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 Across Empire

For information on empire-side logistics please refer to the following article: Highsec Hauling and Suicide Gankers

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 main difference is that carriers can pick up ships and packages only from lowsec systems. Jump freighters can pick them up from highsec and jump them into 0.0. With jump freighters you can avoid the hassle of hauling your things into lowsec and lowsec gate camps. Another difference is that jump freighters can haul about 350K m3 of repackaged items making them ideal for hauling high volume items such as POS components and fuel.

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 a JF pilot. Jump freighters are suboptimal for hauling rigged/insured ships. They work well for hauling ships and supplies into 0.0 but not so great for hauling your remaining rigged/insured ships out of 0.0. For example a jump freighter can haul 35 repackaged cruisers but only 3 assembled/rigged cruisers. In comparison, a carrier can haul 7-8 assembled cruisers per trip. 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 1-2 rigged battleships per trip. Jump freighters also have shorter jump range than carriers, which means that they cannot jump as far. If you need transport of rigged/insured ships, use carrier logistics. 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 space and time to make jumps. Usually it takes no more than 3-4 days to receive your ships/items, but sometimes can take longer than a week. Ultimately, 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 your ship is not in the Shipping hangar or your items, make a post in corporate forum to ask if other members have seen it. Sometimes mistakes are made when ships get sorted, so another Agony member could have received your ship. 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 carrier. A post in corp forums will hopefully remind that member to check 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, and only that section. 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 smaller 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.
  4. Pack contents into plastic wrap or secure containers. Procedure for creating plastic wrap packages:
    1. 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.
    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.

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.