid-6&lt;br /&gt;
**Gecko Mk 2 (Boomslang) [Gecko]&lt;br /&gt;
**Advanced Mamba B-Type (Taipan) [Mamba]&lt;br /&gt;
&lt;br /&gt;
'''Cosmology:'''&lt;br /&gt;
*Flights in interstellar space (between planets) using the J-Engine (Torus Jumpdrive) has now become possible. You will find the gyrocompass useful here. It shows the cardinal directions (North,South,East,West) of your current position in the 2D view of the galactic map.&lt;br /&gt;
*In solar systems, if you travel far enough from the sun, you will approach a meteorite belt in which you may sometimes meet other mineral hunters.&lt;br /&gt;
&lt;br /&gt;
'''Old missions:'''&lt;br /&gt;
*The three missions present in the original Spectrum Elite are also present here, but in Elite 3 they may be repeated more than once.&lt;br /&gt;
&lt;br /&gt;
'''New weapons of Cobra-MK3:'''&lt;br /&gt;
*Star compass. It shows two blinking points which indicate the direction towards a sun or a planet. Turn it on using CAPS+C&lt;br /&gt;
*Advanced Scanner is turned on with CAPS+L&lt;br /&gt;
*Super Laser. It can be purchased at a planet with a tech rating of 15. The price is 33000 CR.&lt;br /&gt;
==Missions==&lt;br /&gt;
'''Mission 4:'''&lt;br /&gt;
*While searching for minerals, find crystallized life forms.&lt;br /&gt;
&lt;br /&gt;
'''Mission 5:'''&lt;br /&gt;
*Capture a Thargoid remote control device, the “Alien Computer”. It allows you to use and launch owned Alien items (use “D” and “F” at the same time).&lt;br /&gt;
&lt;br /&gt;
'''Mission 6:'''&lt;br /&gt;
*Buy a Cobra MK-4 (250000 CR)&lt;br /&gt;
*Cobra MK-4 parameters:&lt;br /&gt;
**Purchase up to 4 devices like Fuel Scoops, E.C.M system, Energy Bomb and so on.&lt;br /&gt;
***4 energy charging devices will increase 5 times the speed of charging energy banks and 4 large Cargo Bays will increase the possible load to 80 tons.&lt;br /&gt;
**A big increase in speed and maneuverability if you keep the “J”Drive key pressed while making a maneuver.&lt;br /&gt;
**The ability to turn around the laser gun chassis at every time (CAPS + A)&lt;br /&gt;
**The ability to make a hyperspace jump into any galaxy and into any location of the current galaxy (during the countdown keep pressed the keys 1-8)&lt;br /&gt;
&lt;br /&gt;
'''Mission 7:'''&lt;br /&gt;
*Take part in a great war against the Thargoids and get as high a rank as possible.&lt;br /&gt;
**7.1 Evacuate personnel from a “Coriolis” type station located in a military zone.&lt;br /&gt;
**7.2. Deliver supplies and weapons to fighting planets&lt;br /&gt;
**7.3. Make a landing in an occupied station&lt;br /&gt;
**7.4. Destroy a secret Thargoid base located in Witchspace far from local planet systems.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[https://www.elite-games.ru/elite/novosib.shtml Novosibirsk Elite] - Elite Games (Russian)&lt;br /&gt;
&lt;br /&gt;
*Forum threads:&lt;br /&gt;
**[https://www.elite-games.ru/conference/viewtopic.php?t=2267 Elite 2 for ZX Spectrum] (2002, Russian)&lt;br /&gt;
**[https://www.elite-games.ru/conference/viewtopic.php?t=14386 Novosibirsk Elite from Kladov for ZX-Spectrum] (2002, Russian)&lt;br /&gt;
**[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=1665 Novosibirsk Elite] (2006)&lt;br /&gt;
**[https://bb.oolite.space/viewtopic.php?t=6380 Forgotton versions of elite] (2009)&lt;br /&gt;
**[https://forums.frontier.co.uk/threads/zx-spectrum-128k-elite-3-1993.541929/ ZX Spectrum 128k Elite &amp;quot;3&amp;quot; - 1993] (2020)&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elite Mods]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86806</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86806"/>
		<updated>2025-07-29T08:54:35Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the enhanced C64 hack referred to as Elite B on Ian Bell's website, see [[Elite 128]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86805</id>
		<title>Elite-B</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite-B&amp;diff=86805"/>
		<updated>2025-07-29T08:52:47Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: Created page with &amp;quot;==Links== *https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899 *https://wiki.alioth.net/index.php/User:DrBeeb  Category:ClassicCategory:Classic Elites (different versions)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Links==&lt;br /&gt;
*https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16899&lt;br /&gt;
*https://wiki.alioth.net/index.php/User:DrBeeb&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86804</id>
		<title>Elite 128</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86804"/>
		<updated>2025-07-29T08:45:19Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.iancgbell.clara.net/elite/c64/index.htm&lt;br /&gt;
*https://gb64.com/oldsite/gameofweek/elite/Elite128.txt&lt;br /&gt;
*https://www.commodorescene.org.uk/downloads/cs2003.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86803</id>
		<title>Elite 128</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_128&amp;diff=86803"/>
		<updated>2025-07-29T08:45:01Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: Created page with &amp;quot;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site  ==Links== *http://www.iancgbell.clara.net/elite/c64/index.htm *https...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;C128 Elite B is Ullrich von Bassewitz's substantially enhanced 1998 hack of C64 Elite&amp;quot; - Ian Bell's site&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.iancgbell.clara.net/elite/c64/index.htm&lt;br /&gt;
*https://gb64.com/oldsite/gameofweek/elite/Elite128.txt&lt;br /&gt;
*https://www.commodorescene.org.uk/downloads/cs2003.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Ophidian_Encyclopedia.png&amp;diff=86802</id>
		<title>File:Ophidian Encyclopedia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Ophidian_Encyclopedia.png&amp;diff=86802"/>
		<updated>2025-07-29T08:26:30Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Monitor_Encyclopedia.png&amp;diff=86801</id>
		<title>File:Monitor Encyclopedia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Monitor_Encyclopedia.png&amp;diff=86801"/>
		<updated>2025-07-29T08:26:19Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Iguana_Encyclopedia.png&amp;diff=86800</id>
		<title>File:Iguana Encyclopedia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Iguana_Encyclopedia.png&amp;diff=86800"/>
		<updated>2025-07-29T08:26:04Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Ghavial_Encyclopedia.png&amp;diff=86799</id>
		<title>File:Ghavial Encyclopedia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Ghavial_Encyclopedia.png&amp;diff=86799"/>
		<updated>2025-07-29T08:25:40Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Chameleon_Encyclopedia.png&amp;diff=86798</id>
		<title>File:Chameleon Encyclopedia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Chameleon_Encyclopedia.png&amp;diff=86798"/>
		<updated>2025-07-29T08:25:18Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Bushmaster_Encyclopedia.png&amp;diff=86797</id>
		<title>File:Bushmaster Encyclopedia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Bushmaster_Encyclopedia.png&amp;diff=86797"/>
		<updated>2025-07-29T08:24:38Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86795</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86795"/>
		<updated>2025-07-28T12:37:51Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;br /&gt;
*[https://www.gametripper.co.uk/games/zx-spectrum/elite/ Elite ZX Spectrum GameTripper Article By Dark Blue Monkey]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User_talk:TheCiscoKid&amp;diff=86794</id>
		<title>User talk:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User_talk:TheCiscoKid&amp;diff=86794"/>
		<updated>2025-07-28T11:30:02Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Thank you for editing the Complete Ship List page!&lt;br /&gt;
:I've just left a note for your perusal here: https://wiki.alioth.net/index.php/Talk:Complete_Ship_List  ''Cholmondeley 12:56, 21 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
* Thy eminence!&lt;br /&gt;
:Just glanced at your Caiman page. ''Thank'' you!&lt;br /&gt;
:If you look at the source code/edit screen for [[Cobra Mk.1 (classic)]], you will notice that the Classic Elite ship uses a special template ({{Infobox ShipStats Classic...) which also ''adds'' the ship to the Classic &amp;amp; Classic Ships categories. Might this be a better bet? ''Cholmondeley 15:50, 23 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
* Main Loop Spawn Logic&lt;br /&gt;
:A 3.2% chance of spawning a cougar means that this is not the Classic &amp;quot;BBC&amp;quot; Elite. ''Cholmondeley 10:03, 27 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
**Au contraire! Well, depends what one means by 'Classic'. The Cougar was not present on the BBC Micro Cassette original, nor the Electron downgrade, nor the Disk version - it is however present in all the 6502SP releases except Apple II; so 6502SP, C64, NES and BBC Master --[[User:TheCiscoKid|TheCiscoKid]] ([[User talk:TheCiscoKid|talk]]) 15:24, 27 July 2025 (BST)&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User_talk:TheCiscoKid&amp;diff=86793</id>
		<title>User talk:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User_talk:TheCiscoKid&amp;diff=86793"/>
		<updated>2025-07-28T11:29:34Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Thank you for editing the Complete Ship List page!&lt;br /&gt;
:I've just left a note for your perusal here: https://wiki.alioth.net/index.php/Talk:Complete_Ship_List  ''Cholmondeley 12:56, 21 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
* Thy eminence!&lt;br /&gt;
:Just glanced at your Caiman page. ''Thank'' you!&lt;br /&gt;
:If you look at the source code/edit screen for [[Cobra Mk.1 (classic)]], you will notice that the Classic Elite ship uses a special template ({{Infobox ShipStats Classic...) which also ''adds'' the ship to the Classic &amp;amp; Classic Ships categories. Might this be a better bet? ''Cholmondeley 15:50, 23 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
* Main Loop Spawn Logic&lt;br /&gt;
:A 3.2% chance of spawning a cougar means that this is not the Classic &amp;quot;BBC&amp;quot; Elite. ''Cholmondeley 10:03, 27 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
**Au contraire! Well, depends what one means by 'Classic'. The Cougar was not present on the BBC Micro Cassette original, nor the Electron downgrade, nor the Disk version - it is however present in all the 6502+ releases except Apple II; so 6502+, C64, NES and BBC Master --[[User:TheCiscoKid|TheCiscoKid]] ([[User talk:TheCiscoKid|talk]]) 15:24, 27 July 2025 (BST)&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_Legend&amp;diff=86785</id>
		<title>Elite Legend</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_Legend&amp;diff=86785"/>
		<updated>2025-07-27T15:13:51Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Legends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elite Legend 128k is a 2021 Russian enhanced [[Spectrum Elite]] by PLM. &lt;br /&gt;
&lt;br /&gt;
==Added Features==&lt;br /&gt;
*5 new stations&lt;br /&gt;
*20+ new goods&lt;br /&gt;
*15+ new ships&lt;br /&gt;
*new equipment and weapons&lt;br /&gt;
*cargo/passenger transportation market&lt;br /&gt;
*ability to change ships&lt;br /&gt;
*several new missions&lt;br /&gt;
*and much more...&lt;br /&gt;
&lt;br /&gt;
==Weapons and equipment==&lt;br /&gt;
*'''Missile:''' The cheapest and weakest missile available. Destroyed by any anti-missile system.&lt;br /&gt;
*'''E.C.M. Hardened Missile:''' More powerful than a standard homing missile and has protection against standard anti-missile systems. Can be destroyed by an army anti-missile system.&lt;br /&gt;
*'''Extra Passenger Cabin:''' Transporting people can be very profitable and requires a separate cabin for each passenger. Each cabin installed on the ship reduces the cargo hold by 5 tons.&lt;br /&gt;
*'''Fuel Tank:''' One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional tank for 1 light year for 10,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.&lt;br /&gt;
*'''Extra Fuel Tanks:''' One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional 4-light-year tank for 50,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.&lt;br /&gt;
*'''Pulse Laser:''' The lightest and weakest of the available lasers. It takes a lot of skill and patience to destroy anything with this laser. The only advantage is that it does not overheat. &lt;br /&gt;
*'''Pulse Laser MK-2:''' This laser is a good choice for a small ship. Not as deadly as beam lasers, it is still capable of destroying a small ship in a few hits. A weapon for sharpshooters.&lt;br /&gt;
*'''Beam Laser:''' Although not as powerful as the MK-2 pulse laser, the beam laser is easier to handle and can be more effective. A good weapon for small and medium fighters.&lt;br /&gt;
*'''Beam Laser MK-2:''' The most common laser. In experienced hands, it is as effective as more powerful lasers. An ideal weapon for large fighters and for turrets. Requires cooling to be used effectively.&lt;br /&gt;
*'''Military Laser:''' Powerful enough to vaporize most ships in seconds. Ideal for large fighters and dreadnoughts. You can fly with this laser without worry. Without a cooling system, it is ineffective.&lt;br /&gt;
*'''Naval Military laser:''' The most powerful of human lasers. Recommended for use on any ship. But there is one drawback, it is not easy to acquire.&lt;br /&gt;
*'''Thargoid Laser:''' The perfect weapon to destroy... your ship. Any pilot would be thrilled to have one of these on their ship. Only this laser can penetrate the shields of the newest Thargon cruisers. But there's one problem. This laser can't be bought.&lt;br /&gt;
*'''Mining Laser:''' Mainly used for asteroid mining. Due to its low rate of fire, it is ineffective as a weapon against maneuverable targets, but due to its high damaging power, it is quite suitable against heavy ships. If you have a capacious ship, it is worth putting it on the rear carriage, and then you can use it if you are lucky enough to find at least one asteroid.&lt;br /&gt;
*Large Cargo Bay: Cargo bay expansion. Cannot be installed on all ships. Increases cargo capacity by 15 tons.&lt;br /&gt;
*'''Advanced Space Compass:''' Modified Compass. An add-on for the standard compass, allowing to select the required operating mode (change mode key V). The modes change cyclically. List of modes:&lt;br /&gt;
**Standard compass mode&lt;br /&gt;
**Sun pointer (filled circle)&lt;br /&gt;
**Planet pointer (circle with slash)&lt;br /&gt;
**Orbital station pointer (letter S)&lt;br /&gt;
**Military station pointer (letter M)&lt;br /&gt;
**Hermit asteroid pointer (letter A)&lt;br /&gt;
**Maintenance station pointer (letter F)&lt;br /&gt;
**Gate pointer (letter J)&lt;br /&gt;
**Cardinal direction pointer&lt;br /&gt;
*'''Target Locking Device:''' Targeting system. Highlights the target captured in the sight.&lt;br /&gt;
*'''Hull Auto-Repair System:''' Automatic Repair System. A complex system consisting of miniature nanobots. The nanobots slowly repair damaged armor and equipment. A necessary device for large ships, since repairing the hull at a shipyard for a large starship can cost a pretty penny.&lt;br /&gt;
*'''Cargo Bay Life Support:''' Life support system for the hold. Necessary if you intend to transport live cargo, such as slaves and animals. If you try to transport animals without this device, they will die and you will only be able to sell them as meat, which is not very profitable. Slaves without this device will turn into fertilizer. In addition, the presence of this system is a necessary condition for the transportation of people and other non-humanoid races in the cargo compartment (not to be confused with passenger cabins, that is, luxury class transportation).&lt;br /&gt;
*'''Advanced Navigational Array:''' Navigation Planning Device. Allows you to accurately calculate the flight time between planets.&lt;br /&gt;
*'''Experimental Navigational Array:''' Experimental Navigation Planning Device. Allows you to approximately calculate the time it will take to fly between two planets within the galaxy.&lt;br /&gt;
*'''Energy Unit:''' Additional energy generator. An additional generator can be installed in addition to the basic energy accumulators on your ship, which will increase their recharge rate in case of energy consumption. First of all, this helps to quicker restore energy protection in battle. No &amp;quot;Iron Butt&amp;quot; can do without such a generator.&lt;br /&gt;
*'''Naval Energy Unit:''' Army energy generator. Special improved energy generator, significantly increases the charging speed of energy batteries. Used on ships of the Military Space Fleet. Not available for sale.&lt;br /&gt;
*'''Thargoid Energy Unit:''' An energy generator used on Thargon ships. Little is known about it, and only a few specimens have been sent to the lab for study.&lt;br /&gt;
*'''Galactic Hyperdrive:''' A device that allows a ship to make a hyperjump over a significant distance, from one Galaxy to another. Such a hyperdrive does not use fuel from a fuel tank - it is contained in the design of the engine itself, which is disposable. By purchasing a galactic hyperdrive, you can, at any time while in outer space, make a hyperjump to the next region of the Galaxy.&lt;br /&gt;
*'''Military Galaxy Gyperdrive:''' Military Galactic Hyperdrive. A more advanced reusable version, used primarily by the military. Allows for a jump to a significantly greater distance.&lt;br /&gt;
*'''Experimental Galaxy Gyperdrive:''' Rumor has it that this experimental model, created in secret laboratories, is based on technologies gleaned from entirely different civilizations. It allows one to jump to any area of the known universe. Some pilots believe that this device is the only way to find the mysterious and legendary Raxxla.&lt;br /&gt;
*'''E.C.M. System:''' Electronic Missile Defense System. This is one of the first necessary acquisitions if you want to survive on the space routes. ECM transmits a self-destruct impulse to all launched missiles in the line of sight. It is worth, however, remembering that some types of military missiles are protected from the effects of ECM, and in this case the best way to escape them is to use afterburners or even make a hyperjump. It should be noted that the action of the ECM requires energy expenditure and each time it is used, energy from the energy accumulators of your ship will be used. The ECM does not operate continuously, the activation and impulse to suppress missiles occur within a few seconds - to eliminate all missiles launched after that, it will be necessary to reactivate the system, which will again lead to the consumption of energy in the accumulators.&lt;br /&gt;
*'''Naval E.C.M. System:''' Army electronic anti-missile system. More advanced than the standard anti-missile system, it destroys all types of missiles. In addition, in some cases, it is capable of generating interference that blocks the launch of enemy anti-missile systems.&lt;br /&gt;
*'''Military Fuel Injectors:''' Fuel injectors perform only one function - they allow the vessel to accelerate significantly. This extremely useful property can be used in a normal situation, for example, to fly through areas with a cluster of large objects - ships, asteroids, where the ship's jump system is blocked due to the risk of collision, or for quickly moving from an orbital station to a point where it is possible to make a hyperspace jump. It is also used in combat when it is necessary to pursue an enemy or, on the contrary, to escape pursuit or a missile. Unlike the jump system, the operation of the fuel injector is associated with a large fuel consumption, so you need to be very careful in its use in combat, because at a decisive moment you may not have enough fuel to get to the nearest system, if the battle takes place, for example, with the Thargoids in interstellar space. The military version differs from the standard one in its lower fuel consumption.&lt;br /&gt;
*'''Energy Bomb:''' Energy Bomb. A very useful device that overloads the engines of all ships in the vicinity (except yours, of course), destroying or heavily damaging them. A great way to get rid of a large number of small, annoying ships. You can only use it once, so save it for emergencies.&lt;br /&gt;
*'''Q-Bomb:''' A powerful single-use device that, when activated, emits a powerful electromagnetic pulse that disrupts the plasma containment devices in the engines of nearby vessels. This causes catastrophic damage. Also affects large, well-protected vessels. In battles with large numbers of Targons, this is a last resort.&lt;br /&gt;
*'''Auto ECM:''' Automatically launches an anti-missile system when a salvo of missiles is fired at the player.&lt;br /&gt;
*'''Auto eject:''' Sometimes in the heat of battle you may not notice that things are bad and a fatal outcome is inevitable. The automatic catapult will work when the ship has no chance left, saving the life of its captain.&lt;br /&gt;
*'''Ship Capture System:''' Boarding system. A ship abandoned by its crew is a tasty morsel for any pilot. No matter what condition it is in, you can sell it for quite good money, and if you're lucky, after a little repair, you can sit at the helm of such a trophy yourself.&lt;br /&gt;
*'''Naval Ship Capture System:''' Boarding system. Military modification. In improving the software of the boarding system drones, the military has left the civilian version far behind. Drones launched by the military system have a much better chance of successfully hacking the ship's control system.&lt;br /&gt;
*'''Shield Generator:''' Shield Energy Generator. As soon as the shields covering the ship begin to lose energy, the generator immediately comes into action and begins to feed them.&lt;br /&gt;
*'''Military Shields Enhancement:''' Military shields. In conditions of regular battles, ships require effective protection. This is exactly what these shields were created for. Such shields will not seem superfluous on any ship.&lt;br /&gt;
*'''Laser Cooling Booster:''' Laser Cooling System. Vital equipment. Cools the laser, allowing you to fire more often. Powerful lasers are useless without it.&lt;br /&gt;
*'''Cloaking Device:''' Camouflage system. Galcorp's navy is constantly developing special equipment for its needs. The concealment device is a top-secret powerful energy field generator that hides the vessel not only from enemy scanners, but also from visual observation. In the &amp;quot;invisibility&amp;quot; state, the vessel disappears from the screens, while retaining all its navigation and combat characteristics. The only drawback of the device is that it consumes a huge amount of energy when working. Not available for sale.&lt;br /&gt;
*'''Alien Computer:''' Thargoid Computer. Allows you to use Thargoid fighter robots. In combat, these former enemies will serve you faithfully. They are launched similarly to a rocket. After the battle, the surviving robots will automatically return to your ship. To collect them, you must have Fuel Scoops on your ship and free space in the hold.&lt;br /&gt;
*'''Ore Processor:''' Ore Processor. A dream of any pilot involved in mining on planets and asteroids. It allows you to automatically select rare and expensive materials from the entire volume of mined mineral ore.&lt;br /&gt;
*'''Escape Pod:''' The rescue capsule is, in essence, a small vessel - a lifeboat. In the vessel's design, it represents a wheelhouse, adjacent navigation compartments in which the crew members are located and small engines with a fuel reserve, capable of delivering the lifeboat to the nearest orbital station. In a critical situation, when every second is a matter of life or death, the ship's commander only needs to press the emergency lever and the lifeboat will be activated. Typically, when you purchase a lifeboat, you pay for an insurance policy that, in the event of loss of the vessel, allows you to get a new one in exchange, including all installed equipment, but the insurance does not cover the cargo.&lt;br /&gt;
*'''Fuel Collector:''' The device was originally designed for warships stuck in hyperspace during combat with the Thargoids, but since Thargoid fuel was not suitable, it is used to automatically refill the tank. Fuel is collected simply during flight.&lt;br /&gt;
*'''Fuel Scoop:''' The equipment known as the Fuel Scoop is actually dual-purpose, sometimes known as the Cargo Scoop. It contains atomic sensors, a powerful electromagnetic field generator that allows solar wind to be captured by vacuum converters, and space fuel capacitors. In addition, the collector is capable of capturing small objects, such as cargo containers, debris, space junk, etc. No self-respecting space pilot can do without a fuel collector. This equipment allows you to quickly and without any financial costs refuel your fuel tanks, obtaining hydrogen in the crown of the star and purifying it from impurities so that it can be used as hydrogen fuel used in civilian ships. The advantage of the collector is that the procedure for obtaining fuel does not cause radiation contamination of the vessel, as is the case with military vessels, whose engines operate on nuclear fission processes and for which they use other, so-called &amp;quot;military fuel&amp;quot;.&lt;br /&gt;
*'''Docking Computer:''' It might seem that by the time rookie pilots have earned enough credits to buy a docking computer, they don't need one, since any of them have already made enough manual dockings with the orbital station to not need the special equipment. However, the docking computer is a useful device that can greatly simplify the routine and time-consuming docking process. In addition, the docking computer will protect you from accidental collisions caused by other pilots and from various accidents.&lt;br /&gt;
*'''Autotake Cargo Device:''' Automatic container collection device. It is enough to capture the target with the missile guidance system (&amp;lt;T&amp;gt;), if necessary transfer control to the device (&amp;lt;D&amp;gt;), and activate (&amp;lt;F&amp;gt;). After that, all the worries about taking the container on board are not your problem. The only requirement is that the ship has Fuel Scoops.&lt;br /&gt;
*'''System Discard Cargo:''' There are situations when your hold is full of cheap goods, and in front of you is a battlefield with many containers, in which the goods are at least not cheaper than yours. This is the best time to dump unnecessary goods and collect more valuable containers.&lt;br /&gt;
&lt;br /&gt;
==Transportation Market==&lt;br /&gt;
Pressing the &amp;quot;5&amp;quot; key will bring up the Carrier Market page. If you have a large vessel or several passenger cabins, you can try to compete with large shipping companies. On the Carrier Market, you can sign a contract to deliver passengers, cargo, or parcels. The advertisement includes for passenger transportation - the passenger's name (Name), destination (Dest.), desired length of stay (Within), the amount of the advance payment that will be paid to you when the passenger boards (Advance) and the amount due to you after the passenger is delivered (Fee). For cargo transportation, the requirements are stricter, because, firstly, you must have a large ship - as a rule, the cargo is calculated in tens and hundreds of tons, and secondly, some cash to pay the client a deposit for his goods in case something happens to them on the way. Advertisement for the hiring of such a vessel includes information about the cargo and its quantity (Goods), the place of destination (Dest.), the desired period of stay in transit (Within), the amount of the deposit (Deposit) and the amount of the reward for delivery (Fee). Try to deliver passengers and cargo within the contractual deadlines - save your reputation and money. To navigate the concluded contracts, use the information from the ship's log (press &amp;quot;5&amp;quot; again), where in addition to the delivery destination, the number of days and hours remaining until the end of the contract is indicated. Be careful, long-distance jumps take significantly more time. To stay within the contract, make small jumps of 5-7 light years.&lt;br /&gt;
&lt;br /&gt;
Contracts highlighted in white are available. Yellow means you are missing something to conclude. The ship may not have enough cargo capacity, not enough passenger cabins, or not enough funds for collateral. Contracts that are not available to you at this station are highlighted in blue, as a rule, this means a lack of reputation.&lt;br /&gt;
&lt;br /&gt;
Reputation is the most important parameter for a pilot engaged in transportation. It is on it that the profitable contracts that will be offered to you depend. As your reputation grows, so will the level of trust in you. The collateral value of the goods will fall, and the amounts of advances will increase. With the successful completion of any contract, reputation will grow. But beware, any termination of the contract will be a blow to reputation, up to negative values. A flight to another galaxy will also affect your reputation. All contracts taken are valid within one galaxy only. And if you fly intergalactically, they will all be terminated.&lt;br /&gt;
&lt;br /&gt;
For each contract, you can view detailed information, with the destination indicated on the map. You can also conclude a contract here if the terms satisfy both parties.&lt;br /&gt;
&lt;br /&gt;
The list of concluded contracts can be viewed by pressing the &amp;quot;5&amp;quot; key again. The contracts whose execution time has expired will be highlighted in red. Here, if desired, you can refuse to execute the contract.&lt;br /&gt;
&lt;br /&gt;
There are three types of transportation:&lt;br /&gt;
#'''Cargo transportation:''' For this, it is desirable to have a capacious ship like Python or Anaconda and enough money in the account to make a deposit for the cargo.When you sign a contract, the deposit will be automatically debited from your account, and the cargo will be loaded into the hold, which must be delivered to the destination within the agreed time. Immediately after docking with the station at the destination, the payment will be credited to your account and the deposit will be returned.&lt;br /&gt;
#'''Passenger transportation:''' Here you need at least one free passenger cabin. You will be paid a certain amount in advance, and upon arrival at your destination you will be paid the second part of the amount.&lt;br /&gt;
#'''Courier delivery:''' The simplest type of transportation. You don't need a capacious ship or cabins for passengers. You will be given a package that does not take up space in the hold and upon delivery it will be exchanged for credits.&lt;br /&gt;
&lt;br /&gt;
A couple of tips:&lt;br /&gt;
*If the contract time has expired, but you are close to the target, try to fly. The customer may consider the contract completed, but you will not receive any reputation for this contract.&lt;br /&gt;
*If you lose cargo in battle, you can replenish it on planets along the way. It is important to bring the required amount of goods, and it does not matter where you get it. &lt;br /&gt;
*Do not make long jumps, 5-7 light years is optimal. &lt;br /&gt;
*By using the escape pod, you will automatically lose your cargo and passengers. And, if the cargo can still be purchased, then you will condemn the passenger to death, and the contract will be automatically terminated.&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Orbital stations. They are located in the orbit of each planet.&lt;br /&gt;
&lt;br /&gt;
'''Coriolis:''' The first Coriolis-type orbital station was commissioned in orbit around Lave in 2752. It became the standard for GalCorp spaceports for many years to come. Since previous station models had proven to be much more vulnerable, the Coriolis's widespread use was unprecedentedly rapid - they were built in every corner of the galaxy and became the backbone of GalCorp's economic potential. &lt;br /&gt;
Orbital stations are considered politically neutral territories. Being the oldest model of orbital station, Coriolis is usually populated by humanoids of many different cultures and origins, but all of them prefer gravity and atmosphere close to Earth's.&lt;br /&gt;
&lt;br /&gt;
'''Dodo (Dodecahedron Station):''' Called &amp;quot;Dodo&amp;quot; for short, these stations have become as common in the Galaxy as Coriolis. They are mostly seen in systems with a high level of technological development. The first prototype, developed by GASEC, was built in orbit around Leesti in 3180, after the previous Coriolis station was critically damaged in a collision with comet Hal 9001. The new model, the Dodo, had a reinforced hull.&lt;br /&gt;
&lt;br /&gt;
'''Octo (Truncated Octahedron):''' The Octo, or &amp;quot;Quartet&amp;quot; station, was built in 3356 after GalCorp ordered larger orbital stations. Due to their high cost and the need for highly skilled maintenance, they are found near wealthy planets with very high levels of technological development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hermit Asteroids:''' In planetary systems with multi-government rule, free trade zones are located at a distance from the planet. Hermits usually target large asteroids left over from mining operations. Equipped like orbital stations, hermit asteroids are a coveted find for space traders and fighters. There are small markets where you can make profitable trade transactions, including illegal goods. Luxury goods, food and alcohol are in great demand here. Precious stones, gold and platinum can often be bought here at bargain prices. It is one of the few places where you can buy artifacts from alien civilizations.&lt;br /&gt;
&lt;br /&gt;
'''Military Stations: '''In democratic and corporate systems, you can often find military stations that maintain order in their sector. Some weapons can be purchased there for a little less than at regular stations.&lt;br /&gt;
&lt;br /&gt;
'''Service Stations:''' Service stations allow you to fill up your tank inexpensively, without resorting to refueling from stars. In addition, only here you can patch up your ship's hull and repair&lt;br /&gt;
equipment damaged in battles. They are found in systems with a development level of 4 or higher, with the exception of anarchic and feudal planets.&lt;br /&gt;
&lt;br /&gt;
'''Gates:''' In systems with a tech level of 8 and a stable political system (starting from communism), gates are installed, by flying through which you can instantly find yourself in orbit. However, this is not a charitable facility and one such flight will cost 250 credits. They will be very useful for heavy carriers.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
'''Nova mission:'''&lt;br /&gt;
&lt;br /&gt;
One unfortunate day, you will find yourself in a system whose star will soon go supernova. This threatens a catastrophe for the inhabited planet. Most of the inhabitants have already left the system, but there is not enough transport to evacuate the refugees. You will be offered to help. To do this, you will have to completely empty the cargo compartments and, having flown out of the orbital station, make an urgent jump, otherwise you will die together with your living cargo. Having taken the refugees to a safe system, you will learn that they have nothing to pay you for the help provided, since they spent their last money on delivery to the orbital station. However, from now on I will honor you as a hero!&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Cargo Bay Life Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cloaking Device:'''&lt;br /&gt;
&lt;br /&gt;
A skirmish with a vessel equipped with a concealment device. Quite unexpectedly, you will be attacked by several vessels, among which will be an Asp Mk-2. There are many possible interpretations of this attack, from the assumption that&lt;br /&gt;
imperial intelligence decided to eliminate you, to the opinion that a secret ship with the latest equipment was hijacked again and you were lucky enough to meet it in the vast expanses of space. In any case, history will remain silent about these details. One of the attacking ships will be equipped with a concealment device and it will be extremely difficult to determine its location in battle - only if it fires lasers at you. Navigate by the laser beam and you may be able to destroy the enemy. The cloaking device is located in a cargo container that you can find among the wreckage of an enemy ship. Once you have picked up the container with a cargo scavenger, the cloaking device will be installed on your ship by onboard robots. Now you are ready to carry out the most dangerous missions.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Cloaking Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thargoid Station:'''&lt;br /&gt;
&lt;br /&gt;
Sometimes the Thargons' combat sorties result in the capture of an orbital station near some planet. Often in such cases, GalCorp representatives look for volunteers among civilian pilots. If you agree to help in destroying the captured station, an army electronic anti-missile system will be installed on your ship, you will be given the coordinates of the captured station, and then... Then everything will depend only on your skill.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval E.C.M. System&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alien Computer:'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, by destroying a Targon ship, you can pick up a container containing this device, which allows you to launch Alien Items on board instead of missiles. It should be added that the Targon computer also provides automatic return of launched drones to the ship after the destruction of the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Constrictor Hunt:'''&lt;br /&gt;
&lt;br /&gt;
You can set out to chase a constrictor stolen from a military research base if you have at least 800 confirmed kills. You will be asked to help. The newest model of spacecraft, a constrictor equipped with a top-secret energy shield generator, was stolen from a shipyard several months ago. The constrictor must be destroyed if possible. During the search, you will need to collect rumors about the constrictor's location from orbital stations. Keep in mind that such news cannot always be obtained from any station. Once the ill-fated constrictor is found, it can be destroyed in a variety of ways, from lasers to an energy bomb. The only serious obstacle is the high speed of the experimental vessel.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval Military laser, or 10,000 credits if all your lasers are at least as good as this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thargoid plans:'''&lt;br /&gt;
&lt;br /&gt;
Once you have earned a good reputation (by successfully completing a mission to destroy a constrictor), you can get another mission. The only requirement here is to have 1280 enemies killed. The mission is nothing special. The Galactic Fleet has long been holding back the Thargoid onslaught, but the situation has changed. The squadron is ready to raid the Thargoid homeworlds. The agents have managed to obtain the plans for the defense of their Hive. The Thargoids suspect that something is being planned against them, but they do not know what exactly. Therefore, transmitting the plans through normal communication channels is dangerous - the Thargoids can easily intercept them. You are tasked with delivering the plans to fleet headquarters on your own vessel. During the flight, your vessel will most likely be intercepted by Thargoids, and you will see for yourself that they have mastered the GalCorp language, including the taboo one.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval Energy Unit, or 30,000 credits if your ship has a generator no worse than this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Space War:'''&lt;br /&gt;
&lt;br /&gt;
For more than a century, the Thargons prepared for war with the civilized galaxies. Their squadrons plied interstellar space, and only occasionally did their ships appear on the borders of planetary systems. Just recently, an armada of invasion ships once again attempted to capture the Federation orbital station, but thanks to a brave commander, the base was blown up and the threat of invasion was stopped. But now the hour of X has arrived and the Thargons begin a large-scale invasion of one of the galaxies. Every time you receive the message &amp;quot;MAYDAY! Galaxy N is under attack&amp;quot;, the area captured by the Thargons increases. Planetary systems that are in a state of active combat are designated as &amp;quot;Resisting Thargon Invasion&amp;quot;. Systems where resistance has been suppressed and orbital stations have been captured by the Thargons are designated as &amp;quot;Tarragon Captured&amp;quot;. On captured planets, the Thargon fleet organizes a cordon when approaching planets, and hyperspace between planets engulfed in flames becomes dangerous. Interstellar space is filled with Thargon squadrons intercepting Federation ships. You can remain an outside observer, but if you are a true patriot of the Federation, you will certainly want to join the ranks of its voluntary defenders. You can do this on any warring, but not yet occupied planet. You are promoted to the rank of sergeant and given your first mission - evacuation of civilians, wounded and refugees from warring systems. After the command decides that you have handled this task well, they promote you to the rank of lieutenant and give you the mission of delivering water, food and medicine to warring planets. When you have completed the required number of flights, you will be promoted to the next rank (Captain) and offered to help the warring planets with weapons, fuel and drones. During these first three missions, you fly between warring and non-warring planets. You will often encounter both single Thargons and entire fleets of interceptors. This will provide sufficient practice for the next missions.&lt;br /&gt;
&lt;br /&gt;
After being promoted to Major, you should already be a sufficiently experienced fighter to overcome the cordons of Thargon ships and break through to the stations they have captured. You will be offered to conduct raids into systems captured by the Thargons and destroy the stations on which they are based.&lt;br /&gt;
&lt;br /&gt;
When you finally receive the rank of lieutenant colonel and the mission to deliver troops to the occupied territories, you will have to take a landing ship on board and get to the Thargon base and land the troops. The landing should be launched from as close a distance to the base as possible, so that the Thargons defending the base do not have time to shoot it before docking with the station. Immediately after the successful landing of the troops, you can dock with the station yourself, it is already controlled by the Federation forces. The deeper into the rear of the Thargons you manage to land the troops, the more occupied planets will escape from the control of the Thargons.&lt;br /&gt;
&lt;br /&gt;
The final mission offered to you with the rank of Colonel is to find the Thargon command base, located somewhere in the depths of space. Headquarters will be able to tell you only the approximate name of the planetary system near which this base is located. The same task is given to all pilots who volunteer for service. In principle, the outcome of the war is already predetermined, the civilized galaxies are safe again.&lt;br /&gt;
&lt;br /&gt;
By the time you destroy the command base, some systems may still remain under the control of the Thargons, in which case, along with the next rank of general, you will be sent to destroy the scattered remnants of the aggressors, and the more of them you destroy, the faster this war will end.&lt;br /&gt;
&lt;br /&gt;
At the end of the war, regardless of how many missions you completed, you receive the next rank and retire with honor. It should be noted that volunteers fight on their own ships, which they arm with their own savings. But at the same time, they remain largely independent in choosing routes, actions, etc.&lt;br /&gt;
&lt;br /&gt;
'''Confrontation:'''&lt;br /&gt;
&lt;br /&gt;
After the failed invasion, the Thargons calmed down for a while. In many corners of the known galaxies, their new ships began to be noticed. And the military once again calls on independent pilots to help in revealing the plans of their eternal enemies.&lt;br /&gt;
&lt;br /&gt;
'''Rewards:''' &lt;br /&gt;
#Naval Ship Capture System&lt;br /&gt;
#Thargoid Energy Unit&lt;br /&gt;
#Thargoid Laser&lt;br /&gt;
&lt;br /&gt;
'''Retribution:'''&lt;br /&gt;
Your help in uncovering the Thargons' plans has been invaluable. Scientists, having deciphered the data from the Thargons' newest ships, have finally found out where they come from to inhabited worlds. The time has come to eradicate this curse of the universe once and for all. But beware, only the best fighters, and only on well-equipped ships, will be able to survive this battle...&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
'''Generation ships:''' Before hyperdrives were invented, humanity traveled to the stars on huge and majestic ships, where more than one generation changed during the flight. Some are still listed as missing, and if the bodies of their pilots and crew did not crumble to dust in a thousand years, then, according to preliminary estimates, up to 30 generations could have changed on them. The possibility of finding such a ship in interstellar space still exists. The punishment for attacking such a ship is universal contempt and complete exile (legal status &amp;quot;Outlaw&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Space platforms:''' These ships can be found in areas where there has been a war or natural disaster. They are giant factory ships. They are tens of miles long. They are inhabited by people who survived the disaster. They have heavy weapons and fleets of fighters. Avoid them at all costs.&lt;br /&gt;
&lt;br /&gt;
'''Raxxla:''' Raxxla is a legend as old as the history of space flight. When it is mentioned, conversations cease and only meaningful glances remain. Parents tell their children tales of a ghostly planet somewhere in the depths of space from an early age. The story of Raxxla can inspire young pilots, but experienced people are always ready to cool this ardor with a rational remark. Its very existence is questionable, as rumors of it originate from border worlds, trading posts, and other remote locations. Many expeditions have been undertaken to locate Raxxla. Some researchers suggest that the path to the planet lies through a portal, possibly of alien origin. In addition, one can hear statements that it is guarded by some kind of secret society - a corps of ruthless, completely crazy pilots with a combat rating of at least &amp;quot;Elite&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*Forum threads:&lt;br /&gt;
**[https://zx-pk.ru/threads/33861-elite-legend-128k.html Elite Legend 128k] (2021, Russian)&lt;br /&gt;
**[https://forums.frontier.co.uk/threads/elite-legend-zx-spectrum-2021-best-8-bit-elite.596176/ Elite Legend - ZX Spectrum 2021 - best 8-bit Elite?] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Elite_Legend&amp;diff=86784</id>
		<title>Elite Legend</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Elite_Legend&amp;diff=86784"/>
		<updated>2025-07-27T15:13:40Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elite Legend 128k is a 2021 Russian enhanced [[Spectrum Elite]] by PLM. &lt;br /&gt;
&lt;br /&gt;
==Added Features==&lt;br /&gt;
*5 new stations&lt;br /&gt;
*20+ new goods&lt;br /&gt;
*15+ new ships&lt;br /&gt;
*new equipment and weapons&lt;br /&gt;
*cargo/passenger transportation market&lt;br /&gt;
*ability to change ships&lt;br /&gt;
*several new missions&lt;br /&gt;
*and much more...&lt;br /&gt;
&lt;br /&gt;
==Weapons and equipment==&lt;br /&gt;
*'''Missile:''' The cheapest and weakest missile available. Destroyed by any anti-missile system.&lt;br /&gt;
*'''E.C.M. Hardened Missile:''' More powerful than a standard homing missile and has protection against standard anti-missile systems. Can be destroyed by an army anti-missile system.&lt;br /&gt;
*'''Extra Passenger Cabin:''' Transporting people can be very profitable and requires a separate cabin for each passenger. Each cabin installed on the ship reduces the cargo hold by 5 tons.&lt;br /&gt;
*'''Fuel Tank:''' One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional tank for 1 light year for 10,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.&lt;br /&gt;
*'''Extra Fuel Tanks:''' One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional 4-light-year tank for 50,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.&lt;br /&gt;
*'''Pulse Laser:''' The lightest and weakest of the available lasers. It takes a lot of skill and patience to destroy anything with this laser. The only advantage is that it does not overheat. &lt;br /&gt;
*'''Pulse Laser MK-2:''' This laser is a good choice for a small ship. Not as deadly as beam lasers, it is still capable of destroying a small ship in a few hits. A weapon for sharpshooters.&lt;br /&gt;
*'''Beam Laser:''' Although not as powerful as the MK-2 pulse laser, the beam laser is easier to handle and can be more effective. A good weapon for small and medium fighters.&lt;br /&gt;
*'''Beam Laser MK-2:''' The most common laser. In experienced hands, it is as effective as more powerful lasers. An ideal weapon for large fighters and for turrets. Requires cooling to be used effectively.&lt;br /&gt;
*'''Military Laser:''' Powerful enough to vaporize most ships in seconds. Ideal for large fighters and dreadnoughts. You can fly with this laser without worry. Without a cooling system, it is ineffective.&lt;br /&gt;
*'''Naval Military laser:''' The most powerful of human lasers. Recommended for use on any ship. But there is one drawback, it is not easy to acquire.&lt;br /&gt;
*'''Thargoid Laser:''' The perfect weapon to destroy... your ship. Any pilot would be thrilled to have one of these on their ship. Only this laser can penetrate the shields of the newest Thargon cruisers. But there's one problem. This laser can't be bought.&lt;br /&gt;
*'''Mining Laser:''' Mainly used for asteroid mining. Due to its low rate of fire, it is ineffective as a weapon against maneuverable targets, but due to its high damaging power, it is quite suitable against heavy ships. If you have a capacious ship, it is worth putting it on the rear carriage, and then you can use it if you are lucky enough to find at least one asteroid.&lt;br /&gt;
*Large Cargo Bay: Cargo bay expansion. Cannot be installed on all ships. Increases cargo capacity by 15 tons.&lt;br /&gt;
*'''Advanced Space Compass:''' Modified Compass. An add-on for the standard compass, allowing to select the required operating mode (change mode key V). The modes change cyclically. List of modes:&lt;br /&gt;
**Standard compass mode&lt;br /&gt;
**Sun pointer (filled circle)&lt;br /&gt;
**Planet pointer (circle with slash)&lt;br /&gt;
**Orbital station pointer (letter S)&lt;br /&gt;
**Military station pointer (letter M)&lt;br /&gt;
**Hermit asteroid pointer (letter A)&lt;br /&gt;
**Maintenance station pointer (letter F)&lt;br /&gt;
**Gate pointer (letter J)&lt;br /&gt;
**Cardinal direction pointer&lt;br /&gt;
*'''Target Locking Device:''' Targeting system. Highlights the target captured in the sight.&lt;br /&gt;
*'''Hull Auto-Repair System:''' Automatic Repair System. A complex system consisting of miniature nanobots. The nanobots slowly repair damaged armor and equipment. A necessary device for large ships, since repairing the hull at a shipyard for a large starship can cost a pretty penny.&lt;br /&gt;
*'''Cargo Bay Life Support:''' Life support system for the hold. Necessary if you intend to transport live cargo, such as slaves and animals. If you try to transport animals without this device, they will die and you will only be able to sell them as meat, which is not very profitable. Slaves without this device will turn into fertilizer. In addition, the presence of this system is a necessary condition for the transportation of people and other non-humanoid races in the cargo compartment (not to be confused with passenger cabins, that is, luxury class transportation).&lt;br /&gt;
*'''Advanced Navigational Array:''' Navigation Planning Device. Allows you to accurately calculate the flight time between planets.&lt;br /&gt;
*'''Experimental Navigational Array:''' Experimental Navigation Planning Device. Allows you to approximately calculate the time it will take to fly between two planets within the galaxy.&lt;br /&gt;
*'''Energy Unit:''' Additional energy generator. An additional generator can be installed in addition to the basic energy accumulators on your ship, which will increase their recharge rate in case of energy consumption. First of all, this helps to quicker restore energy protection in battle. No &amp;quot;Iron Butt&amp;quot; can do without such a generator.&lt;br /&gt;
*'''Naval Energy Unit:''' Army energy generator. Special improved energy generator, significantly increases the charging speed of energy batteries. Used on ships of the Military Space Fleet. Not available for sale.&lt;br /&gt;
*'''Thargoid Energy Unit:''' An energy generator used on Thargon ships. Little is known about it, and only a few specimens have been sent to the lab for study.&lt;br /&gt;
*'''Galactic Hyperdrive:''' A device that allows a ship to make a hyperjump over a significant distance, from one Galaxy to another. Such a hyperdrive does not use fuel from a fuel tank - it is contained in the design of the engine itself, which is disposable. By purchasing a galactic hyperdrive, you can, at any time while in outer space, make a hyperjump to the next region of the Galaxy.&lt;br /&gt;
*'''Military Galaxy Gyperdrive:''' Military Galactic Hyperdrive. A more advanced reusable version, used primarily by the military. Allows for a jump to a significantly greater distance.&lt;br /&gt;
*'''Experimental Galaxy Gyperdrive:''' Rumor has it that this experimental model, created in secret laboratories, is based on technologies gleaned from entirely different civilizations. It allows one to jump to any area of the known universe. Some pilots believe that this device is the only way to find the mysterious and legendary Raxxla.&lt;br /&gt;
*'''E.C.M. System:''' Electronic Missile Defense System. This is one of the first necessary acquisitions if you want to survive on the space routes. ECM transmits a self-destruct impulse to all launched missiles in the line of sight. It is worth, however, remembering that some types of military missiles are protected from the effects of ECM, and in this case the best way to escape them is to use afterburners or even make a hyperjump. It should be noted that the action of the ECM requires energy expenditure and each time it is used, energy from the energy accumulators of your ship will be used. The ECM does not operate continuously, the activation and impulse to suppress missiles occur within a few seconds - to eliminate all missiles launched after that, it will be necessary to reactivate the system, which will again lead to the consumption of energy in the accumulators.&lt;br /&gt;
*'''Naval E.C.M. System:''' Army electronic anti-missile system. More advanced than the standard anti-missile system, it destroys all types of missiles. In addition, in some cases, it is capable of generating interference that blocks the launch of enemy anti-missile systems.&lt;br /&gt;
*'''Military Fuel Injectors:''' Fuel injectors perform only one function - they allow the vessel to accelerate significantly. This extremely useful property can be used in a normal situation, for example, to fly through areas with a cluster of large objects - ships, asteroids, where the ship's jump system is blocked due to the risk of collision, or for quickly moving from an orbital station to a point where it is possible to make a hyperspace jump. It is also used in combat when it is necessary to pursue an enemy or, on the contrary, to escape pursuit or a missile. Unlike the jump system, the operation of the fuel injector is associated with a large fuel consumption, so you need to be very careful in its use in combat, because at a decisive moment you may not have enough fuel to get to the nearest system, if the battle takes place, for example, with the Thargoids in interstellar space. The military version differs from the standard one in its lower fuel consumption.&lt;br /&gt;
*'''Energy Bomb:''' Energy Bomb. A very useful device that overloads the engines of all ships in the vicinity (except yours, of course), destroying or heavily damaging them. A great way to get rid of a large number of small, annoying ships. You can only use it once, so save it for emergencies.&lt;br /&gt;
*'''Q-Bomb:''' A powerful single-use device that, when activated, emits a powerful electromagnetic pulse that disrupts the plasma containment devices in the engines of nearby vessels. This causes catastrophic damage. Also affects large, well-protected vessels. In battles with large numbers of Targons, this is a last resort.&lt;br /&gt;
*'''Auto ECM:''' Automatically launches an anti-missile system when a salvo of missiles is fired at the player.&lt;br /&gt;
*'''Auto eject:''' Sometimes in the heat of battle you may not notice that things are bad and a fatal outcome is inevitable. The automatic catapult will work when the ship has no chance left, saving the life of its captain.&lt;br /&gt;
*'''Ship Capture System:''' Boarding system. A ship abandoned by its crew is a tasty morsel for any pilot. No matter what condition it is in, you can sell it for quite good money, and if you're lucky, after a little repair, you can sit at the helm of such a trophy yourself.&lt;br /&gt;
*'''Naval Ship Capture System:''' Boarding system. Military modification. In improving the software of the boarding system drones, the military has left the civilian version far behind. Drones launched by the military system have a much better chance of successfully hacking the ship's control system.&lt;br /&gt;
*'''Shield Generator:''' Shield Energy Generator. As soon as the shields covering the ship begin to lose energy, the generator immediately comes into action and begins to feed them.&lt;br /&gt;
*'''Military Shields Enhancement:''' Military shields. In conditions of regular battles, ships require effective protection. This is exactly what these shields were created for. Such shields will not seem superfluous on any ship.&lt;br /&gt;
*'''Laser Cooling Booster:''' Laser Cooling System. Vital equipment. Cools the laser, allowing you to fire more often. Powerful lasers are useless without it.&lt;br /&gt;
*'''Cloaking Device:''' Camouflage system. Galcorp's navy is constantly developing special equipment for its needs. The concealment device is a top-secret powerful energy field generator that hides the vessel not only from enemy scanners, but also from visual observation. In the &amp;quot;invisibility&amp;quot; state, the vessel disappears from the screens, while retaining all its navigation and combat characteristics. The only drawback of the device is that it consumes a huge amount of energy when working. Not available for sale.&lt;br /&gt;
*'''Alien Computer:''' Thargoid Computer. Allows you to use Thargoid fighter robots. In combat, these former enemies will serve you faithfully. They are launched similarly to a rocket. After the battle, the surviving robots will automatically return to your ship. To collect them, you must have Fuel Scoops on your ship and free space in the hold.&lt;br /&gt;
*'''Ore Processor:''' Ore Processor. A dream of any pilot involved in mining on planets and asteroids. It allows you to automatically select rare and expensive materials from the entire volume of mined mineral ore.&lt;br /&gt;
*'''Escape Pod:''' The rescue capsule is, in essence, a small vessel - a lifeboat. In the vessel's design, it represents a wheelhouse, adjacent navigation compartments in which the crew members are located and small engines with a fuel reserve, capable of delivering the lifeboat to the nearest orbital station. In a critical situation, when every second is a matter of life or death, the ship's commander only needs to press the emergency lever and the lifeboat will be activated. Typically, when you purchase a lifeboat, you pay for an insurance policy that, in the event of loss of the vessel, allows you to get a new one in exchange, including all installed equipment, but the insurance does not cover the cargo.&lt;br /&gt;
*'''Fuel Collector:''' The device was originally designed for warships stuck in hyperspace during combat with the Thargoids, but since Thargoid fuel was not suitable, it is used to automatically refill the tank. Fuel is collected simply during flight.&lt;br /&gt;
*'''Fuel Scoop:''' The equipment known as the Fuel Scoop is actually dual-purpose, sometimes known as the Cargo Scoop. It contains atomic sensors, a powerful electromagnetic field generator that allows solar wind to be captured by vacuum converters, and space fuel capacitors. In addition, the collector is capable of capturing small objects, such as cargo containers, debris, space junk, etc. No self-respecting space pilot can do without a fuel collector. This equipment allows you to quickly and without any financial costs refuel your fuel tanks, obtaining hydrogen in the crown of the star and purifying it from impurities so that it can be used as hydrogen fuel used in civilian ships. The advantage of the collector is that the procedure for obtaining fuel does not cause radiation contamination of the vessel, as is the case with military vessels, whose engines operate on nuclear fission processes and for which they use other, so-called &amp;quot;military fuel&amp;quot;.&lt;br /&gt;
*'''Docking Computer:''' It might seem that by the time rookie pilots have earned enough credits to buy a docking computer, they don't need one, since any of them have already made enough manual dockings with the orbital station to not need the special equipment. However, the docking computer is a useful device that can greatly simplify the routine and time-consuming docking process. In addition, the docking computer will protect you from accidental collisions caused by other pilots and from various accidents.&lt;br /&gt;
*'''Autotake Cargo Device:''' Automatic container collection device. It is enough to capture the target with the missile guidance system (&amp;lt;T&amp;gt;), if necessary transfer control to the device (&amp;lt;D&amp;gt;), and activate (&amp;lt;F&amp;gt;). After that, all the worries about taking the container on board are not your problem. The only requirement is that the ship has Fuel Scoops.&lt;br /&gt;
*'''System Discard Cargo:''' There are situations when your hold is full of cheap goods, and in front of you is a battlefield with many containers, in which the goods are at least not cheaper than yours. This is the best time to dump unnecessary goods and collect more valuable containers.&lt;br /&gt;
&lt;br /&gt;
==Transportation Market==&lt;br /&gt;
Pressing the &amp;quot;5&amp;quot; key will bring up the Carrier Market page. If you have a large vessel or several passenger cabins, you can try to compete with large shipping companies. On the Carrier Market, you can sign a contract to deliver passengers, cargo, or parcels. The advertisement includes for passenger transportation - the passenger's name (Name), destination (Dest.), desired length of stay (Within), the amount of the advance payment that will be paid to you when the passenger boards (Advance) and the amount due to you after the passenger is delivered (Fee). For cargo transportation, the requirements are stricter, because, firstly, you must have a large ship - as a rule, the cargo is calculated in tens and hundreds of tons, and secondly, some cash to pay the client a deposit for his goods in case something happens to them on the way. Advertisement for the hiring of such a vessel includes information about the cargo and its quantity (Goods), the place of destination (Dest.), the desired period of stay in transit (Within), the amount of the deposit (Deposit) and the amount of the reward for delivery (Fee). Try to deliver passengers and cargo within the contractual deadlines - save your reputation and money. To navigate the concluded contracts, use the information from the ship's log (press &amp;quot;5&amp;quot; again), where in addition to the delivery destination, the number of days and hours remaining until the end of the contract is indicated. Be careful, long-distance jumps take significantly more time. To stay within the contract, make small jumps of 5-7 light years.&lt;br /&gt;
&lt;br /&gt;
Contracts highlighted in white are available. Yellow means you are missing something to conclude. The ship may not have enough cargo capacity, not enough passenger cabins, or not enough funds for collateral. Contracts that are not available to you at this station are highlighted in blue, as a rule, this means a lack of reputation.&lt;br /&gt;
&lt;br /&gt;
Reputation is the most important parameter for a pilot engaged in transportation. It is on it that the profitable contracts that will be offered to you depend. As your reputation grows, so will the level of trust in you. The collateral value of the goods will fall, and the amounts of advances will increase. With the successful completion of any contract, reputation will grow. But beware, any termination of the contract will be a blow to reputation, up to negative values. A flight to another galaxy will also affect your reputation. All contracts taken are valid within one galaxy only. And if you fly intergalactically, they will all be terminated.&lt;br /&gt;
&lt;br /&gt;
For each contract, you can view detailed information, with the destination indicated on the map. You can also conclude a contract here if the terms satisfy both parties.&lt;br /&gt;
&lt;br /&gt;
The list of concluded contracts can be viewed by pressing the &amp;quot;5&amp;quot; key again. The contracts whose execution time has expired will be highlighted in red. Here, if desired, you can refuse to execute the contract.&lt;br /&gt;
&lt;br /&gt;
There are three types of transportation:&lt;br /&gt;
#'''Cargo transportation:''' For this, it is desirable to have a capacious ship like Python or Anaconda and enough money in the account to make a deposit for the cargo.When you sign a contract, the deposit will be automatically debited from your account, and the cargo will be loaded into the hold, which must be delivered to the destination within the agreed time. Immediately after docking with the station at the destination, the payment will be credited to your account and the deposit will be returned.&lt;br /&gt;
#'''Passenger transportation:''' Here you need at least one free passenger cabin. You will be paid a certain amount in advance, and upon arrival at your destination you will be paid the second part of the amount.&lt;br /&gt;
#'''Courier delivery:''' The simplest type of transportation. You don't need a capacious ship or cabins for passengers. You will be given a package that does not take up space in the hold and upon delivery it will be exchanged for credits.&lt;br /&gt;
&lt;br /&gt;
A couple of tips:&lt;br /&gt;
*If the contract time has expired, but you are close to the target, try to fly. The customer may consider the contract completed, but you will not receive any reputation for this contract.&lt;br /&gt;
*If you lose cargo in battle, you can replenish it on planets along the way. It is important to bring the required amount of goods, and it does not matter where you get it. &lt;br /&gt;
*Do not make long jumps, 5-7 light years is optimal. &lt;br /&gt;
*By using the escape pod, you will automatically lose your cargo and passengers. And, if the cargo can still be purchased, then you will condemn the passenger to death, and the contract will be automatically terminated.&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Orbital stations. They are located in the orbit of each planet.&lt;br /&gt;
&lt;br /&gt;
'''Coriolis:''' The first Coriolis-type orbital station was commissioned in orbit around Lave in 2752. It became the standard for GalCorp spaceports for many years to come. Since previous station models had proven to be much more vulnerable, the Coriolis's widespread use was unprecedentedly rapid - they were built in every corner of the galaxy and became the backbone of GalCorp's economic potential. &lt;br /&gt;
Orbital stations are considered politically neutral territories. Being the oldest model of orbital station, Coriolis is usually populated by humanoids of many different cultures and origins, but all of them prefer gravity and atmosphere close to Earth's.&lt;br /&gt;
&lt;br /&gt;
'''Dodo (Dodecahedron Station):''' Called &amp;quot;Dodo&amp;quot; for short, these stations have become as common in the Galaxy as Coriolis. They are mostly seen in systems with a high level of technological development. The first prototype, developed by GASEC, was built in orbit around Leesti in 3180, after the previous Coriolis station was critically damaged in a collision with comet Hal 9001. The new model, the Dodo, had a reinforced hull.&lt;br /&gt;
&lt;br /&gt;
'''Octo (Truncated Octahedron):''' The Octo, or &amp;quot;Quartet&amp;quot; station, was built in 3356 after GalCorp ordered larger orbital stations. Due to their high cost and the need for highly skilled maintenance, they are found near wealthy planets with very high levels of technological development.&lt;br /&gt;
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&lt;br /&gt;
'''Hermit Asteroids:''' In planetary systems with multi-government rule, free trade zones are located at a distance from the planet. Hermits usually target large asteroids left over from mining operations. Equipped like orbital stations, hermit asteroids are a coveted find for space traders and fighters. There are small markets where you can make profitable trade transactions, including illegal goods. Luxury goods, food and alcohol are in great demand here. Precious stones, gold and platinum can often be bought here at bargain prices. It is one of the few places where you can buy artifacts from alien civilizations.&lt;br /&gt;
&lt;br /&gt;
'''Military Stations: '''In democratic and corporate systems, you can often find military stations that maintain order in their sector. Some weapons can be purchased there for a little less than at regular stations.&lt;br /&gt;
&lt;br /&gt;
'''Service Stations:''' Service stations allow you to fill up your tank inexpensively, without resorting to refueling from stars. In addition, only here you can patch up your ship's hull and repair&lt;br /&gt;
equipment damaged in battles. They are found in systems with a development level of 4 or higher, with the exception of anarchic and feudal planets.&lt;br /&gt;
&lt;br /&gt;
'''Gates:''' In systems with a tech level of 8 and a stable political system (starting from communism), gates are installed, by flying through which you can instantly find yourself in orbit. However, this is not a charitable facility and one such flight will cost 250 credits. They will be very useful for heavy carriers.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
'''Nova mission:'''&lt;br /&gt;
&lt;br /&gt;
One unfortunate day, you will find yourself in a system whose star will soon go supernova. This threatens a catastrophe for the inhabited planet. Most of the inhabitants have already left the system, but there is not enough transport to evacuate the refugees. You will be offered to help. To do this, you will have to completely empty the cargo compartments and, having flown out of the orbital station, make an urgent jump, otherwise you will die together with your living cargo. Having taken the refugees to a safe system, you will learn that they have nothing to pay you for the help provided, since they spent their last money on delivery to the orbital station. However, from now on I will honor you as a hero!&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Cargo Bay Life Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cloaking Device:'''&lt;br /&gt;
&lt;br /&gt;
A skirmish with a vessel equipped with a concealment device. Quite unexpectedly, you will be attacked by several vessels, among which will be an Asp Mk-2. There are many possible interpretations of this attack, from the assumption that&lt;br /&gt;
imperial intelligence decided to eliminate you, to the opinion that a secret ship with the latest equipment was hijacked again and you were lucky enough to meet it in the vast expanses of space. In any case, history will remain silent about these details. One of the attacking ships will be equipped with a concealment device and it will be extremely difficult to determine its location in battle - only if it fires lasers at you. Navigate by the laser beam and you may be able to destroy the enemy. The cloaking device is located in a cargo container that you can find among the wreckage of an enemy ship. Once you have picked up the container with a cargo scavenger, the cloaking device will be installed on your ship by onboard robots. Now you are ready to carry out the most dangerous missions.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Cloaking Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thargoid Station:'''&lt;br /&gt;
&lt;br /&gt;
Sometimes the Thargons' combat sorties result in the capture of an orbital station near some planet. Often in such cases, GalCorp representatives look for volunteers among civilian pilots. If you agree to help in destroying the captured station, an army electronic anti-missile system will be installed on your ship, you will be given the coordinates of the captured station, and then... Then everything will depend only on your skill.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval E.C.M. System&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alien Computer:'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, by destroying a Targon ship, you can pick up a container containing this device, which allows you to launch Alien Items on board instead of missiles. It should be added that the Targon computer also provides automatic return of launched drones to the ship after the destruction of the target.&lt;br /&gt;
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&lt;br /&gt;
'''Constrictor Hunt:'''&lt;br /&gt;
&lt;br /&gt;
You can set out to chase a constrictor stolen from a military research base if you have at least 800 confirmed kills. You will be asked to help. The newest model of spacecraft, a constrictor equipped with a top-secret energy shield generator, was stolen from a shipyard several months ago. The constrictor must be destroyed if possible. During the search, you will need to collect rumors about the constrictor's location from orbital stations. Keep in mind that such news cannot always be obtained from any station. Once the ill-fated constrictor is found, it can be destroyed in a variety of ways, from lasers to an energy bomb. The only serious obstacle is the high speed of the experimental vessel.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval Military laser, or 10,000 credits if all your lasers are at least as good as this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thargoid plans:'''&lt;br /&gt;
&lt;br /&gt;
Once you have earned a good reputation (by successfully completing a mission to destroy a constrictor), you can get another mission. The only requirement here is to have 1280 enemies killed. The mission is nothing special. The Galactic Fleet has long been holding back the Thargoid onslaught, but the situation has changed. The squadron is ready to raid the Thargoid homeworlds. The agents have managed to obtain the plans for the defense of their Hive. The Thargoids suspect that something is being planned against them, but they do not know what exactly. Therefore, transmitting the plans through normal communication channels is dangerous - the Thargoids can easily intercept them. You are tasked with delivering the plans to fleet headquarters on your own vessel. During the flight, your vessel will most likely be intercepted by Thargoids, and you will see for yourself that they have mastered the GalCorp language, including the taboo one.&lt;br /&gt;
&lt;br /&gt;
'''Reward:''' Naval Energy Unit, or 30,000 credits if your ship has a generator no worse than this one.&lt;br /&gt;
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&lt;br /&gt;
'''Space War:'''&lt;br /&gt;
&lt;br /&gt;
For more than a century, the Thargons prepared for war with the civilized galaxies. Their squadrons plied interstellar space, and only occasionally did their ships appear on the borders of planetary systems. Just recently, an armada of invasion ships once again attempted to capture the Federation orbital station, but thanks to a brave commander, the base was blown up and the threat of invasion was stopped. But now the hour of X has arrived and the Thargons begin a large-scale invasion of one of the galaxies. Every time you receive the message &amp;quot;MAYDAY! Galaxy N is under attack&amp;quot;, the area captured by the Thargons increases. Planetary systems that are in a state of active combat are designated as &amp;quot;Resisting Thargon Invasion&amp;quot;. Systems where resistance has been suppressed and orbital stations have been captured by the Thargons are designated as &amp;quot;Tarragon Captured&amp;quot;. On captured planets, the Thargon fleet organizes a cordon when approaching planets, and hyperspace between planets engulfed in flames becomes dangerous. Interstellar space is filled with Thargon squadrons intercepting Federation ships. You can remain an outside observer, but if you are a true patriot of the Federation, you will certainly want to join the ranks of its voluntary defenders. You can do this on any warring, but not yet occupied planet. You are promoted to the rank of sergeant and given your first mission - evacuation of civilians, wounded and refugees from warring systems. After the command decides that you have handled this task well, they promote you to the rank of lieutenant and give you the mission of delivering water, food and medicine to warring planets. When you have completed the required number of flights, you will be promoted to the next rank (Captain) and offered to help the warring planets with weapons, fuel and drones. During these first three missions, you fly between warring and non-warring planets. You will often encounter both single Thargons and entire fleets of interceptors. This will provide sufficient practice for the next missions.&lt;br /&gt;
&lt;br /&gt;
After being promoted to Major, you should already be a sufficiently experienced fighter to overcome the cordons of Thargon ships and break through to the stations they have captured. You will be offered to conduct raids into systems captured by the Thargons and destroy the stations on which they are based.&lt;br /&gt;
&lt;br /&gt;
When you finally receive the rank of lieutenant colonel and the mission to deliver troops to the occupied territories, you will have to take a landing ship on board and get to the Thargon base and land the troops. The landing should be launched from as close a distance to the base as possible, so that the Thargons defending the base do not have time to shoot it before docking with the station. Immediately after the successful landing of the troops, you can dock with the station yourself, it is already controlled by the Federation forces. The deeper into the rear of the Thargons you manage to land the troops, the more occupied planets will escape from the control of the Thargons.&lt;br /&gt;
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The final mission offered to you with the rank of Colonel is to find the Thargon command base, located somewhere in the depths of space. Headquarters will be able to tell you only the approximate name of the planetary system near which this base is located. The same task is given to all pilots who volunteer for service. In principle, the outcome of the war is already predetermined, the civilized galaxies are safe again.&lt;br /&gt;
&lt;br /&gt;
By the time you destroy the command base, some systems may still remain under the control of the Thargons, in which case, along with the next rank of general, you will be sent to destroy the scattered remnants of the aggressors, and the more of them you destroy, the faster this war will end.&lt;br /&gt;
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At the end of the war, regardless of how many missions you completed, you receive the next rank and retire with honor. It should be noted that volunteers fight on their own ships, which they arm with their own savings. But at the same time, they remain largely independent in choosing routes, actions, etc.&lt;br /&gt;
&lt;br /&gt;
'''Confrontation:'''&lt;br /&gt;
&lt;br /&gt;
After the failed invasion, the Thargons calmed down for a while. In many corners of the known galaxies, their new ships began to be noticed. And the military once again calls on independent pilots to help in revealing the plans of their eternal enemies.&lt;br /&gt;
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'''Rewards:''' &lt;br /&gt;
#Naval Ship Capture System&lt;br /&gt;
#Thargoid Energy Unit&lt;br /&gt;
#Thargoid Laser&lt;br /&gt;
&lt;br /&gt;
'''Retribution:'''&lt;br /&gt;
Your help in uncovering the Thargons' plans has been invaluable. Scientists, having deciphered the data from the Thargons' newest ships, have finally found out where they come from to inhabited worlds. The time has come to eradicate this curse of the universe once and for all. But beware, only the best fighters, and only on well-equipped ships, will be able to survive this battle...&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
'''Generation ships:''' Before hyperdrives were invented, humanity traveled to the stars on huge and majestic ships, where more than one generation changed during the flight. Some are still listed as missing, and if the bodies of their pilots and crew did not crumble to dust in a thousand years, then, according to preliminary estimates, up to 30 generations could have changed on them. The possibility of finding such a ship in interstellar space still exists. The punishment for attacking such a ship is universal contempt and complete exile (legal status &amp;quot;Outlaw&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Space platforms:''' These ships can be found in areas where there has been a war or natural disaster. They are giant factory ships. They are tens of miles long. They are inhabited by people who survived the disaster. They have heavy weapons and fleets of fighters. Avoid them at all costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Raxxla:''' Raxxla is a legend as old as the history of space flight. When it is mentioned, conversations cease and only meaningful glances remain. Parents tell their children tales of a ghostly planet somewhere in the depths of space from an early age. The story of Raxxla can inspire young pilots, but experienced people are always ready to cool this ardor with a rational remark. Its very existence is questionable, as rumors of it originate from border worlds, trading posts, and other remote locations. Many expeditions have been undertaken to locate Raxxla. Some researchers suggest that the path to the planet lies through a portal, possibly of alien origin. In addition, one can hear statements that it is guarded by some kind of secret society - a corps of ruthless, completely crazy pilots with a combat rating of at least &amp;quot;Elite&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*Forum threads:&lt;br /&gt;
**[https://zx-pk.ru/threads/33861-elite-legend-128k.html Elite Legend 128k] (2021, Russian)&lt;br /&gt;
**[https://forums.frontier.co.uk/threads/elite-legend-zx-spectrum-2021-best-8-bit-elite.596176/ Elite Legend - ZX Spectrum 2021 - best 8-bit Elite?] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86781</id>
		<title>User:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:TheCiscoKid&amp;diff=86781"/>
		<updated>2025-07-27T14:29:11Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: /* Spawn Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elite==&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/galaxy_and_system_seeds.html Galaxy and system seeds]===&lt;br /&gt;
*'''System Name'''&lt;br /&gt;
*'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):&lt;br /&gt;
**'''Adjective 1:''' Large, Fierce, Small&lt;br /&gt;
**'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless&lt;br /&gt;
**'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry&lt;br /&gt;
**'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description (&amp;quot;Goat Soup&amp;quot;)''']&lt;br /&gt;
*'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural&lt;br /&gt;
**[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability]&lt;br /&gt;
*'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State&lt;br /&gt;
**If the Government is Anarchy or Feudal, the Economy can't be Rich.&lt;br /&gt;
**Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.&lt;br /&gt;
*'''X/Y Coordinates'''&lt;br /&gt;
*'''Planet/Sun Position'''&lt;br /&gt;
----&lt;br /&gt;
===[https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale]===&lt;br /&gt;
&lt;br /&gt;
Our ship is always at the center of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.&lt;br /&gt;
&lt;br /&gt;
*'''System:''' 16,777,214 cube &lt;br /&gt;
*'''Ship size (max):''' 510 cube&lt;br /&gt;
*[https://elite.bbcelite.com/deep_dives/the_local_bubble_of_universe.html '''Local bubble:'''] radius 57,344 sphere &lt;br /&gt;
*'''Planet:''' radius 24,576 sphere, [https://elite.bbcelite.com/deep_dives/the_space_station_safe_zone.html space station safe zone] radius 49,152, distance from station 65,536 &lt;br /&gt;
*'''Sun:''' radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)&lt;br /&gt;
*'''In-system jump:''' 65,536&lt;br /&gt;
*'''Speed:''' Units covered per game-code loop&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/disc/docked/variable/prxs.html Equipment]&lt;br /&gt;
! Item !! Price !! Tech Level&lt;br /&gt;
|-&lt;br /&gt;
|Fuel (0.1ly) || 2.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Missile || 30.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|Large Cargo Bay || 400.0 Cr || 1&lt;br /&gt;
|-&lt;br /&gt;
|E.C.M. System || 600.0 Cr || 2&lt;br /&gt;
|-&lt;br /&gt;
|Extra Pulse Lasers || 400.0 Cr || 3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Beam Lasers || 1000.0 Cr || 4&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Scoops || 525.0 Cr || 5&lt;br /&gt;
|-&lt;br /&gt;
|Escape Pod || 1000.0 Cr || 6&lt;br /&gt;
|-&lt;br /&gt;
|Energy Bomb || 900.0 Cr || 7&lt;br /&gt;
|-&lt;br /&gt;
|Energy Unit || 1500.0 Cr || 8&lt;br /&gt;
|-&lt;br /&gt;
|Docking Computer || 1000.0 Cr || 9&lt;br /&gt;
|-&lt;br /&gt;
|Galactic Hyperspace || 5000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Military Lasers || 6000.0 Cr || 10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Mining Lasers || 800.0 Cr || 10&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Market===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/cassette/main/variable/qq23.html Market items]&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price (base) !! Economic factor !! Quantity (base) !! Fluctuation&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Food) || 19 || -2 || 6 || 0-1 &lt;br /&gt;
|-&lt;br /&gt;
| 1 (Textiles) || 20 || -1 || 10 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Radioactives) || 65 || -3 || 2 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Slaves) || 40 || -5 || 226 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Liquor/Wines) || 83 || -5 || 251 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Luxuries) || 196 || 8 || 54 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Narcotics) || 235 || 29 || 8 || 0-120 (steps of 8)&lt;br /&gt;
|-&lt;br /&gt;
| 7 (Computers) || 154 || 14 || 56 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 8 (Machinery) || 117 || 6 || 40 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Alloys) || 78 ||  1 || 17 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 10 (Firearms) || 124 || 13 || 29 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 11 (Furs) || 176 || -9 || 220 || 0-63&lt;br /&gt;
|-&lt;br /&gt;
| 12 (Minerals) || 32 || -1 || 53 || 0-3&lt;br /&gt;
|-&lt;br /&gt;
| 13 (Gold) || 97 || -1 || 66 || 0-7&lt;br /&gt;
|-&lt;br /&gt;
| 14 (Platinum) || 171 || -2 || 55 || 0-31&lt;br /&gt;
|-&lt;br /&gt;
| 15 (Gem-Stones) || 45 || -1 || 250 || 0-15&lt;br /&gt;
|-&lt;br /&gt;
| 16 (Alien items) || 53 || 15 || 192 || 0-7&lt;br /&gt;
|}&lt;br /&gt;
Note: Gold, platinum and jewels don't occupy cargo space. &lt;br /&gt;
----&lt;br /&gt;
===Scooping===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Cargo Scooping&lt;br /&gt;
|-&lt;br /&gt;
| Cargo canister || Random (0-6)&lt;br /&gt;
|-&lt;br /&gt;
| Escape pod || Slaves (3)&lt;br /&gt;
|-&lt;br /&gt;
| Alloy plate || Alloys (9)&lt;br /&gt;
|-&lt;br /&gt;
| Splinter || Minerals (12)&lt;br /&gt;
|-&lt;br /&gt;
| Thargon || Alien items (16)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Fuel Scooping&lt;br /&gt;
|-&lt;br /&gt;
! Temp. !! Distance !! Condition&lt;br /&gt;
|-&lt;br /&gt;
| 30° || &amp;gt;32,768 || Ambient&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;224° || &amp;lt;32,768 || Fuel scoop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;255° || 22,016 || Die&lt;br /&gt;
|}&lt;br /&gt;
Flying at a higher speed = faster fuel scoop rate&lt;br /&gt;
----&lt;br /&gt;
===Bounty===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Status&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Clean&lt;br /&gt;
|-&lt;br /&gt;
| 1-49 || Offender&lt;br /&gt;
|-&lt;br /&gt;
| 50+ || Fugitive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Bounty Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Slaves || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Narcotics || +2 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +1 per ton&lt;br /&gt;
|-&lt;br /&gt;
| Killing cops || +64&lt;br /&gt;
|-&lt;br /&gt;
| Hyperspace || Halves bounty&lt;br /&gt;
|-&lt;br /&gt;
| Galactic Hyperspace || Resets to 0&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Resets to 0&lt;br /&gt;
|}&lt;br /&gt;
Bounty Hunters and Cops go after Fugitives&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===AI===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/program_flow_of_the_tactics_routine.html Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| AI enabled ||&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || &lt;br /&gt;
|-&lt;br /&gt;
| Aggression level || 0-255&lt;br /&gt;
|-&lt;br /&gt;
| E.C.M. || Has E.C.M.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ [https://elite.bbcelite.com/deep_dives/advanced_tactics_with_the_newb_flags.html Advanced tactics]&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Flies toward planet&lt;br /&gt;
|-&lt;br /&gt;
| Bounty hunter || Becomes Hostile to Fugitives&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || Attacks on sight&lt;br /&gt;
|-&lt;br /&gt;
| Pirate || Attacks on sight, respects safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Docking || Flies toward station&lt;br /&gt;
|-&lt;br /&gt;
| Innocent bystander || Station spawns cops if attacked in safe zone&lt;br /&gt;
|-&lt;br /&gt;
| Cop || +64 bounty if killed (instant Fugitive)&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod || Has escape pod&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Spawn Logic===&lt;br /&gt;
'''Main Loop Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every 256 main loop iterations (if not in Witchspace):&lt;br /&gt;
*13%&lt;br /&gt;
**if &amp;lt; 3 JUNK (Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter)&lt;br /&gt;
***50% Trader (Cobra Mk III, Python, Boa, Anaconda)&lt;br /&gt;
***50% Non-Trader&lt;br /&gt;
****98.8%&lt;br /&gt;
*****50% Asteroid&lt;br /&gt;
*****48% Boulder&lt;br /&gt;
*****2% Cargo Canister&lt;br /&gt;
****1.2% Rock Hermit&lt;br /&gt;
*87% &lt;br /&gt;
**If random (0-255) &amp;lt; Bounty&lt;br /&gt;
***Viper&lt;br /&gt;
**0.4%&lt;br /&gt;
***96.8% Thargoid&lt;br /&gt;
***3.2% Cougar&lt;br /&gt;
**If government 1–7:&lt;br /&gt;
***53% no spawn&lt;br /&gt;
***If random (0–7) &amp;lt; government; no spawn&lt;br /&gt;
**61% Pirates (Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm)&lt;br /&gt;
**39% Bounty Hunter (Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tactics Spawn Logic:'''&lt;br /&gt;
&lt;br /&gt;
Every main loop iteration (applied to 1-2 ships depending on value of main loop counter in MCNT): &lt;br /&gt;
*Station&lt;br /&gt;
**6.2% (if Hostile) Viper (max 7)&lt;br /&gt;
**0.8% (if non-Hostile and no Transporters)&lt;br /&gt;
***50% Transporter&lt;br /&gt;
***50% Shuttle&lt;br /&gt;
*Rock Hermit&lt;br /&gt;
**22% Sidewinder, Mamba, Krait, Adder or Gecko&lt;br /&gt;
*Anaconda&lt;br /&gt;
**22%&lt;br /&gt;
***61% Worm&lt;br /&gt;
***39% Sidewinder&lt;br /&gt;
*Thargoid&lt;br /&gt;
**90% (if less than half Energy)&lt;br /&gt;
***If random (0-31) &amp;lt; Missiles&lt;br /&gt;
****Thargon&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Witchspace===&lt;br /&gt;
*0.78% chance of misjumping&lt;br /&gt;
*Fuel is spent prior to misjump&lt;br /&gt;
*Can only escape via hyperspace (or escape pod in Disc version)&lt;br /&gt;
*In-system jumps and escape pod (in 6502 versions) are disabled&lt;br /&gt;
*No planet/sun/space station, reduced stardust particles (max. 3)&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ VERSION DISCREPANCIES:&lt;br /&gt;
! Case !! Cassette !! Disc !! 6502 !! Later&lt;br /&gt;
|-&lt;br /&gt;
| Escape Pod in Witchspace || Death || Yes || Disabled || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb kills Thargoids || Yes || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Energy Bomb vs. Constrictor || Yes || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Cougar Cloaking Device || - || - || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count by Ship Type || No || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Kill Count for Non-Ships || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elite 2 (Unreleased)==&lt;br /&gt;
*''&amp;quot;We had spaceships flying about, filled planets.&amp;quot;'' - David Braben, [https://www.gamesthatwerent.com/wp-content/uploads/gtw64/e/elite-2/TheOne_44_May_1992_0025.jpg 1992 The One Interview]&lt;br /&gt;
*''&amp;quot;I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good.&amp;quot;'' - David Braben, [https://archive.org/details/micro-user-057/page/n15/mode/1up 1987 The Micro User Interview]&lt;br /&gt;
**[https://lander.bbcelite.com/deep_dives/generating_the_landscape.html Using Fourier synthesis to generate a 3D landscape using simple trigonometry]&lt;br /&gt;
&lt;br /&gt;
==Elite-A==&lt;br /&gt;
*IFF Scanner &lt;br /&gt;
*Encyclopedia Galactica &lt;br /&gt;
*Buying ships &lt;br /&gt;
*Special cargo missions&lt;br /&gt;
&lt;br /&gt;
==ArcElite==&lt;br /&gt;
''&amp;quot;Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens.&amp;quot;''  - Clive Gringras Interview, [https://archive.org/details/arcelite/page/n1/mode/2up Acorn User Sept 1995]&lt;br /&gt;
&lt;br /&gt;
==Design Principles==&lt;br /&gt;
''&amp;quot;The code is more what you'd call guidelines, than actual rules.&amp;quot;'' - Captain Barbossa&lt;br /&gt;
&lt;br /&gt;
*Bushnell's Law&lt;br /&gt;
*Intrinsic Motivation&lt;br /&gt;
*Tactile/Kinaesthetic Satisfaction&lt;br /&gt;
*Flow state/the zone&lt;br /&gt;
**[http://weltenschule.de/vgames/YVBlast.html Why Do We Blast?!]&lt;br /&gt;
**[http://www.weltenschule.de/vgames/zonerNg.txt Zoner Games/Zoning]&lt;br /&gt;
*Elegance&lt;br /&gt;
**Minimize [https://www.youtube.com/watch?v=pl9G4voWfDQ Context Sensitivity]&lt;br /&gt;
**Maximize Gameplay Parity&lt;br /&gt;
*Modularity/Sandbox Design&lt;br /&gt;
*[https://www.youtube.com/watch?v=9Ew5hEMSzEw Gameplay Density]&lt;br /&gt;
*Mechanical (skill-based) Progression&lt;br /&gt;
*Punish Inattention, not Ineptitude&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://androidarts.com/elite/frontier.htm Frontier Elite II paper models]&lt;br /&gt;
*[https://forums.frontier.co.uk/attachments/1590491158221-png.174468/ Amtix Nov 1986 Ricardo Pinto Interview]&lt;br /&gt;
*[https://www.ricardopinto.com/2022/09/19/interview-about-elite-z80-conversions/ interview about Elite Z80 conversions] (Ricardo Pinto)&lt;br /&gt;
*[https://www.dream-ware.co.uk/berihn/ships/ Berihn: Frontier Elite Ship Plans]&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User_talk:TheCiscoKid&amp;diff=86780</id>
		<title>User talk:TheCiscoKid</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User_talk:TheCiscoKid&amp;diff=86780"/>
		<updated>2025-07-27T14:27:40Z</updated>

		<summary type="html">&lt;p&gt;TheCiscoKid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Thank you for editing the Complete Ship List page!&lt;br /&gt;
:I've just left a note for your perusal here: https://wiki.alioth.net/index.php/Talk:Complete_Ship_List  ''Cholmondeley 12:56, 21 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
* Thy eminence!&lt;br /&gt;
:Just glanced at your Caiman page. ''Thank'' you!&lt;br /&gt;
:If you look at the source code/edit screen for [[Cobra Mk.1 (classic)]], you will notice that the Classic Elite ship uses a special template ({{Infobox ShipStats Classic...) which also ''adds'' the ship to the Classic &amp;amp; Classic Ships categories. Might this be a better bet? ''Cholmondeley 15:50, 23 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
* Main Loop Spawn Logic&lt;br /&gt;
:A 3.2% chance of spawning a cougar means that this is not the Classic &amp;quot;BBC&amp;quot; Elite. ''Cholmondeley 10:03, 27 July 2025 (BST)''&lt;br /&gt;
&lt;br /&gt;
**Au contraire! Well, depends what one means by 'Classic'. The Cougar was not present on the BBC Micro Cassette original, nor the Electron downgrade, nor the Disk version - it is however present in all the 6502+ releases; so 6502+, the Apple II, C64, NES and BBC Master and Compact --[[User:TheCiscoKid|TheCiscoKid]] ([[User talk:TheCiscoKid|talk]]) 15:24, 27 July 2025 (BST)&lt;/div&gt;</summary>
		<author><name>TheCiscoKid</name></author>
		
	</entry>
</feed>