It is tough at first guys! I shied away from combat until I had at least a Cobra. And never take the 'assassination' missions Phoenix. Keep practicing at Nav.Beacons until you have more power. The 'kill Pirate' missions are good. These can be done at Nav. Beacons.
Here is a basic rundown.
The missions are reliant on rank, cargo space, ship size and maybe something else
As well as your overall 'Naval' rank (with Federation or Empire), you rank up individually in combat, trade and exploration. So if you favour combat the higher rank you are, the more rewarding the combat missions will be.
Don't worry about 'pledging' to anyone yet, I would settle in a bit first!
The first thing you need to do is modify your ship correctly, then adjust it depending on which 'career' path you choose ie.combat-aggressive or trading-defensive.
With any ship you buy, always upgrade the FSD (Frame Shift Drive) first to A grade if you can afford it. This gives you the best jump distances.
To get the max out of your FSD you then need the lightest modules.
Try and upgrade everything from the default E grade to D grades (D are the lightest). The exception to this is the Shield Generator. Try to get this up to A as soon as poss. for obvious reasons!
The Utility Mounts I would say first get a 'Chaff' launcher.Then Point Defense.This automatically counters missile attacks.
Later, throw in a Shield Cell Bank. These give you a number of shield 'repairs' on the go (which have saved my life on many occasions)
I've left weapons till last because unless you can be effective there is not much point. I didn't have any weapons at all until I got a Cobra!
This is because I was mainly trading and my tactic was to evade (run)!
The weapons can be mounted on (in order of power):
Fixed - you need to get the target in you sights.
Gimbal - auto lock if you are facing the right direction.
Turret - swivels onto target anywhere.
I have all turrets as my ship is a big space barge and won't turn quickly enough in combat. The turrets find the target for me, but are less powerful.
The weapons then come in two types. Thermal (lasers) or Kinetic (canons etc)
Lasers are generally used to destroy shields, then kinetics for the hulls. The kinetic weapons use ammo which will cost you to replace.
Lasers have three types (in order of power):
Beam, Burst & Pulse.
Now the more powerful your weapons (and other modules), the bigger your Power Plant has to be. So it is about compromise.
I use Burst lasers because the Power Plant I need for Beams is 162 million! (yes, just for the power plant)
Use either of these tools to play around with your ship set ups:
http://www.edshipyard.com/http://coriolis.io/The weapons are a personal choice. You need to experiment to find what suits you best.
I use a combination of Burst lasers and missiles. I can fire off a missile while the lasers cool off.
Also remember Gimbal and Turreted weapons lock onto the target, so are reliant on your sensors. Again this is a compromise as a class A sensor is heavier the the D. so will reduce your jump distance.
Oh! if you use turreted weapons make sure you select 'fire at target only' because otherwise they will 'fire at will' which will dump you in deep poo!
An important point when spending credits is to always keep an eye on your insurance (re buy) cost.
If you die and do not have enough insurance you will lose everything and have to start the game over!
It is not worth the risk.
I hope this helps the new guys. It makes things easier if you understand the ship set ups
Fly safe CMDR's !
Oh, and it's new year! Happy New year guys!