AGONY Jump Logistics Guide

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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

Hauling Your Stuff Through Empire

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

  • 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 a 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.
  • Make sure to check out the local 0.0 market and contracts. Sometimes you can find good deals in 0.0 right at the station that you base at such that you don't even need to haul anything to 0.0. 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.

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 million per 1 jump will a full load.

Avoiding Suicide Gankers

Avoiding being suicide-killed in empire for contents of your cargo requires that you understand certain basic things about how suicide gankers operate. Suicide ganking is a form of high-sec piracy where players seek out ships that are transporting valuable goods. Once found, suicide-gankers kill them, getting destroyed by Concord in process, and use alts to scoop up the contents of hauler's wreck. This activity is profitable because insurance payout on tech I battlecruisers and battleships almost completely covers the cost of ship and insurance fee. Maximum what suicide gankers lose is 5-20 million on their ship and modules. Statistically about half the ship's modules and items in cargo drop. Suicide gankers thus break even on killing haulers transporting just 50 million worth of loot. This activity requires that you sit on a highsec gate for hours, so of course you'd want to make at least 20 mil/hour profit on top of breaking even which means that around 100 million ISK is where the cargo contents of your hauler start to look lucrative to suicide gankers. Of course even empty haulers have been known to get suicide killed in empire just for practice or out of boredom.

Great majority of suicide ganking operations consist of one player piloting two characters. One is a gank-fitted battleship; second is a scanner-alt. Gank fitted battleships get set up for maximum alpha damage. Suicide gankers aim to kill haulers with one, maximum two shots. This ensure you go down before sentries and Concord kill them in return. Tempests are thus very popular to use in this activty, because Minmatar artillery has the highest alpha in game, but lowest rate of fire. Armageddons are also quite popular because they do EM/thermal damage and can sneak in a few shots. These battleships are not tanked or rigged and are often fitted with just meta 1-2 modules - turrets/torp launchers, warp disruptor, weapons upgrades, target painters, tracking enhancers and tracking computers. Primary damage type that suicide-gankers aim to do is EM and thermal because most haulers are shield tanked meaning that EM and thermal are often their lowest resistances.

Most often suicide gankers pick systems high traffic lower-security systems like Uedama and Niarja to do their business in. Such systems allow you to go down to -4.0/-4.5 before you need to rat up your security status again. These systems are also en route between major trading hubs. Concord response is slowest in them. Some stalk Jita or gates that lead out of major trading hubs. They lose more security status but also get to juicier haulers first than the guys camping lower down the "hauler" pipe. The scanner alt is often parked a system or a gate in front of where the suicide ganking battleship sits. It is armed with passive targeter, ship scanner, and cargo scanner. With passive targeter the scanner alt is able to lock you without you seeing yellow flashing brackets. This way targets are not alarmed that they are being locked. The ship scanner is used to scan modules fitted on your hauler to estimate your tank. The cargo scanner scans contents of your cargohold to estimate value of items you are hauling. Depending on where the scanner alt is placed this gives suicide gankers quite brief period of time to estimate whether or not you are worthy of a gank. When faced with doubt many will prefer to err on the side of safety. Setting up your ship and cargo to place more doubt into minds of suicide gankers that you're worthy of a gank will increase chances of safe passage for you.

How to prevent getting suicide killed:

  • Never afk haul valuable items. At 100+ mil destroying your T1 hauler becomes worth it and at 2+ bil destroying your T1 freighter becomes worth it as well.
  • Cargo scanners do see though secure and freight containers as well as plastic wrap. Their output
  • When hauling valuable items through empire use warp to 0m option, do not haul afk on autopilot. This makes it more difficult for scanner alts to get a lock on you and scan contents of your cargohold.
  • Do not haul very valuable cargo yourself but outsource it to other people for a fee using public courier contracts.
  • Always stack your items. Items get destroyed in stacks, so seeing a single stack of a valuable item always gets suicide gankers concerned - will it drop or will all of it get destroyed? On the other hand seeing many stacks of high value items removed any doubt from their minds that your ship is worthy of a gank.
  • Cloaking blockade runners are practically invincible in highsec empire space as far as suicide gankers are concerned. If you need to haul some very valuable loot, purchase one, fit cloak on it, and use it as if you're traveling through 0.0.
  • Most suicide gankers are quite weary of T2 haulers (trasport ships), especially Minmatar T2 haulers that have high EM/thermal resists.
  • Warp core stabs will not help you if you don't have enough tank to last an alpha strike of a Tempest. It will kill you in 1 shot as your hauler is taking its sweet time to align to warp to next gate. No stabs will save you from this.
  • Saying that, you need to put some tank on your hauler. Untaked hauler easily very easily. Fit a passive tank, one that increases hit points and resistances. Always fit at least two shield extenders and also EM/thermal shield amplifiers. Core shield extender rigs will also increase your survivability. Do not fit active tank because you'll have to turn active modules on in every system you jump through to get full use out of them. Shield boosters and armor repairers are quite useless if something is trying to kill you in 1 shot.
  • Common tactic to confuse suicide gankers and hide valuable items is throwing a lot of very cheap T1 and named modules, drones, salvage, minerals into your hauler among the few expensive items you need to haul. When the cargo scanner returns its results, the suicide ganker will be presented with a huge list of items and it will take him some time to estimate your ship's worth.
  • Another common tactic is double-wrapping your packages. Cargo scanners will scan through ca


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 would like to get your ships and items transported via a carrier or a jump freighter.

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 freighters cost about 5 billion ISK, so much fewer players own JFs in game. To get your things moved by a jump freighter directly from highsec office you might have to wait for delivery for 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. In comparison, a 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. In comparison a carrier can haul 2 rigged battleships. So if you need transport of rigged/insured ships, use carrier logistics. Jump freighters have shorter jumping range than carriers, which means that they cannot easily jump as far as carriers. Whichever services you decide to use, make sure to check labeling and packaging instructions first.

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 will grab your ships and packages if they have time to make jumps and space. Usually it takes no more than 3-4 days to receive your stuff, but sometimes can take longer than a week. Overall, you are responsible for your own logistics so if there is a ship or item you need ASAP ask for scouts and run it through the pipe.

Q. Whom can I tip them for this awesome service?
A. You may tip if you specifically know who delivered your stuff. There is no log that records who delivered what out of the shipping hangar.

Q. I have been waiting for ship X to get delivered for very long time now. What should I do to find out where it is?
A. Most often this happens if a carrier pilot did not have time to sort ships that he or she delivered so left them in the Shipping hangar. Simply open up corp hangar and check Shipping division to see if your ship might be sitting there. If it is not there or in your hangar, make a post in corporate forum in general discussion and ask if anyone has seen it. Sometimes people mis-sort the ships and another Agony member might have unknowingly received it. And sometimes a carrier pilot forgets to offload and then does not log onto carrier character for several days, such that your ship keeps sitting in his or her carrier. A post in corp forums will hopefully remind that person to check their carrier for your ships.

Carrier 0.0 Logistics

Getting Your Ships Ready
Please follow these instruction 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. Use scouts to not get killed by pirates. Do a 360 scan around the entrance gate because sometimes they camp just a bit off-grid, aligned and ready to warp to the gate just as your ship comes in.
  2. Once docked to lowsec logistics station, prepare your ships for transport:
    1. Assemble your ships, even if they are just frigates and destroyers.
    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; it will still be fit for carrier transport.
    3. You can fill the cargo of your ship with anything listed under Ammunition section of the market. This includes nanite paste, scripts, scan probes, and cap booster charges.
    4. Fill your ship's drone bay with drones. DO NOT put drones in the cargohold. They are not ammunition.
    5. Make sure that your ship's guns, launchers, electronic warfare modules, capacitor boosters, and scan probe launchers are empty. Place any scripts and ammo you find in them into your ship's cargohold.
    6. Check and re-check that that there are no modules, drones, minerals, booster drugs 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 your assembled and renamed ship into Shipping section of corporate hangar at the Jump Logistics Station.

Getting Your Items Ready

  1. Haul your items to low-sec Jump Logistics Station.
  2. Take all non-ship items and repackage them and stack them. Make sure that everything is repaired.
  3. Divide all modules and items into stacks not exceeding 5,000 m3. You may want to buy a station container to help you check volume of stacks.
    1. Pack contents into plastic wrap or secure containers. Procedure for creating plastic wrap packages:
    2. Select one 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.
    3. Online the alt, accept the contract then fail it. This creates a plastic container in your alt's assets with your items in it.
    4. Trade or make an item exchange contract with the package back to your main.
    5. Right click and rename the package according to the shipping conventions (example: Rells >> Eza)
    6. 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.

Your items should be dropped into your hangar at the destination location, however, this does not always happen as it should. Sometimes capital ship 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. 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.

Jump Freighter 0.0 Logistics

Please follow these instruction so that our JF 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.

If you have pre-arranged a trip with a JF pilot:

  1. Move your gear to the high-sec Jump Logistics Station.
  2. Make sure your ships are in repackaged form, do not assemble, rig, or insure them.
  3. Make sure that there are no illegal items among your modules such as booster drugs or navy tags.
  4. Select all the modules, ammo, drones, ships that you want to get transported. Right-click and choose make courier contract. Keep in mind that maximum cargo size of a jump freighter is about 350,000 m3 plus/minus 10,000 depending on race of JF and JF pilot's skill. Do not create courier packages that are bigger than this volume.
  5. Select "private" and type in name of jump freighter pilot who has agreed to deliver your gear. The destination station is almost always Agony's 0.0 base one.

If you have not pre-arranged a trip:

  1. Move your gear to the high-sec Jump Logistics Station.
  2. Make sure your ships are in repackaged form, do not assemble, rig, or insure them.
  3. Make sure that there are no illegal items among your modules such as booster drugs or navy tags.
  4. Select all the modules, ammo, drones, ships that you want to get transported. Right-click and choose make courier contract.
  5. Set contract to your alt or anybody in Agony who is willing to help you out with this. Set destination to a random station anywhere in EVE universe. Have your alt or corpmate cancel the courier contract. This will generate a plastic wrap package in your alt's or corpmate's items at the station where you made the contract. Have them trade this plastic wrap package back to you. Keep in mind that maximum cargo size of a jump freighter is about 350,000 m3 plus/minus 10,000 depending on race of JF and JF pilot's skill. Do not create courier packages that are bigger than this volume.
  6. Re-name the plastic wrap package with your name and destination i.e. Rells -> Eza.
  7. Put it into the Shipping division of corporate hangar and wait.

Important! Always create courier contract for a JF pilot. Do not use Item Exchange. This is because creating courier contract packages all your items into a single plastic wrap package. This plastic wrap package the JF pilot can simply drop into JF's cargo, such that your items will not get mixed in with anything else he or she might be hauling. At the destination the JF pilot can simply click on "Complete" button on the courier contract and all the items will get automatically dropped into your hangar. The JF pilot thus does not have to sit there and sort through your things. This is a big saving of time for the JF pilot.

Important! Jump freighters can only load plastic wrap and freight containers. JFs cannot load giant secure containers or other secure containers when those containers are assembled and full of items. Empty repackaged secure containers are ok as well as secure containers inside plastic wrap. Assembled secure containers that are not inside plastic wrap will not get moved by a JF.

Shipping Division of Corporate Hangar

Purpose: The Shipping division is a section of the corporate hangar designated for use by members to drop packages 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 CORE and higher are given access to this section if they are willing to help corporation with logistics, have been active players with the corp for a while and generally proven themselves to be trustworthy.

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.

Channels and Subforum

There are several channels Agony pilots can use to invite out of corp cyno-alts:
- AU_Intel - please keep this chat clear of any general chatter
- AU_Cyno
- AU_Logistics

Corp-wide logistical operations get announced on Agony's main forums. There is also a subforum called "Logistics" where members can make posts related to movement or procurement of gear. This forum is accessible to CORE+ ranks only.

Agony's Ventrilo has a room dedicated to Logistics. Pilots participating in cap ship jumps should move themselves into this room to not have general channel chatter interfere with their op.

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.