Difference between revisions of "AGONY Jump Logistics Guide"

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(Getting Your Items Ready)
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# If you have been waiting for your items to be transported for a while (week+) make a post on this forum [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?47 Tasks] so let logistics pilots know about it.
 
# If you have been waiting for your items to be transported for a while (week+) make a post on this forum [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?47 Tasks] so let logistics pilots know about it.
  
* If you do not have a freighter but have a lot of items that need to be hauled to Jump Logistics Station, you might want to outsource the job to somebody else by setting up a public courier job. Volumes that are less than 30,000 m3 can be hauled by a transport class ship and priced at 80-150K 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. You can also break up volumes into smaller batches to ensure that more people are able to accept the job. If your destination is low security system be aware that you will have to pay more for anybody to take on such a job. In this case break up items into stacks of no greater volume than 9,500-10,000 m3 - size of a blockade runner.
+
* If you do not have a freighter but have a lot of items that need to be hauled to Jump Logistics Station, you might want to outsource the job to somebody else by setting up a public courier job. Volumes that are less than 30,000 m3 can be hauled by a transport class ship and priced at 80-150K 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. You can also break up volumes into smaller batches to ensure that more people are able to accept the job. If your destination is low security system be aware that you will have to pay more for anybody to take on such a job. For lowsec transport job, break up items into stacks of no greater volume than 9,500-10,000 m3 - size of a blockade runner.
  
 
* Jump Freighters are able to make jumps directly from high security space to 0.0 space. If you wish to avoid having to haul your items into low security system you can inquire in corporation chat or over Vent if there are currently any JF pilots in corp and if so, what their route and schedule of jumps is like. You can also visit AU_LOGISTICS chat channel and read message of the day.
 
* Jump Freighters are able to make jumps directly from high security space to 0.0 space. If you wish to avoid having to haul your items into low security system you can inquire in corporation chat or over Vent if there are currently any JF pilots in corp and if so, what their route and schedule of jumps is like. You can also visit AU_LOGISTICS chat channel and read message of the day.

Revision as of 11:31, 9 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 way you can get to our base by pod jumping, using an interceptor or covops and pick up your heavy gear at the destination point.

Note: 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 even if you fly a covert ops ship. 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 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 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. 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.
    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 so let logistics pilots know about it.

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.
    3. Package all 1000 m3 stacks into plastic wrap. You may also package items into secure containers but plastic wrap is preferred.
      Here is how it is done: Select all modules forming one stack, right click on them and choose "make contract". Create a private courier contract to your own alt, which can be a character on the same account, or to another agony member. Online your alt and accept the courier contract, then select Fail on it. Your alt will obtain a plastic wrap package that is exactly of the size of items it contains. Set up private item exchange contract back to your Agony character with this package. 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. This will save volume and time for carrier pilots and ensure that your items are delivered quicker.
    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 at the Jump Logistics Station.
  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 corporate hangar at 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 so let logistics pilots know about it.
  • If you do not have a freighter but have a lot of items that need to be hauled to Jump Logistics Station, you might want to outsource the job to somebody else by setting up a public courier job. Volumes that are less than 30,000 m3 can be hauled by a transport class ship and priced at 80-150K 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. You can also break up volumes into smaller batches to ensure that more people are able to accept the job. If your destination is low security system be aware that you will have to pay more for anybody to take on such a job. For lowsec transport job, break up items into stacks of no greater volume than 9,500-10,000 m3 - size of a blockade runner.
  • Jump Freighters are able to make jumps directly from high security space to 0.0 space. If you wish to avoid having to haul your items into low security system you can inquire in corporation chat or over Vent if there are currently any JF pilots in corp and if so, what their route and schedule of jumps is like. You can also visit AU_LOGISTICS chat channel and read message of the day.

Paying for your shipping

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. These items are allocated between Equipment and Shipping hangars of corporate hangar array. However, you can add any bonus gratuity you wish to grant the carrier pilot who moved your gear.

The "Shipping" Hangar

Purpose: Shipping hangar is a section of 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 corporate hangar array and can view its contents. Characters with "Jump Logistics Specialist" title, as well as 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 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 Equipment section of corporate hangar. DO NOT place all liquid ozone, cyno modules and ships into Shipping hangar section. Only few people in corporation have take access to that section of corporate hangar. These items need to be available to other members so that they can create cynosural fields for capital ships 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.

  1. Move your carrier or other jump ship to the low-sec Jump Logistics Station.
  2. Open "Shipping" section of corporate hangar array. 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 Shipping section of corporate hangar.
  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 destination location from being attacked.
  5. Put all equipment in the appropriate hangar of the member. If you don't have permission to do this, then put all ships and packages back into Shipping hangar at the destination station and ask somebody else to sort them.

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 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 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.

Summary

  • Ships designated for capital ship 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.

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
  • Overall, dreadnoughts are not suitable for hauling ships or items. They are best used to fulfill their primary role: POS warfare.