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 ====== Hauling ====== ====== Hauling ======
 +//Need to learn how to [[eve:​industry:​hauling:​jump_freighters|Jump Freighter haul]]?//
  
 ---- ----
  
-=====Industrials=====+=====Overview===== 
 +Hauling is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance. This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players.
  
-The T1 Gallente industrials are the ones with the most specialized cargo holds. Training Gallente Industrial skill would be very useful if you have to haul anything, and as you can see from the chart below you don't need to train it very high to be quite useful; the chart shows cargo space based on skill level. In addition, these are T1 industrial ships, and are very inexpensive.+----
  
-^ Ship Name ^ Cargo Specialization ^ Ship Cost ^ Skills Required ^ Base ^ I ^ II ^ III ^ IV ^ V ^ +=====Hauling Craft===== 
-| Epithal | PI Products | ~1 million | Gallente Industrial | 45000 | 49500 | 54000 | 58500 | 63000 | 67500 | +There are a few classes of ships designed for hauling. Each fills a type of nicheand what ship to use depends on the type of hauling.
-| Miasmos | OreGas, Ice    | ~1 million | Gallente Industrial | 42000 | 46200 | 50400 | 54600 | 58800 | 63000 | +
-| Kryos   | Minerals ​   | ~1 million | Gallente Industrial | 43000 | 47300 | 51600 | 55900 | 60200 | 64500 | +
-| Hoarder | Ammo        | ~1 million | Minmatar Industrial | 41000 | 45100 | 49200 | 53300 | 57400 | 61500 |+
  
-An additional advantage ​of these specialized haulers is that their specialized ​cargo bay is independent from the main cargo bayso you are free to fit warp stabsnanostanking rigs, or whateverSo throw some warp stabs on your miasmos ​and your epithal for safer hauling!+====T1 Industrials==== 
 +The first hauling ships a player can use are Tech 1 industrial ships. These are relatively cheap and fast, and can haul a moderate amount ​of cargo. They can be broken down into three classes: 
 +  * Fast transportswhich are used to move low-volumehigh-value goods quickly and safely. 
 +  * Bulk transportswhich have a much higher capacity than the fast transportsbut are slower and and have less tank 
 +  * Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition ​or minerals) 
 +Tech 1 industrials have the lowest skill requirements of all hauling craftEven alpha clones can fly them, though they are limited to their race's industrial ships, ​and can only train the relevant skills to level 1.
  
- Did you know? The Miasmos, a T1 industrial ship that costs 1 million isk +====Blockade Runners==== 
- can haul up to 63000 m3 in ore or gas? A huffers best friend!+**[[eve:​ships:​industrials:​blockade_runners|Blockade runners]]** are tech 2 industrial ships. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a frigateare some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally,​ they can fit covert ops cloaking devices (and hence can warp while cloaked). This means that the only real danger ​to a properly fitted and flown blockade runner are the warp disruption bubbles ​in nullsec and w-space.\\ ​
  
-===== Epithal =====+They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m3 of cargo (enough to carry a packaged cruiser) at the cost of reduced agility and/or speed.
  
-This table shows Epithal PI cargo hold by Gallente Industrial skill level:+====Deep Space Transport==== 
 +**[[eve:​ships:​industrials#​tech_2|Deep Space Transports]]** (DSTs) are tech 2 industrial ships with larger ​cargo capacities than their tech 1 equivalents and fleet hangers that hold 50,000m³ (increased ​by skills). They have bonuses to active tanking, either shield resistances or armor resistances,​ helping them to fit substantial buffer tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners,​ Microwarpdrives,​ Local Repair Modules, and Resistance Modules.\\ ​
  
-^ Ship Name ^ Cargo Specialization ^ Ship Cost ^ Skills Required ^ Base ^ I ^ II ^ III ^ IV ^ V ^ +They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or HICs.\\ ​
-| Epithal | PI Products | ~1 million | Gallente Industrial | 45000 | 49500 | 54000 | 58500 | 63000 | 67500 |+
  
-==== Epithalbasic PI ====+Where blockade runners are meant to rely on speed and stealth to slip by the enemydeep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. This probably won't work against a determined and well-prepared gatecamp, and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.
  
-This should ​have an 8 second align and over 14k ehp with 3 stabsTemporarily swap out some lows for cargo expanders ​to fit a command center ​in your cargo to deploy or use a basic T1 hauler like a nereus+====Freighters==== 
 +**[[eve:​ships:​capitals:​freighters]]** are the ultimate cargo carrying ships, with vast cargo holds. They are often seen flying between high sec trading hubs. All freighters ​have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules ​with a role bonus to Reinforced BulkheadsA freighter pilot'​s only other way of enhancing their ship's performance is via hardwiring implants. 
 +Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably ​some EW). 
 +The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly ​to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely not immune to suicide ganking -- organised and prepared groups of gankers can and do kill freighters. 
 +All four freighters get 5% bonuses to cargo capacity and velocity per level of their pilot'​s racial freighter skill (Amarr Freighter, Gallente Freighter and so on). Since you must train the freighter skill to at least level 1, the base capacity of the ship is only used to calculate the actual capacity. It is worth noting that the Caldari freighters with Caldari Freighter 4 can hold more than any other freighter, even with their respective freighter skills trained to 5.
  
-<EFT> +====Jump Freighters==== 
-[EpithalPI-tank+The Tech 2 versions of freighters**[[eve:​ships:​capitals:​freighters|jump freighters]]**, have a reduced cargo capacity but are capable of using cynosural fields to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec. 
-Nanofiber Internal Structure II +Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though.\\ ​
-'​Halcyon'​ Core Equalizer I +
-'​Halcyon'​ Core Equalizer I +
-'​Halcyon'​ Core Equalizer I+
  
-Large F-S9 Regolith Compact Shield Extender +Jump freighters have much larger potential tanks than Tech 1 freighters when properly fit, but at the cost of a much reduced cargo bay. All jump freighters can exceed 500,000 EHP in tank, which makes ganking them in highsec extraordinarily difficult and expensive.
-Adaptive Invulnerability Field II +
-Adaptive Invulnerability Field II +
-EM Ward Amplifier II+
  
-Prototype Cloaking Device I +====Orca==== 
-[empty high slot]+The **[[eve:​ships:​industrials:​orca]]** offers 4 different cargo holds: 
 +  * 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules 
 +  * 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills (Mining, Ice Mining) 
 +  * 40,000 m³ Fleet Hangar which can also hold assembled ships 
 +  * 400,000 m³ Ship Maintenance Bay for assembled ships 
 +All holds,​hangars and bays can be scanned by a Cargo Scanner. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning.\\ ​
  
-Medium Low Friction Nozzle Joints I +However, the Orca requires a completely different skill set to most haulers. After the Odyssey skill changes, it will take 18d 19h 6m to train. This is a significant cut in training time from the old requirements pre-Odyssey.
-Medium Low Friction Nozzle Joints I +
-Medium Core Defense Field Extender I +
-</​EFT>​+
  
 +====Other Options====
 +There are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo. One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a Covert Ops Frigate, which can provide near-perfect safety if handled correctly.\\ ​
  
-===== Miasmos =====+Using a shuttle or untanked frigate to move through lowsec with high-value cargo is not recommended due to the danger of smartbombing battleships. An interceptor is the best option for moving through nullsec, assuming it is properly fit.
  
-This table shows Miasmos ore/gas cargo hold by Gallente ​Industrial skill level:+====Faction Comparison==== 
 +  * **Amarr** have the largest capacity T1 Industrial but otherwise tend to be outperformed ​by other races. 
 +  * **Minmatar** haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best industrials overall.  
 +  * **Caldari** have the largest capacity freighters, and unquestionably the tankiest T1 industrials.  
 +  * The specialized **Gallente** T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/​minerals/​PI/​ammo.
  
-^ Ship Name ^ Cargo Specialization ^ Ship Cost ^ Skills Required ^ Base ^ I ^ II ^ III ^ IV ^ V ^ +To maximize flexibilityit's recommended that all new haulers train Gallente ​and Minmatar industrals to at least 3, and from there decide which race to train to 5 depending on what exactly it is you want to do.
-| Miasmos | OreGas    | ~1 million | Gallente ​Industrial | 42000 | 46200 | 50400 | 54600 | 58800 | 63000 |+
  
-==== Miasmos, stabbed ​====+====Hauler Type Comparison==== 
 +The best hauler is situational;​ it depends on where you are (high, low, null security space) combined with how large and valuable the cargo is. For example, using an Occator to move a cargo small enough to fit in a Viator is sub-optimal,​ as is using a Viator to move large amounts of tritanium around in high sec when you could use a Kryos instead.\\ ​
  
-This should have an 8 second align and bit under 8k ehp with 2 stabs+Below are the optimal ships for each task, assuming that the area that you're going to/through is not place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.\\ 
  
-<​EFT>​ +The Orca is also a very interesting option for high security space. It offers cargo capacity somewhere between the T1/T2 industrials and jump freighterswhile being able to travel almost as quickly as the smaller ships by fitting a 100mn micro warp drive and activating it for cycle while aligning to the next gate or station.
-[Miasmosorehauler copy 1+
-Nanofiber Internal Structure II +
-Nanofiber Internal Structure II +
-Warp Core Stabilizer II +
-Warp Core Stabilizer II+
  
-10MN Monopropellant Enduring Afterburner +  * Hauling cargo with near-negligible volume: Shuttle or fast frigate (high), Interceptor (low/null) 
-Adaptive Invulnerability Field II +  * Hauling up to 10,000 m^3 (packaged cruiser) anywhere: Blockade Runner 
-Adaptive Invulnerability Field II +  * Hauling up to 15,000 m^3 (packaged battlecruiser) in highsec or lowsec: Fast T1 transport 
-Medium Azeotropic Restrained ​Shield ​Extender+  * Hauling up to 30,000 m^3 (two packaged battlecruisers) in highsec: Bulk T1 transport 
 +  * Hauling up to 50,000 m^3 (packaged battleship) in highsec or lowsec: Deep space transport 
 +  * Large cargo of low value: T1 industrial, deep space transport or Orca 
 +  * Large cargo of medium value: Deep space transport or Orca 
 +  * Large cargo of high value: Blockade runner (even if you may get the job done faster with a DST, getting it there at all is better then not getting it there due to being ganked) or Orca. 
 +  * Huge cargo above ~50k m^3 below ~250k m^3 anywhere: Jump freighter (it aligns faster than a Freighter and has more tank) 
 + 
 +---- 
 + 
 +=====Hauler Tank Fitting===== 
 +There are several types of tanking: buffer tanking, passive tanking and active tanking. Additionally,​ some buffer tanks are entirely passive (no active modules) and others include active resistances and damage control modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient.\\  
 + 
 +For high sec operation, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attacker(s).\\  
 + 
 +T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.\\  
 + 
 +An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Amplifier, 1x Thermic Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Multispectrum Shield Hardeners can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control ​II will also add a lot of buffer, but requires removing an Expanded Cargohold module.\\ ​ 
 + 
 +For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control ​II and Multispectrum Shield Hardener II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/​hardeners instead of Expanded Cargohold modules. Note that Tech 2 Deep Space Transports, and specialized Gallente haulers like the Miasmos, Epithal or Kryos are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agility low slot modules, making armour tanked Deep Space Transports like the Impel a common sight.\\ ​ 
 + 
 +Visibly active tanking (most notably the Multispectrum ​Shield ​Hardener) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember turn them on when you align out of a gate and to turn them off once you are in warp. Turning them back on when you land at your destination gate is optional, but having them active as you land at a busy station like a trade hub is recommended.\\  
 + 
 +The best form of tanking for haulers is not getting caught in the first place. Use the Cloak Trick wherever possible (always on Deep Space Transports),​ and consider warp stabilisers as an option if you have fitting slots to spare. 
 + 
 +----
  
-Prototype Cloaking Device I +=====Avoiding Ganking===== 
-Core Probe Launcher ICore Scanner Probe I+When haulingyou should remember the following guidelines to avoid being ganked: 
 +  * Don't fly when wardecced 
 +  * Don't fly AFK using the autopilot 
 +  * Fit your hauler well & use the right ship 
 +  * Don't haul expensive cargo in a flimsy ship 
 +  * Know your route, and know the most dangerous ganking spots 
 +  * Use insta-undock bookmarks at busy stations 
 +  * Consider using a contractor 
 +  * Other tips and tricks 
 +For further information consider reading **[[eve:​pvp:​suicide_ganking|Suicide Ganking]]** for detailed ganking and anti-ganking strategies for haulers
  
-Medium Low Friction Nozzle Joints I +====Wardecced Corp==== 
-Medium Low Friction Nozzle Joints I +Never fly an industrial ship (especially not freighters/jump freighters loaded with lots of cargo) when your corp is wardecced. You will become easy prey and will quickly get turned into ashes, together with your expensive cargo. If you need to haul during a wardec, drop the wardecced corp temporarily and fly under an NPC corp, or use an out-of corp hauler: Creating an Alt Hauler
-Medium Core Defense Field Extender I +
-</EFT>+
  
-==== Miasmos, tanked ​====+====AFK Hauling==== 
 +Flying AFK using the autopilot is the #1 way that most haulers lose their ships. When you use the autopilot to fly you to your destination,​ it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s (slower in a Freighter). At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party. At worst, it gives you time to be bumped and ganked right there.\\ ​
  
-This one has no AB and no stabs. Should align in 8s and has over 20k tank, cap stable.+If you must fly AFK, know your route, keep your cargo value very low, and fit as much buffer ​tank as possible. There are areas of space where flying AFK is reasonably safebut the longer you do it, the higher the chances that someone will notice the pattern and try to take advantage of it.
  
-<EFT> +====Fit your hauler well & use the right ship==== 
-[Miasmostanked] +The more EHP that you havethe harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a WCS (warp core stabilizer) may be the difference between getting away and getting blown up.\\ 
-Damage Control II +
-Nanofiber Internal Structure II +
-Nanofiber Internal Structure II +
-Nanofiber Internal Structure II+
  
-EM Ward Field II +For T1 industrial ships, you will want to fit as many medium/​large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EMP/Thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 (Damage Control Unit II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.\\ ​
-Adaptive Invulnerability Field II +
-Adaptive Invulnerability Field II +
-Large F-S9 Regolith Compact Shield Extender+
  
-Prototype Cloaking Device I +For Orcasthe standard fit is (2) Multispectrum Shield Hardener II and (2) Large Shield Extender II, with a DC2 in the low-slot. This takes your ship from around 60-70k EHP up to about 140k EHP. The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHP. A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP. Alternatively,​ you can fit a 100mn MWD that can be used to significantly reduce align times by activating it for 1 cycle while aligning. It does however require a powergrid fitting mod, and you likely won't be able to fit large shield extenders. The vast majority of the Orcas tank come from the hull though, so that's not a problem as long as you have a DCII.\\ ​
-Core Probe Launcher ICore Scanner Probe I+
  
-Medium Anti-Thermal Screen Reinforcer I +Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, MWD, and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec ​lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.\\ ​
-Medium Core Defense Field Extender I +
-Medium Core Defense Field Extender I +
-</EFT>+
  
-===== T2 Industrials:​ Blockade Runners =====+Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hanger which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/​speed modules. 
 +Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, nanofiber structures, inertia stabilizers,​ or reinforced bulkheads. How you fit a freighter depends on what you want to do, but it is strongly recommended to fit reinforced bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially.
  
-Each race has specialized industrial called a blockade runner. It requires you to train Industrial level V in that race among other skillsbut is one of the most useful hauling ships in the game due to its ability ​to fit a covert ops cloak, fast aligning, ​and decent ​cargo bay at around 10000 m3 give or take depending on your fitting.+====Expensive Cargo==== 
 +In the case of "​suicide"​ gankthe goal of the attacker is to trade their ship for your cargo. They do this by knowing how much ISK they will lose when their ship gets blown up by CONCORD ​and how much ISK your cargo is worth. Therefore ​your defense against a profit-minded attacker is to raise their costs while keeping the value of your cargo below the attacker'​s break-even point.\\ 
  
-Blockade runners also have an extra highslot (the first is for your covert ops cloak ofc) so you can fit a probe launcher thereHandy eh?+Consider that a cheap T1 gank ship like the Catalyst can cost as little as 2m ISK fully fitted. A common rule of thumb (not endorsed here) is
 +  * 3M ISK per 1k of EHP* 
 +This means that if your ship has 8k EHP, you should not be carrying more than 24M ISK worth of cargo and fit modules per trip. The more that you exceed that ISK/EHP value, the more likely you are to get ganked. However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors.\\ 
  
-A "max cargo fit" ​is typically __Medium Cargohold Optimization I__ in the rig slots and __Expanded Cargohold Optimization II__ in the lowslots to maximize cargoIt's not very common ​to use T2 cargo rigs so we'll use T1 as the baseline ​for discussion+Another alternative ​is the 50 million isk maximum collateral for T1 industrial haulers used by several hauling corporations. They will haul cargo up to 50,000,000 isk and 17,000 m3 in size using T1 industrial shipsThis gives an indication of what they consider ​to be safe for high sec hauling in that type of ship.\\ 
  
-^ Ship Name ^ Race ^ Max Cargo m3 <​sub>​1<​/sub> ^ Align MaxCargo <​sub>​2<​/sub> ^ +Key risk factors (which raise/lower the ISK/EHP calculation):​ 
-| Prorator | Amarr    | 12669 | 5.2s | +  * System security 
-| Crane    | Caldari ​ | 11556 | 5.2s | +  ​* Location (some systems are frequently camped) 
-| Viator ​  | Gallente | 12335 | 5.1s | +  * AFK traveling 
-| Prowler ​ | Minmatar | 11992 | 5.1s |+  ​* How shiny your cargo is
  
-<​sub>​1</​sub>​ Note that replacing a single ​cargo expander ​with a nano will probably get you to a second align time instead of 6, if you think that's importantFitting ​blockade runner typically involves how risky the route is vs how much cargo you need to haulReplace cargo expanders with nanos until your cargo just fits, and carry your extra nanos/cargo expanders with you so you can refit in stations etc.+For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion). As your cargo value exceeds 1B ISK, combined with traveling through systems ​with a security status in the 0.5-0.rangeit becomes more and more likely ​that someone will gank you for your cargo valueThis is bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.and above systems, ​you can get away with hauling higher value cargo loads for a very long time.\\ 
  
-<​sub>​2</​sub>​ All V nav skills assuming ​for maxcargo align times+When you have expensive cargo above 1B to be moved in a freighter, you may want to consider double-wrapping it (create courier contract ​for some other alt of yours and then create another courier contract from this alt to actual freighter pilot). It will hide the contents of this package (assembled containers give same result), but some gankers tend to gank double wrapped transports without knowing what's inside, so most people (including hauling corporations) consider this will increase the risk, not decrease it.
  
-<WRAP center round info 60%> +====Know your route==== 
-Did you know? Align times in eve round up, so a 5.2 second align time is the same as a 5.1 or a 5.9, it's basically a 6.0 align time. +Your best friend as a hauler ​in high-security space is knowledge of the local terrainWhich systems tend to be camped by gank partiesWhich systems see frequent kills of haulers? Where are you likely to be cargo/ship scanned? What is the security status of the systems along the route?​\\ ​
-</WRAP>+
  
 +Scouting, in low-security or null-security space, is a must-do if you are carrying anything expensive, or are not flying a blockade runner. In low-security space, a well-flown blockade runner is almost impossible to catch and it can usually get past most null-sec bubble camps.\\ ​
  
 +A useful in-game channel is Gank-Intel where the hauling community often shares info about frequently travelled routes. Asking about the current situation in there before embarking on a high value contract through a dangerous area can be invaluable.
  
-===== T2 Industrials:​ Deep Space Transports =====+====Instant dock/undock bookmarks==== 
 +Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 23x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an insta-undock bookmark ahead of time.\\ ​
  
-These are the highly tankable industrials for moving larger cargo. They have 2 built-in warp stabs and a specialized fleet hangar that holds a base of 50000 m3 plus 5% per level of your __Transport Ships__ skill. That's 60000 m3 at Transports IV62500 m3 at Transports V__Transport Ships__ skill gives 5% bonus to fleet hangar capacity ​and 4% bonus to armor/​shield resistances (armor ​ships get armor resist bonus, shield get shield resists ofc)+A good bookmark will get you off the station undock ​and out to safe-spot before anyone has time to lock youscan you and gank youThey are must-have for Blockade Runners ​and rather important for the slower-aligning ​ships like Orcas and Freighters.\\ 
  
-Because ​the majority of their cargo space is in their fleet hangarDSTs don't have to use cargo optimization rigs and cargo expanders in their lowslotsso they can fit more flexibly for tank and/or align timeThey have a very slow base align timebetween 17 and 18 seconds unfit (assuming all Vs for align time calcs)+Instant docks are also essential. Occasionally when auto-docking, ​the game will place you outside the immediate docking radius, and you will need to slow boat into the docking radius. This is particularly problematic at Jita 4-4where entering from Perimeter (one of the most common entry systems) will place you at the back of the station if using the "​Dock"​ commandSeveral gankers make an excellent living from sitting at this area, and picking off lazy Blockade Runner pilots. Setting an Instant-Dock right as you exit the station means you are assured to warp within the docking radius and prevent an easy kill for a ganker.
  
-Another benefit of the fleet hangar is that you can allow fleet members ​to access ​it. This does not provide refitting services for fleet members like a carrierbut it'​s ​handy for letting them grab stuff you may be carrying. ​+====Use a Contractor==== 
 +The large hauling corporations all use contractor alts to assure op-sec. Essentially this means that one character accepts the contract, then sub-contracts it to the actual hauler, who carries the package, then contracts ​it back the contractor who then completes the contract. This means that: 
 +  * Without scanning every shipno-one (neither the contract'​s ​originator nor anyone watching the contract system) can tell which Character is hauling the package - making ganking a specific contract more difficult 
 +  * As the identity (and corporation) of the actual hauler is not known, wardecs are less effective 
 +While not strictly necessary ​for private haulers, this added security can sometimes ​be useful
  
-=====Capital Industrials===== +====Other tips and tricks==== 
-There are two types of capital haulers: [[eve:​ships:​freighters|Freighters]] and their T2 counterpart [[eve:​ships:​freighters|Jump Freighters]]. Freighters are rarely used in Nullsec unless moving within the same system as it is highly dangerous without CONCORD assistance. Jump Freighters are more common for hauling ​large amounts ​of items from a [[training:​game_mechanics:​market_hubs|Trade Hub]] to our [[training:​where_we_live|Deployment]]Check out these pages for more information on how to haul in Capital Haulers. +Do not be predictable ​in your hauling of expensive ​items. ​Vary the time of day. Vary the route that you use. Change your ship name frequently.
-  *[[Jump Freighter Hauling]]+
eve/industry/hauling/start.1487254807.txt.gz · Last modified: 2017/02/16 14:20 by conscript