How a Pilot Grows

You start with a Shuttlecraft, ten thousand credits and a rating of Harmless. Everything after that is one ladder with four rungs — money, then a reputation, then ships you could never have bought, then a difficulty setting that makes all of it count. This page is that ladder, and almost none of it is written down anywhere in the game.

Your combat rating is a hidden sum of the crews of everything you have killed. A world's prices are a fixed opinion it holds and never shows you. The most profitable move available to you is not a weapon or a ship, it is a manoeuvre nobody mentions. If you have not left the ground yet, the New Pilot's Guide comes first; this is what comes after.

Your first million

You can finish this game without firing a shot. 60 worlds run a commodity exchange, each with its own idea of what things are worth, and the difference between those opinions is your income.

Six goods, three opinions

Food, industrial goods, medical supplies, luxury goods, metal and equipment — and three price levels: low, medium and high. Every world has a fixed opinion of each one. Buy where a good is cheap, fly it somewhere that pays high, repeat. Prices do not move when you trade, so a good route stays good forever; the only limits are your cargo hold and how far you are willing to fly.

The game's data holds the band per world, not a price per ton — and the band is what decides whether a run is worth making anyway.

Where each good is cheap and where it pays is a question the galaxy atlas answers directly, with the map lit up to match:

The six commodities, and where the market is
Commodity Buy cheap on Sells high on
Food 13 worlds 20 worlds
Industrial 14 worlds 11 worlds
Medical 13 worlds 6 worlds
Luxury Goods 6 worlds 21 worlds
Metal 10 worlds 15 worlds
Equipment 9 worlds 15 worlds

Or let someone else own the cargo

The mission computer on any inhabited world carries an endless supply of delivery and ferry jobs. They pay less per ton than a good trade route, but they carry no risk of buying into a market you cannot reach, and the rush jobs — the ones with a deadline — pay considerably better.

The generated jobs, and roughly what they pay
JobTypical payCatch
Cargo delivery / ferry passengers~10,000 crNone. This is the baseline.
Rush delivery~25,000 crA deadline. Miss it and you lose the payment and some standing.
Emergency medical supplies~50,000 crThree weeks, and usually several jumps.
Ferrying pirates~75,000 crThe Confederation finds out and is not pleased.

Generated pay varies with distance and cargo, so those are orders of magnitude. The written missions pay exactly what their entries say, deadline included.

Making a name

Money buys a better hull, and a better hull is what lets you survive a fight. But money alone will not get you a storyline: for that the galaxy has to have heard of you. Combat here is Newtonian and unforgiving — you have a heading, a throttle and inertia, and nothing stops when you let go of the key — and most fights are decided before they start, by what you bought with the first rung.

What the galaxy thinks of you as a fighter is one hidden number: your rating is the sum of the crew complements of every ship you have destroyed. Kill a Shuttlecraft and you have earned one point. Kill a Confederate Cruiser and you have earned 1,029. Governments look at that number before trusting you with anything serious, which is why forty-three missions will not be offered until it is high enough.

The eleven ratings, and what each one costs in kills
PointsRating
0Harmless
1Mostly Harmless
100Fair
200Average
400Above Average
800Competent
1,600Noteworthy
3,200Excellent
6,400Dangerous
12,800Deadly
25,600Ultimate

Since a kill is worth its crew, the crew column of the ship registry doubles as a price list for reputation — and, not coincidentally, as a ranking of how hard each thing is to kill. A Shuttlecraft is one point; the Alien Cruiser is 650.

Taking what you cannot afford

Once you can win a fight, you stop having to pay for ships. This is the rung most pilots never find, and it is worth more than either of the two below it.

The most profitable move in the game

A ship is disabled, not destroyed, once it loses about two thirds of its armour. It drifts, helpless. You can then board it and take its cargo, credits, ammunition and fuel — or, if you carry enough crew, take the ship itself.

This is why the crew complement of your own ship matters: capturing something bigger than you needs bodies. It is also why the Lightning trick below works at all — and every world record in the galaxy now names the ships that will come out to meet you, so you can pick a fight you can finish.

Winning the fight first

The tactics are condensed from Ambrosia's own playing tips, preserved in full in the archive. The jamming point is not from the tips: it is read out of the resource dump, where the guided missile carries the only jamming vulnerability in the game.

What actually happens when you take a ship

The question nobody answers plainly: does the prize join you, or do you lose the one you flew in on? Neither. The game asks you, and whichever way you answer, you normally end up with both ships.

Do you want to use this ship as an escort, or would you rather trade places with its captain and use it as your own ship?
The two buttons, and what each one costs you
Your answerWhat the game does
Use As Escort You keep flying what you arrived in and the prize falls in behind you — You assigned this ship to your fleet of escorts. Nothing is lost. There is a ceiling on how many you can hold, and when you hit it the game says so: You already have the maximum possible number of escorts.
Use As My Ship You trade places with its captain, name the thing — Now rename this captured ship: — and fly it out. Your old ship is not thrown away: the game hands it to your fleet instead, and tells you it did, with You retained your old ship as an escort. Only when the fleet has no room left do you actually lose it, and it says that too: You were unable to retain your old ship as an escort.

Before you get the choice

Boarding a disabled ship opens a menu — cargo, credits, ammunition, fuel, and then the two buttons that matter: Capture Ship and Demand Tribute. Choose to capture and the game shows you your capture odds before you commit, so this is never a blind gamble. Ambrosia's own ship tables give the rule behind that number in five words: More crew = higher chance of capturing a ship — which is why the crew column in the registry is worth reading before you pick a target.

Two things can go wrong. The attempt simply fails — Your attempt to capture this ship was unsuccessful. — or it goes worse: Oops! You tripped this ship's security self-destruct mechanism. You can also walk away after looking at the odds, and the game notes that without judgement.

What a fleet is actually for

Every quotation above is a string out of the game's own resources — the boarding menu, the capture dialogue and the fleet messages, verbatim. The tips in the archived playing tips agree from the other side: With a bit of luck, you can even pick up a few escorts by disabling enemy vessels… The one number nobody can give you is the escort ceiling itself: the game has a message for hitting it and never writes the figure down anywhere we can read.

Playing for keeps

A checkbox on the new-pilot screen: "when you're dead, you're dead. No reincarnation allowed." Normally, dying costs you your ship and some money, and the ladder above is a grind you can always restart. Under strict play the pilot file is finished when you are. Nothing about the game changes except what every rung is worth.

The shortcuts

There are no cheat keys in Escape Velocity. There are, however, ways up the ladder that skip several rungs: four weapons no outfitter will ever sell you, a handful of bugs Ambrosia clearly knew about and never fixed — two of which hand you free ships — and a set of key combinations at the title screen that nobody would have found by accident.

The weapons you cannot buy

Special weapons and how to get them
WeaponHow
Particle Beam Fly for the Confederation. It arrives during the mission where you disable a bulk freighter to retrieve the stolen prototype — which is the Particle Beam itself. Destroy the freighter afterwards.
Cloaking Device Fly for the Rebellion. Handed to you just before the mission that inserts a covert ops team onto Luna — you need it to get there.
Tractor Beam Fly for the Rebellion. Awarded for finishing Astrodyne Outpost V, the ambush on a Confederate weapons convoy.
Forklift Option-click the title screen to get the MST3K theme. Wait for "−MCB 4:35 A.M.", then hold control-command-option-shift-F. You will hear the Forklift theme song. The loaded pilot gets a forklift that does 1,250 damage.
Satellite of Love Hold "S", "O" and "L" at the title screen. It eventually turns up in a shipyard.

Bugs worth knowing

The title screen

  1. Hold X as the title screen loads.
  2. Click the title picture holding option-command-shift.
  3. Click the title picture holding shift-M-B, then holding option-M-B.

Jokes hidden in the star map

A good third of the empty systems are references. Nobody ever comments on them; they are just there, on the map, waiting for you to notice.

Some of the systems named after something else
SystemReference
THX-1138George Lucas's first film.
NGC-1701The registry number of the USS Enterprise.
VulcanStar Trek.
ArrakisDune — and its planet is called Dune.
Gamera, Zigra, GuironKaiju from the Gamera films, which is also where Hikeeba comes from.
ZaphodThe Hitchhiker's Guide to the Galaxy — as are the two lowest combat ratings, Harmless and Mostly Harmless.
Risa, Jadzia, CurzonDeep Space Nine.
ZebetriousMystery Science Theater 3000, which also supplied the Satellite of Love.

Special items, cheats and easter eggs as documented by Ambrosia in the game's own help pages; the originals are preserved in the archive. The star-map references are our own reading of the map.