JohnCapital
Slayer
- Joined
- Jul 19, 2006
- Posts
- 9,828
- Location
- Colorado
- Society
- Freelancer
- Avatar Name
- John Teacher Capital
So you've never been to Club NeverDie but want to go, eh? Here are some tips about major issues that will help you prepare for a great trip.
The main issues we'll cover are:
Flying
Pilots can be found most often at Twin Peaks. However, they do not fly from there. Most hangers are located at Cape Corinth, North Space Base, Treasure Island North, Fort Argus. So make sure you have these TPs already. Pilots are not warm toward the idea of someone having to make a TP run to get to their ship, and may drop you in favor of a more prepared customer.
SCAM TIP: Do NOT hand over any peds until you are actually aboard the spaceship. Don't pay them at Twin, don't pay them at the TP, don't pay them in the hanger. Pay ONLY on the ship.
Once a pilot is found, you may need to wait a bit, as most pilots prefer to fly with a full ship, meaning 4 customers. (Ask soc mates to come w/ you for your 1st CND trip. This helps fill the ship faster, they can likely show you around, and team hunting is great up there.)
The pilot will add you to their friend's list. They must do this in order to allow you onto their ship. (ONLY the ship owner and those they select from their FL may even board the ship. This is why we pay ONLY when on the ship.) If they didn't add you to their FL back at Twin, and ask for peds at the hanger, RUN!
Once standing on the ship, you will trade with the pilot. Pilot pricing varies, so make sure you know pricing up front. After paying, head to an open seat and double click it to sit down. Once sitting you will find another button either between your legs or on the right arm panel. Double click that and you are ready.
Uh oh. Your HUD (radar and chat box) has disappeared. No problem. Just push your quick button to bring it back up.
Liked your pilot? Add them to your FL, so you can contact them for future flights.
CND Quirks
Here are a few things that might catch you off guard about CND, so prepare yourself.
No storage: CND has no storage terminals. If you don't own an apt., your only real choices for your equipment/loot are: carry it, sell it or drop it.
TPs: No need for TP runs on CND. You'll automatically have all CND TPs once you arrive. The Control room is the main hub. There is also the discos, shopping, and apt. TPs as well as the hunting/mining domes. There's some great scenic views, so don't be afraid to cruise around and take a look.
Auction transport fees: If you place something on auction on Calypso and buy it on CND, you will pay a transportation fee (A big one actually) and vise-versa. Because of this, once on CND, your buying/selling options are limited. If you use (L) weapons/equipment, come prepared. However, if you're stuck without weapons, in the shopping section of CND, you'll find some shops that may offer a selection. Fair warning, do not expect a bargain. This type of buying is a convenience you will pay for.
Miners: There are often buyers in the control room ready to buy your materials. Don't expect top prices.
Crafting: Plenty of crafting stations, so no worries there.
Music: Each dome has music streaming in 24/7. So adjust your music volume in your options accordingly.
Fertilizer room: Just off the control room, you'll find the fertilizer room. Here you can view the current mob settings for each dome, plus see what events are scheduled and even buy tickets.
Slow Movement: Welcome to space. Your speed is reduced. Because of this, getting overweight can make CND a real chore and much less fun. With this in mind, let's move to:
Weight Management
This is actually something you should prepare for before finding a pilot. Since CND has no storage, your gear selection is very important. While item count does not affect your speed, your weight does.
Weapons: Your hunting equipment should be minimal. Don't bother w/ laser sights, and only use scopes on long range rifles. As mentioned above, carrying 80 kg of weapons isn't a great way to go.
Armor: Currently, the mobs found on CND are:
in various degrees of maturity, from n00ber easy to OMFG.
That's a lot of different mobs, so how do you go to CND without dragging 6 suits and 8 different plate sets? Simple: Select one set of armor/plates that will best cover your hunting needs up there. Here are my top armor suggestions in order:
Single armor sets for 1st CND trip (best to worst)
Any one of these armors plus 5Bs (2.1kg total) can get you through all the right domes, assuming you hunt at your level, and don't try killing a Daspletor on your 1st trip.
Clothes: Your cool clothes are weight as well. Perhaps you may want to just wear your armor and leave your clothes in your closet. However, there's a great disco and often some cool social gatherings, so perhaps it's worth 4-5kg to be prepared.
Mindforce chip tip: You can't use TP chips there, so you have 3 options for maximum weight management:
Dung/Fruit: Dung and fruit finds on CND are quite sizable. The problem is that you can't drop anything under 1pec in TT value. So if you pickup 300 dung, congratulations, you're officially overweight for the rest of your trip. (rescue tip: It's unlikely anyone will buy your dung, but you can toss them in the TT to "lighten the load".)
Refiners: If you get heavy quick, don't forget to refine those hides/wools/woods/ores/enmatter. I've often run around hunting/mining and when I'm heavy, T back to the control room, waddle over to the TT, buy refiners, refine, TT the refiners back and head back to the dome.
Peripheral equipment: Before heading to CND, check your "pockets". Make sure you aren't flying up with those 5 argo skulls you looted last night. Maybe you decide you don't really need to carry that scanner. (6kg) You can always grab a new one at the TT and sell the unsed amount back if you have to. Go over your personal inventory carefully. Ask yourself, will I really need this for a few hunting/mining runs? If not, give yourself extra room carry even more loot.
Mining Gear
Finders: On CND you'll mostly mine up the typical iron, nexus, oil, lyt, narc, ganga, etc. Because of this you can mine quite well on CND with a simple 211(L) or even TT mining finders.
Excavators: Most claims on CND are bigger, but fewer and farther between. It's quite common to hit 45 NRFs in a row, then strike a 40 pedder. Because of this, CND is great for skilling your drilling. But frankly pulling those big claims with a TT driller is often slow, boring and dangerous. Remember you are surrounded by mobs. Try to go to CND w/ the biggest excavator your skills/ped card can handle.
Amps: As I mentioned CND claims are big and rare. To me, it almost feels like CND is one huge 103 amp. So if you amp up, be prepared to go through 2 or even 3 amps and hit only 3-4 claims at best. Using amps on CND is a b-i-g gamble.
Leaving CND
You had fun but it's time to go. In the control room are the pilots waiting to take you down. However, like I said before, pilots prefer to leave with a full ship, so if you are on during late/slow hours, you may find it hard to leave. You may have to log out and try again when you next log in, or you may want to negotiate VIP rates (read: pay more) to fly solo.
Well, I hope you enjoyed your 1st trip to Club Neverdie. Y'all come back now, y'hear?
The main issues we'll cover are:
- Flying
- CND quirks
- Weight Management
- Mining Gear
- Returning
Flying
Pilots can be found most often at Twin Peaks. However, they do not fly from there. Most hangers are located at Cape Corinth, North Space Base, Treasure Island North, Fort Argus. So make sure you have these TPs already. Pilots are not warm toward the idea of someone having to make a TP run to get to their ship, and may drop you in favor of a more prepared customer.
SCAM TIP: Do NOT hand over any peds until you are actually aboard the spaceship. Don't pay them at Twin, don't pay them at the TP, don't pay them in the hanger. Pay ONLY on the ship.
Once a pilot is found, you may need to wait a bit, as most pilots prefer to fly with a full ship, meaning 4 customers. (Ask soc mates to come w/ you for your 1st CND trip. This helps fill the ship faster, they can likely show you around, and team hunting is great up there.)
The pilot will add you to their friend's list. They must do this in order to allow you onto their ship. (ONLY the ship owner and those they select from their FL may even board the ship. This is why we pay ONLY when on the ship.) If they didn't add you to their FL back at Twin, and ask for peds at the hanger, RUN!
Once standing on the ship, you will trade with the pilot. Pilot pricing varies, so make sure you know pricing up front. After paying, head to an open seat and double click it to sit down. Once sitting you will find another button either between your legs or on the right arm panel. Double click that and you are ready.
Uh oh. Your HUD (radar and chat box) has disappeared. No problem. Just push your quick button to bring it back up.
Liked your pilot? Add them to your FL, so you can contact them for future flights.
CND Quirks
Here are a few things that might catch you off guard about CND, so prepare yourself.
No storage: CND has no storage terminals. If you don't own an apt., your only real choices for your equipment/loot are: carry it, sell it or drop it.
TPs: No need for TP runs on CND. You'll automatically have all CND TPs once you arrive. The Control room is the main hub. There is also the discos, shopping, and apt. TPs as well as the hunting/mining domes. There's some great scenic views, so don't be afraid to cruise around and take a look.
Auction transport fees: If you place something on auction on Calypso and buy it on CND, you will pay a transportation fee (A big one actually) and vise-versa. Because of this, once on CND, your buying/selling options are limited. If you use (L) weapons/equipment, come prepared. However, if you're stuck without weapons, in the shopping section of CND, you'll find some shops that may offer a selection. Fair warning, do not expect a bargain. This type of buying is a convenience you will pay for.
Miners: There are often buyers in the control room ready to buy your materials. Don't expect top prices.
Crafting: Plenty of crafting stations, so no worries there.
Music: Each dome has music streaming in 24/7. So adjust your music volume in your options accordingly.
Fertilizer room: Just off the control room, you'll find the fertilizer room. Here you can view the current mob settings for each dome, plus see what events are scheduled and even buy tickets.
Slow Movement: Welcome to space. Your speed is reduced. Because of this, getting overweight can make CND a real chore and much less fun. With this in mind, let's move to:
Weight Management
This is actually something you should prepare for before finding a pilot. Since CND has no storage, your gear selection is very important. While item count does not affect your speed, your weight does.
Weapons: Your hunting equipment should be minimal. Don't bother w/ laser sights, and only use scopes on long range rifles. As mentioned above, carrying 80 kg of weapons isn't a great way to go.
Armor: Currently, the mobs found on CND are:
- Allophyl
- Ambulimax
- Atrax
- Atrox
- Berycled
- Caperon
- Cornoanterion
- Cornundacauda
- Daikiba
- Daspletor
- Exarosaur
- Foul
- Foul
- Fungoid
- Longu
- Merp
- Molisk
- Neconu
- Plumatergus
- Prancer
- Sabakuma
- Snablesnot
- Trilomite
- Tripudion
in various degrees of maturity, from n00ber easy to OMFG.
That's a lot of different mobs, so how do you go to CND without dragging 6 suits and 8 different plate sets? Simple: Select one set of armor/plates that will best cover your hunting needs up there. Here are my top armor suggestions in order:
Single armor sets for 1st CND trip (best to worst)
- Ghost (11kg)
- Gremlin (20.1kg)
- Nemesis (16.2kg)
- Knight (15.1kg)
- Shogun (13.3kg)
Any one of these armors plus 5Bs (2.1kg total) can get you through all the right domes, assuming you hunt at your level, and don't try killing a Daspletor on your 1st trip.
Clothes: Your cool clothes are weight as well. Perhaps you may want to just wear your armor and leave your clothes in your closet. However, there's a great disco and often some cool social gatherings, so perhaps it's worth 4-5kg to be prepared.
Mindforce chip tip: You can't use TP chips there, so you have 3 options for maximum weight management:
- Go to CND without chips & mind essence. When you return to Calypso, you will likely be in running distance to a TP.
- Go with only your tp chip and enough ME for 1 or 2 jumps.
- Go with chip but no ME, and when ready to go, hit the n00b dome and sweat, then go quickly mine some nexus.
Dung/Fruit: Dung and fruit finds on CND are quite sizable. The problem is that you can't drop anything under 1pec in TT value. So if you pickup 300 dung, congratulations, you're officially overweight for the rest of your trip. (rescue tip: It's unlikely anyone will buy your dung, but you can toss them in the TT to "lighten the load".)
Refiners: If you get heavy quick, don't forget to refine those hides/wools/woods/ores/enmatter. I've often run around hunting/mining and when I'm heavy, T back to the control room, waddle over to the TT, buy refiners, refine, TT the refiners back and head back to the dome.
Peripheral equipment: Before heading to CND, check your "pockets". Make sure you aren't flying up with those 5 argo skulls you looted last night. Maybe you decide you don't really need to carry that scanner. (6kg) You can always grab a new one at the TT and sell the unsed amount back if you have to. Go over your personal inventory carefully. Ask yourself, will I really need this for a few hunting/mining runs? If not, give yourself extra room carry even more loot.
Mining Gear
Finders: On CND you'll mostly mine up the typical iron, nexus, oil, lyt, narc, ganga, etc. Because of this you can mine quite well on CND with a simple 211(L) or even TT mining finders.
Excavators: Most claims on CND are bigger, but fewer and farther between. It's quite common to hit 45 NRFs in a row, then strike a 40 pedder. Because of this, CND is great for skilling your drilling. But frankly pulling those big claims with a TT driller is often slow, boring and dangerous. Remember you are surrounded by mobs. Try to go to CND w/ the biggest excavator your skills/ped card can handle.
Amps: As I mentioned CND claims are big and rare. To me, it almost feels like CND is one huge 103 amp. So if you amp up, be prepared to go through 2 or even 3 amps and hit only 3-4 claims at best. Using amps on CND is a b-i-g gamble.
Leaving CND
You had fun but it's time to go. In the control room are the pilots waiting to take you down. However, like I said before, pilots prefer to leave with a full ship, so if you are on during late/slow hours, you may find it hard to leave. You may have to log out and try again when you next log in, or you may want to negotiate VIP rates (read: pay more) to fly solo.
Well, I hope you enjoyed your 1st trip to Club Neverdie. Y'all come back now, y'hear?
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