Difference between revisions of "AGONY Jump Logistics Guide"

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* Always put buffer tank on your hauler: shield extenders, resistance amplifiers, core extender rigs, armor plates. Suicide-gank battleships aim to kill with alpha-strike (Tempest does around 8,000-10,000 alpha) and quite often will focus on doing EM/thermal damage to which shields are weakest. Having more buffer means lower skill point pilots might fail at their attempt. Having passive mods on means you don't have to worry about forgetting to turn on your active hardeners or dc every jump you make.
 
* Always put buffer tank on your hauler: shield extenders, resistance amplifiers, core extender rigs, armor plates. Suicide-gank battleships aim to kill with alpha-strike (Tempest does around 8,000-10,000 alpha) and quite often will focus on doing EM/thermal damage to which shields are weakest. Having more buffer means lower skill point pilots might fail at their attempt. Having passive mods on means you don't have to worry about forgetting to turn on your active hardeners or dc every jump you make.
 
* If you are hauling more than 2 billion ISK in a freighter, you risk being suicide-ganked.
 
* If you are hauling more than 2 billion ISK in a freighter, you risk being suicide-ganked.
* Sometimes it is cheaper to pay other people to haul your things around. For example, if you are going to spend 1 hour of your play time moving your assets from point A to point B, in that same amount of time you could have earned 10-20 million ISK running missions. So if you can get your stuff moved for 2-4 mil fee it is simply a cheaper option to have other people do it for you.
+
* Sometimes it is cheaper to pay other people to haul your things around. For example, if you are going to spend 1 hour of your play time moving your assets from point A to point B, in that same amount of time you could have earned 10-20 million ISK running missions. So if you can get your stuff moved for 2-4 mil fee it is simply a cheaper option to have other people do it for you. However, afk hauling is always cheaper.
 
* Paying other people to move your stuff is also safer option. Just make sure to put a collateral on your contract that would cover the loss of your stuff if transport gets suicide-ganked. This way you get to keep the collateral money and risk nothing yourself.
 
* Paying other people to move your stuff is also safer option. Just make sure to put a collateral on your contract that would cover the loss of your stuff if transport gets suicide-ganked. This way you get to keep the collateral money and risk nothing yourself.
  

Revision as of 09:12, 20 March 2010


General Notes

The intention of this guide it to get you acquainted with 0.0 logistics. It covers such topics as dangers to be aware of when transporting your things through empire, proper packaging instructions to get your belongings jumped into 0.0 by jump-capable ships, guidelines to follow for times when corp moves into a new region, as well characteristics of capital ships such that you would understand advantages and liitations of each for logistical uses.

Further references: Agony Logistics: Structure and Organization

Current Jump Logistics Stations

These locations are subject to change and will be modified accordingly when the corporation moves into a new region. Agony Unleashed holds an office at each of the stations listed below equipped for capital ship jumping.

  • High sec office (pick up point for jump freighters, freighters, and orcas) - Stacmon VII - Moon 1 - Impro Factory, Placid region
  • Low sec office (pick up point for carriers and rorquals) - Avaux VIII - Moon 3 - Combined Harvest Food Packaging, Placid region
  • 0.0 base - EZA-FM IV - Intaki Syndicate Bureau, Syndicate region

Freightering Your Stuff Through Empire

Hauling your ships and supplies through empire, there are several things to keep in mind:

  • If you are hauling more than 100 million ISK in a T1 or T2 hauler you run the risk of being suicide-killed. An insured suicide-gank battleship costs only 5-15 million ISK and a bit of security status to lose. Statistically half the cargo drops, so 100 mil is where it becomes profitable to suicide a battleship into a hauler to scoop up contents of its cargohold.
  • Always put buffer tank on your hauler: shield extenders, resistance amplifiers, core extender rigs, armor plates. Suicide-gank battleships aim to kill with alpha-strike (Tempest does around 8,000-10,000 alpha) and quite often will focus on doing EM/thermal damage to which shields are weakest. Having more buffer means lower skill point pilots might fail at their attempt. Having passive mods on means you don't have to worry about forgetting to turn on your active hardeners or dc every jump you make.
  • If you are hauling more than 2 billion ISK in a freighter, you risk being suicide-ganked.
  • Sometimes it is cheaper to pay other people to haul your things around. For example, if you are going to spend 1 hour of your play time moving your assets from point A to point B, in that same amount of time you could have earned 10-20 million ISK running missions. So if you can get your stuff moved for 2-4 mil fee it is simply a cheaper option to have other people do it for you. However, afk hauling is always cheaper.
  • Paying other people to move your stuff is also safer option. Just make sure to put a collateral on your contract that would cover the loss of your stuff if transport gets suicide-ganked. This way you get to keep the collateral money and risk nothing yourself.

How to create courier contracts:

  • Select all items you want to transport, r-click, create contract. Pick courier as first option and either pick Public or you can also set contract to Private or to Corporation. Set Contract to Private or Corporation only if you have pre-arranged the trip with an Agony pilot.
  • Set destination system and estimate value of your items/ships. Put that value as a collateral. In case courier is lost you will be able to keep this sum. Keep in mind that the higher the collateral is, the fewer people will be able to accept the contract as it subtracts collateral value from their wallet upon acceptance. Quite a few of highsec couriers can afford to haul loads of 100 mil to 1 bil in collateral without a problem. Sums exceeding 1.5 bil will be accessible to fewer people to accept.
  • Volumes that are less than 30,000 m3 can be hauled by a transport class ship and priced at 80-200K per jump in high security space.
  • Volumes greater than 30,000 m3 require a freighter class ship to be transported. These are priced higher, at 200-400K per jump in high security space, depending on where pick-up and drop-off locations are.
  • If you are transporting items between two trade hubs (ex: Jita -> Hek, or Rens -> Dodixie) you can pay a bit less because pilots who are traveling that way anyways will grab your contracts. If you are transporting items between a trade hub and some off-the-main-road system (ex: Jita -> some lowsec shithole in Molden Heath) then you have to pay pilots more to take a detour.
  • You can also break up volumes into smaller batches to ensure that more people are able to accept the job.
  • For a lowsec transport job, try break up items into stacks of no greater volume than 9,500-10,000 m3 - the size of a cloaky blockade runner.
  • Setting contract completion time to several days, especially when high collateral or lowsec are involved, ensures that it will get picked up sooner. This way people are less suspicious that it is a scam and that you will be camping them en route on an alt.
  • Having your stuff hauled into lowsec or 0.0 will require much higher fee. Jump freighter pilots, for example, charge about 10-20 million per 1-jump roundtrip will a full load.

Trading Hubs

Trading hubs are locations where you can find a great variety of items selling for cheap prices. Cheap prices are due to higher turnover volumes of goods sold at a trade hub. Occasionally however trading hub markets get price fixed i.e. manipulated by traders who buy out all of the stock of some particular item and price fix it at 2-3x its original price. When making purchases in trade hubs, you might want to check price history graph of the items you are purchasing to see what the average price has been and whether you are about to seriously overpay.

The following link contains a list of all major and minor trading hubs in game: EVE's Trading Hubs

Transport to 0.0

First you have to decide whether you want a carrier or a jump freighter to transport your stuff.
Q. What's the difference?
A. The difference is that carriers can pick up ships and packages only from lowsec systems. Jump freighter can pick them up directly from highsec and jump them into 0.0. With jump freighters you can avoid lowsec gate camps and the associated hassle of hauling your things into lowsec.
Q. Jump freighters sound really cool. What's the catch with them?
A. The catch is that carriers cost 700 million ISK while jump freighter cost about 5 billion ISK, so much fewer players own JFs. To get your things moved by a jump freighter directly from highsec office you might have to wait a long time unless you have pre-arranged the trip with an individual JF pilot. Jump freighters are suboptimal for hauling assembled (rigged/insured) ships. For example a jump freighter can haul 35 repackaged cruisers but only 3 assembled/rigged cruisers (carrier can haul 8 assembled cruisers). Jump freighter is able to haul 7 repackaged battleships but it is unable to haul a single rigged battleship (carrier can haul 2 rigged battleships). So if you need transport of rigged/insured ships, use carrier logistics services for that.
Q. How long am I going to wait to my stuff to get delivered?
A. There is no set schedule that our capital ship pilots follow. They are also not required to haul your stuff. The haul is along with their own things then they need to make jumps and have some extra room left. As such, it make take over a week to get your things transported, but because Agony has quite a few cap ship pilot it usually does not take longer than 3-4 days.
Q. So, should I tip them for this awesome service?
A. You can tip if you know specifically who hauled your stuff. Otherwise, once you drop it into shipping hangar there is no way to find out who delivered it.

Getting Your Ships Ready

To get your ships jumped to 0.0 base you will need to follow several steps. The steps are designed so that our carrier pilots are not incurring huge expenses in time or ISK. If you do not follow these steps, your items will not be picked up for transport.

  1. Move your gear to the low-sec Jump Logistics Station. You would be well advised to use scan alts or have a corp member use a scan alt to help you get your equipment in the system since this hangar is in low-sec. AGONY is not responsible for gear lost to low-sec pirates when you are bringing it into the hangar.
  2. Prepare your ships for transport following these steps.
    Note that if you mess up and the ship cant be put in the carrier then it wont be moved!! These rules must be observed to put a ship in a carrier.
    1. Assemble your ships, even if it is just a frigate.
    2. Fit your ship with modules and rigs. Try to fit as many modules as possible. It is OK if your ship runs out of cpu/pg.
    3. Fill your ship's drone bay with drones. Drones can not be shipped in your cargo hold.
    4. Make sure that your ship's guns, launchers, electronic warfare modules, capacitor boosters, and scan probe launchers are empty and do not contain any ammo, missiles, cap charges, scan probes, or scripts in them. All of these items can be placed in ship's cargohold.
    5. Place ammunition and other charges in the cargohold of your ship. You can fill the cargo of your ship with anything listed under Ammunition section of the market (this includes scripts, scan probes, and cap charges).
    6. Make sure that there are no modules, drones, minerals or other non-ammunition items in the cargo of your ships!
    7. Rename all ships with your name and the destination for the ship; i.e. Rells->Eza. Then rename them again because sometimes the name doesn't stick the first time. Ships that have no name or are incorrectly labelled could end up anywhere.
    8. If your ship does NOT have rigs fitted and is not insured or you don't mind losing the insurance, then append (RP) to the Ship name. Carriers and Rorquals are able to haul both assembled and repackaged ships; Jump Freighters can haul only repackaged ships. Indicating that your ships can be repackaged and jumped by all these ships types will ensure faster transport. Note that Rorquals can only haul industrial ships and mining barges in their ship maintenance array.
    9. Put all ships appropriately named and set up in the Shipping section of corporate hangar at the Jump Logistics Station.
  3. Your items should be dropped into your hangar at the destination location, however, this does not always happen as it should. Sometimes capital ships pilots do not have time to go through all the items and sort them. In this case they put ships into Shipping hangar. So make sure to check the Shipping section of corporate hangar at destination location to see if your ships might have been left there.
  4. If you have been waiting for your items to be transported for a while (week+) make a post on this forum Tasks to let the logistics pilots know about it.

If you are looking into purchasing more ships make sure to check out the local 0.0 market. OSometimes you can find great deals on regular market and contracts set up by people who just want to liquidate their belonging fast. Prices in 0.0 also update much slower, so when a particular ship class rises in price in Jita very often in 0.0 you can still find these ships for lower prices. This is also true of modules: if you cannot find the module that you need in your items or corp hangar, check out the local market as it may be selling right next door.

Getting Your Items Ready

  1. Haul your items to low-sec Jump Logistics Station.
    1. Take all non-ship items and repackage them and stack them. Make sure that everything is repaired.
    2. Divide all modules and items into stacks not exceeding 1000 m3. You may want to buy a station container to help you check volume of stacks (do not include station containers into packages).
    3. From this point on you have two options. One option is creating courier contracts assigned to the corporation. Any capital ship pilot will be able to pick up the contract and deliver your stuff. However, there is a very small risk associated with this in that anybody else in corporation will also be able to pick up these contracts. If you are transporting something very valuable, you can either set up a collateral on contract or you can choose the second option: creating plastic wrap containers and placing them into Shipping hangar. Note that including a tip on your courier contract will ensure that your stuff is given a priority consideration.
    4. Procedure for creating plastic wrap packages:
      1. Select one 1000m3 stack, right click, and make a private courier contract to an alt or another Agony pilot. You don't have to enter anything into reward or collateral fields, only a destination which can be any random station anywhere in EVE universe.
      2. Online the alt, accept the contract then fail it. This creates a plastic container in your alt's assets with your items in it.
      3. Trade or make an item exchange contract with the package back to your main.
      4. Right click and rename the package according to the shipping conventions (example: Rells >> Eza)
      5. Drop the package into the Shipping hangar. This does not require you to have more than one account or more than one character at the shipping location. Items will take up less space if they are packed into plastic wrap rather than secure cans because secure cans come in fixed sizes. This will save volume and time for carrier pilots and ensure that your items are delivered quicker.
  2. Your items should be dropped into your hangar at the destination location, however, this does not always happen as it should. Sometimes capital ships pilots do not have time to go through all the items and sort them. In this case they put them into Shipping hangar. So make sure to check the Shipping section of the corporate hangar at the destination location to see if your items might have been left there.
  3. If you have been waiting for your items to be transported for a while (week+) make a post on this forum Tasks to let the logistics pilots know about it.

Summary

Carriers can load assembled ships, plastic wrap containers, and GSCs. Ships may be fitted, contain ammo in cargohold and drones in drone bay, rigged and insured. Jump freighters take only repackaged ships and plastic wrap containers. They cannot take GSCs loaded with stuff, unless the GSC is inside a plastic wrap.

  • Ships designated for carrier transport can contain any of the following in their cargohold:
    • ammunition and missiles
    • scripts
    • cap booster charges
    • scan probes
  • DO NOT place these items into cargo of ships
    • drones
    • modules
    • anything that is not listed under ammunition section of market

It is OK to put drones into drone bay for ships but not in cargo.
Make sure to assemble your ship and put your name and destination on it.
Make sure to put "RP" next to its name if ship can be repackaged and hauled by Rorqual/JF pilots.
Pack items into plastic wrap containers that you can create via fake courier jobs.
Shipping hangar is where you should place your items for transport.
Check Shipping hangar at destination location if you have been waiting for your items for a while - they might have been left there.

The "Shipping" Hangar

Purpose: The Shipping hangar is a section of the corporate hangar used by members for dropping items and ships destined for transport to and from 0.0 space. It is also the hangar where stocks of jump-related items such as isotopes and liquid ozone are stored.

Access rights: All ranks within Agony have "Read" access to this section of the corporate hangars and can view its contents. Characters with the "Jump Logistics Specialist" title, as well as the Directors and CEO, are the only ones who have take access to this hangar section. Agony members who hold rank of Lt. Commander and higher are given access to this section if they have capital capable characters with ships, are willing to help corporation with logistics, and have generally proven themselves to be trustworthy. On rare occasions "Take" permission to the Shipping hangar has also been granted to characters with Lieutenant rank.

Liquid Ozone and Cyno Generators: Some amount of liquid ozone, cyno generator modules, and cyno-frigates should always be stored in the Equipment section of the corporate hangar. DO NOT place all liquid ozone, cyno modules and ships into the Shipping hangar section. Only a few people in corporation have take access to that section of the corporate hangar. These items need to be available to all Core+ members so that they can create cynosural fields for capital ship pilots.

Jump Logistics Pilot's Guide

AGONY Empire values its jump logistics pilots, and to this end, we have created the following guide to help you in jumping.

At this time capital ship operations are being paid for by the corporation. Corporation supplies cyno-frigs, isotopes, liquid ozone, and cyno generators to its cap ship pilots at Jump Logistics Stations. These items are allocated between the Equipment and Shipping corporate hangars.

  1. Move your carrier or other jump ship to the low-sec Jump Logistics Station.
  2. Open "Shipping" section of the corporate hangars. Note that you must have Jump Logistics Specialist title in game to be able to take items from this hangar. If you do not have this title, you may ask another member of the corporation who has this title to trade items from Shipping hangar to you.
  3. Fill your cargo, Corp and ship array with as many packages, cans, and ships as you can take along. Take the required amount of isotopes from the Shipping section of the corporate hangars.
  4. Execute the jump. If you do not have a cyno-alt positioned at the destination location inquire on Vent or in Corp chat if any member is able to help you out. You might want to arm your jump ship with remote armor and shield transfer modules as well as remote repair drones to protect the cyno ship at the destination location from being attacked.
  5. Put everything that you have transported into members' hangars. To do this open corporation hangar, click on Members' Hangars button at the bottom, select name of member from list and click on OK. Even if you do not have roles to see contents of personal hangars, you will still be able to drop items there.

Scheduling Logistics Ops

Corp-wide logistical operations should be announced on Agony's main forums. There is also an in-game chat channel for announcing ops in the MOTD (message of the day), coordinating capital ship jumps and ganging cyno characters who might not be in corporation. This channel is AU_Logistics - password u8ynoga. All Agony members have been set as moderators for this channel and can modify its MOTD to include any information about jump ops.

Agony's Ventrilo also has a room dedicated to Logistics. Pilots participating in cap ship jumps can move themselves into this room to not have general chatter interfere with coordination of their activities.

Capital Ship Specs

Carriers: cargohold - 3300-3500m3, corporate hangar array - 10,000m3, ship hangar array - 1,000,000m3

  • Base jump distance: 6.5 light years
  • Approximate price: ~700-900 million ISK
  • Notes: Carriers have the longest jump distance of all capital ships. In their corporate hangar array they can hold 3 giant containers worth of stuff. Their cargohold can also be expanded to hold over 15,000m3 of volume but some of this volume needs to be taken up by jump fuel. One big advantage of carriers is that they can be used to haul rigged and/or insured ships. Their ship maintenance array will only accept ships in assembled state, however, assembled ships take up much more space. Ship maintenance array of a carrier can hold 1-2 battleship-sized ships, 3-4 battlecruiser-sized ships, or 7-8 cruiser-sized ships.

Rorquals: cargohold - 40,000m3, corporate hangar array - 30,000m3, ship hangar array - 1,000,000m3

  • Base jump distance: 5 light years
  • Approximate price: ~1.5-1.7 billion ISK
  • Notes: Rorquals have larger corporate hangar arrays than carriers, however, they cannot jump as far and neither can they haul any other ships but industrial ships and mining barges in their ship maintenance array. Their special ability is that they can compress ore and ice and provide gang bonuses for mining ops. They can also mount clone vat bays and function as jump clone installation facilities or clone jump points.

Jump Freighters: cargohold - 330,000-360,000m3, corporate hangar array - none, ship hangar array - none

  • Base jump distance: 5 light years
  • Approximate price: ~3.9-4.2 billion ISK
  • Notes: Jump freighters are a third of a size of a regular freighter, however, they have twice as many effective hit points and much better agility. Their disadvantage is that they cannot be used like carriers to haul rigged/insured ships. However they can haul about three times as many ships as a carrier and significantly more of such items as POS fuel, ship fittings, or minerals. Another advantage of jump freighters is that they are able to enter high security space and jump directly from high sec to low sec or 0.0. To get supplies loaded into other capital ships they have to be transported to a lowsec system first, which poses a certain risk.

Dreadnoughts: cargohold - 7,200-9,500m3, corporate hangar array - none, ship hangar array - none

  • Notes: Base jump distance: 5 light years
  • Approximate price: ~1.5-1.7 billion ISK
  • Overall, dreadnoughts are not suitable for hauling ships or items. They are best used to fulfill their primary role: POS warfare.