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training:moving

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Moving to a New Staging


Overview

There are three standard ways to move *things* between staging systems. The best combination of methods depends on what you're trying to move. Don't forget to move your jump clones.

  • Jump Freighters- Bulk Goods and Loose Items
  • SMBs - Fitted ships
  • Travel Interceptors
  • Subcap Move Op Fleets

Jump Freighters- Bulk Goods and Loose Items

JFs hold bulk items. TEST Alliance offers a service that will do this stuff for you. See this forum post and the TEST Freight Calculator. Unlisted routes are probably fine. Try to use common sense for which calculator rate you should use or ask someone. Common intra-null routes are typically easier than high sec routes.

  • NO FITTED SHIPS
  • No containers
  • Max contract size 320,000m3
  • Max collateral 1b for contracts going TO highsec

SMBs - Fitted ships

Most capital ships have a Ship Maintenance Bay (SMB) capable of carrying fitted ships. Dreads, Carriers, and FAXes have an SMB size of one million m3. For these calculations you want to look at the size showing in your ship hangar screenshot. Note that packaged hulls can not be shipped in this way and should instead be taken in a JF. Usually people will have extra space in their carriers to move extra ships. If you ask around in alliance, especially early and often in a move op, you'll usually find a couple hundred thousand m3 of space. Note that this method requires you to trust the pilot taking your ships. There's no collateral. You can also consider repackaging your ship and having the ship and modules shipped via Jump Freighter, though you'll lose the rigs. If you buy a ship off contract and the rigs are in the cargo, this is the reason why. The person selling those ships wants the ability to move them via JF without losing the rigs. If you've ever had more than 1-2b isk, you can optionally tip somewhere between 5 and 20m isk. Maybe up to 60m isk if they're jumping twice solely for your benefit. No tip is generally expected.

  • Fitted ships only
  • Nothing in cargo other than ammo, nanite paste, scripts, cap boosters, and warp disrupt probes. Explicitly look for drugs, modules, containers, stront, and ozone, which will prevent the pilot from putting the ship into their SMB.
  • Change the name of the ship to your name, so they know who to return the ships to

Travel Interceptors

Travel interceptors are very good, but they are not uncatchable. Don't undock what you can't afford to lose. They can be insta-pointed (if the pointer is lucky). They can be smartbombed. Blueprints are generally better moved by JF. A travel fit for an interceptor aligns in under 2 seconds (which will depend on your skills, check pyfa), and have a little buffer.

  • Good for moving implant clones

Subcap Move Op Fleets

Consider the size of your ships. You generally only catch one or two of these move ops, so take your biggest ships that don't easily fit in an SMB. Machariels, Nightmares, etc.

training/moving.1495930052.txt.gz · Last modified: 2017/05/28 00:07 by SerinusGareth