Difference between revisions of "AGONY Jump Logistics Guide"

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(Getting Your Ships Ready)
(Getting Your Ships Ready)
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## Place ammunition and other charges (cap boosters, scripts) 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 scan probes and cap charges).  
 
## Place ammunition and other charges (cap boosters, scripts) 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 scan probes and cap charges).  
 
## '''Make sure that there are no modules, drones, minerals or other non-ammunition items in cargo of your ships!'''
 
## '''Make sure that there are no modules, drones, minerals or other non-ammunition items in cargo of your ships!'''
## Rename all ships with your name and the destination for the ship; i.e. <code>Rells->h-pa29</code>. Then rename them again because sometimes the name doesn't stick the first time. Ships that have no name or incorrectly labeled could end up anywhere so be CAREFUL.
+
## Rename all ships with your name and the destination for the ship; i.e. <code>Rells->h-pa29</code>. Then rename them again because sometimes the name doesn't stick the first time. Ships that have no name or are incorrectly labeled could end up anywhere.
 
## If your ship does NOT have rigs fitted and is not insured or you don't mind losing the insurance, then append <code>(RP)</code> to the Ship name. Rorquals and Jump Freighters are able to haul repackaged ships. Indicating that your ships can be repackaged and jumped by these ships types will ensure faster transport of your stuff.  
 
## If your ship does NOT have rigs fitted and is not insured or you don't mind losing the insurance, then append <code>(RP)</code> to the Ship name. Rorquals and Jump Freighters are able to haul repackaged ships. Indicating that your ships can be repackaged and jumped by these ships types will ensure faster transport of your stuff.  
 
## Put all ships appropriately named and set up in the Shipping hangar.
 
## Put all ships appropriately named and set up in the Shipping hangar.

Revision as of 11:27, 6 March 2009


General Notes

AGONY Empire operates deep in 0.0 in dangerous areas. As a result, bringing in gear from high-sec by flying it in is a problematic adventure at best. For this reason, AGONY Empire uses Carriers and other cyno jump capable ships to move equipment from low sec to our bases in 0.0. This guide will help you get started arranging your equipment to be jumped into 0.0 to our base. This will allow you to go to he base using pod jumping, interceptors or other more reliable means of transit and pick up the heavy gear when you get up to our bases.

All Carrier Jumps are temporarily being paid for by Corp. You do not need to pay for your jump, but a tip to the carrier pilot for his or her time and effort is always a nice thing.

If you have high value rat loot, you should not be flying it out of 0.0 on your own. There is always a chance of getting caught with it. It is much safer to arrange its transport to empire with one of Agony's capital ship pilots.

Current Jump Logistics Stations

Due to Agony's nomadic play style these locations are subject to change and will be modified accordingly when corporation moves into a new region. Agony Unleashed holds an office at each of the stations listed below stocked with cyno and jump fuel.

Kinakka III - Lai Dai Corporation Factory (Black Rise lowsec)
X-7OMU IV - Moon 16 - Food Relief Plantation (Pure Blind)
6NJ8-V VI - Moon 6 - Guristas Production Shipyard (Venal)

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 properly.
    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 all of your ships, even your frigates.
    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 (cap boosters, scripts) 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 scan probes and cap charges).
    6. Make sure that there are no modules, drones, minerals or other non-ammunition items in cargo of your ships!
    7. Rename all ships with your name and the destination for the ship; i.e. Rells->h-pa29. Then rename them again because sometimes the name doesn't stick the first time. Ships that have no name or are incorrectly labeled 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. Rorquals and Jump Freighters are able to haul repackaged ships. Indicating that your ships can be repackaged and jumped by these ships types will ensure faster transport of your stuff.
    9. Put all ships appropriately named and set up in the Shipping hangar.

Getting Your Items Ready

  1. Haul your items to low-sec Jump Logistics Station.
    1. Repair all equipment. Take all non-ship items and repackage them and stack them.
    2. Divide out modules and items into stacks not exceeding 1000 m3.
    3. Package all 1000 m3 stacks into plastic wrap. Here is how it is done: Select all modules forming one stack. Right click and choose "make contract". Select making a private courier contract to your own alt. Finish making the contract. Online your alt and accept the courier contract then click to fail it. Your alt will obtain a plastic wrap package that is exactly of the size of items it contains. Why should you go through the trouble of making these plastics wraps? Items will take up less space if they are packed into plastic wrap rather than secure cans because secure cans come in fixed sizes.
    4. Right click on plastic wrap and change name to your name and destination of this package; i.e. Rells->h-pa29.
    5. Place the plastic wrap package into Shipping section of corporate hangar array at the Jump Logistics Station.

Paying for your shipping

At this time capital ship operations are being paid for by the corporation that supplies cyno-frigs, isotopes, liquid ozone, and cyno generators to its cap ship pilots. These items are allocated between Equipment and Shipping hangars of corporate hangar array. You can add any bonus gratuity you wish to grant the carrier pilot for moving all of your gear if you know who moved it.

Jump Logistics Pilot's Guide

AGONY Empire values its jump logistics pilots and will endeavor to compensate them for their expenses in moving items. To this end, we have created the following guide to help you in jumping. This will require that you keep records of what you did and submit a bill to the corp for reimbursement. If you follow the following steps you will do well. Even if you are going to be gifting the jump, please follow the steps outlined here.

  1. Start a thread in the Jump Logistics forum indicating when and where you will be jumping. Announce this a couple days in advance but no more for security reasons.
  2. Move your carrier or other jump ship to the low-sec Jump Logistics Station. Currently this is in Pakkonen IV - Moon 19 - Caldari Constructions Production Plant.
  3. On the day of the Jump, open your logistics thread and start to add a reply. This will be a running post to be filled with the results of your carrier jump.
  4. Start gathering your cargo.
    Note: If you are under the rank of Lt. Commander we can not assign you Jump Logistics title as that would be an incredible security breach so you will have to ask for another logistics pilot or an officer to hand you items in the hangar.
    1. Select ships to make maximum use of your hangar bay. Whenever you take a ship, note the name of the ship as well as its type in your reply to your logistics thread. Compare these ships to the wallet to see who has paid. Filter the wallet by "Player Donation".
    2. If supplying another jump pilot under Lt. Commander, your responsibility is to supervise their use of the system and only give them items where the shipper has paid.
    3. Fill Cargo with courier contracts
      1. Look at courier contracts assigned to corp and pick contracts to fill your corporate hangar or other cargo spaces.
      2. Dont accept a contract unless you will be delivering it.
      3. Perfer accepting contracts for pilots who'se ships you have taken as they may have an attached gratuity. Try not to accept a courier unless you will be moving that pilot's ships as well.
      4. Note each contract you accepted and who gave the contract in your jump thread.
    4. Purchase fuel for your round-trip jump, noting the expense.
  5. Execute the jump. Note cost of ozone expenditure. AGONY will replace costs of frigates used for cyno alts but not larger ships such as recons.
  6. Put all equipment in the appropriate hangar of the member. If you dont have permission to do this because you are Ensign or Lt. then please put all ships back in jump logistics hangar at destination.
  7. Right click on the contracts and deliver them.
  8. When jumps are completed, submit your reply to the thread.
  9. Total up your expenses and submit them to the Jump Logistics Expenses thread in the Jump Logistics forum.

Scheduling Logistics Ops

Typically logistics ops get announced in general discussion of Agony's forums. There is also an in-game chat channel for announcing ops in MOTD (message of the day), coordinating capital ships 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.

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 bigger corporate hangar arrays and ship arrays than carriers, however, they cannot jump as far. Their special ability is that they also 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
  • Dreadnought overall are not suitable to use for hauling ships or items. They are best used for their intended purpose - POS warfare.