AGONY Jump Logistics Guide

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General Notes

The intention of this guide it to get you acquainted with logistics associated with moving your belongings into 0.0.

Further references:

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) - Berta (only one station in this system)
  • Low sec office (pick up point for carriers and rorquals) - Hothomouh (only one station in this system)
  • 0.0 base (drop off point for all caps) - Hemin VII - Moon 12 - Archangels Logistic Support

Note: You can easily transport your main character or a cyno alt between all these offices by moving its medical clone to any one of these locations and then undocking in a pod and initiating self-destruct sequence. Don't forget to update its clone afterwards.

Transport Across Empire

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

Jumping from highsec system into lowsec system: Highsec to lowsec entry points are favorite places for pirates to camp. When transporting your ships to lowsec base, be aware that pirates might be camping the gate. You might not see them on gate. They might be sitting a few thousand kilometers off grid near the gate aligned to the gate. Their cloaked scout will give them signal to warp to gate as soon as you activate it to come through. When scouting lowsec gates always do a 360 degree scan around the gate. If you're picking up a heavy interdictor (Broadsword, Phobos, Devoter, Onyx) or heavy ships of some sort on 360 short range scan, that might be pirates camping. You can also check local for characters with negative standings. Keep in mind that warp core stabs do not prevent being warp scrambled by a heavy interdictor.

Jita Shop: Alistone has opened a Jita shop where he will purchase the goods you order directly from Jita and transport them to Agony's high sec office. For more information please read this thread

Corporate Contracts

As we are not a logistics corporation, the fastest way to get your stuff moved is by issuing public courier contracts and letting professional haulers transport your stuff. However, under certain circumstances you may choose to issue courier contracts to the corporation, in which case they will be visible to Agony members only. When issuing such contracts keep in mind that anyone can claim them. You do need roles to issue contracts to corporation or claim contracts issued to corporation by other members. If you do not want to risk having a spy alt claim all your possessions and then take off with them, it is wise to put some kind of collateral on any courier contract you issue to the corporation.

Corp Moves

The following information pertains to times the corp moves between different 0.0 regions and so transport of ships across highsec empire is then needed. Instructions to follow for high sec transport:

  1. Each Agony member is responsible for his or her own empire-side logistics, especially if his or her ships have already been delivered to a high security system.
  2. Do not place assembled (rigged/insured) battlecruisers and battleships into highsec shipping hangar. Freighters and orcas are only able to haul 1-3 of these ship types. Their transport will actually proceed faster if you nano/i-stab them and run them across empire one by one yourself, as both freighters and orcas are very slow aligning ships.
  3. You may throw cruisers and smaller ships into Shipping hangar in highsec but please keep point #1 in mind. While our logistics pilots will gladly help you get your stuff transported between 0.0 and empire, the empire-side logistics are widely considered to be responsibility of individual pilots to get done. Thus if you put your ships into Shipping hangar in highsec office to get transported across empire you may be waiting for them for a long, long while.
  4. When placing assembled (rigged/insured) ships into highsec Shipping hangar, name them as if naming them for carrier transport (with your name and destination) and then package them into plastic wrap by creating fake courier contracts to your alt or corpmate (refer to carrier logistics section if you do not know how to make plastic wrap packages). Place only plastic wrap packages into Shipping hangar. Freighters are unable to load assembled ships otherwise if they are not inside plastic wrap. Orca pilots can look inside plastic wrap and break it if there are only ships with your name inside it, then load assembled ships into their orcas for transport.
  5. Do the same for your items and repackaged ships - place them into plastic wrap for freighter transport.

During corp-wide moves your smaller cruisers and frigate-sized ships can catch a ride on somebody else's freighter or orca. But do not put battleships and battlecruisers into highsec Shipping hangar. You are responsible for hauling ships that have been transported to empire, especially ones sitting in highsec.

Transport to and from 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 repackaged 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 for 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? How much should I tip?
A. You may tip if you specifically know who delivered your stuff. Carrier pilots typically use fuel and cyno supplies that are purchased from corp wallet and stocked at our lowsec and 0.0 statios, but jump freighter pilots may be purchasing their own fuel supply (as JFs use 3x the fuel of carrier) so it may help to include a tip of a few mil on your courier contract.

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 a station with corp office.

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. The destination station is almost always a station with corp office.
  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 the cargo that might belong to several people. 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 assembled 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, 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.


Inter-Regional Moves

Once in a while Agony leaves old 0.0 residence and moves into a new 0.0 region. This is most often done to either leave a target-poor area or pursue better opportunities elsewhere. Usually, 10-14 days prior to the actual move, a thread will be posted in corporate forum detailing where the corporation is moving to and listing the move-out dates (though unplanned moves can also happen). This gives our members enough time to start planning ahead. Moving out is never a 2-3 day event, instead logistics are usually spread over several weeks and weekends. Most of logistics associated with these moves will get done in the first 10 days but the entire process spans about 3-4 week because there is always a certain portion of membership that is on AFG and we want to ensure that everyone can move their belonging out of the old 0.0 region.

When time comes near to start moving members are asked to place their correctly marked and packaged ships and belonging into Shipping division of corporate hangar in 0.0 base. From there capital ship pilots can pick them up to deliver them to empire. Ships and belongings transported to empire are responsibility of members to transport to new destination. A portion of ships may be jumped directly into the new lowsec capital base system. Depending on how many jumps carriers have to make to new destination and number of active capital ship pilots in corp at the time, there can be limitations placed to how much volume will be taken up from 0.0 by capital ships and how much will be left up to members to transport out. This is why it is always a good idea to not significantly overstock on ships.

These inter-regional moves usually place a lot of additional load on play time of all of our members, especially capital ship pilots who are directly involved in jumping ships and gear to the new place. Squadrons may choose to close down their recruitment, fewer gangs are scheduled and run, and PVP University classes are not scheduled until move is complete. To ensure that these moves take up least amount of time, please adhere to the following guidelines:

  1. When a move is announced, stop moving ships into the area (unless it is a specific ship you need for an upcoming gang).
  2. Do a portion of your logistics yourself. If corporation is basing near empire, run a few of your T1 insurable heavy ships such as bc and bs through the pipe to empire and afk pilot them through highsec.
  3. Volunteer to scout for members who are running their ships from 0.0 to empire.
  4. Volunteer to light cynos for capital pilots making jumps. Cyno-alts can be generated in less than a week of training. All you need to train up is Electronics V, Cynosural Theory III, and make sure it has skills to fly a frigate capable of holding 350 units of ozone in its cargohold.
  5. If you have a freighter or orca alt you may volunteer to help members to transport their ships across empire.
  6. Try not placing ships into Shipping hangar that are generally not worth transporting and that can be easily purchased near Agony's new base.
    1. T1 frigates and destroyers are very cheap and generally not worth moving unless you have some very expensive rigs on them.
    2. Unrigged T1 ships (cruisers, battlecruisers, battleships) can be insured and self-destructed for insurance.
  7. Do not keep a huge stock of ships at the 0.0 base. Think about how many ships you can reasonably blow up in the next 2-4 weeks and do not stock up over this amount.

If you have missed a move do not worry. Agony most often bases in NPC 0.0 stations to which you will never lose docking rights. You can train up a few levels of Trade and Retail on an alt (takes about 3 days), contract your items it and send it into region. Have your newly created trade alt list your belongings on market for Jita prices and you will sell off majority of your stuff within a few weeks. Rigged ships can be sold over contracts. You can also always attempt to run everything out to empire yourself.

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 a mix of shield and armor maintenance bots to protect the cyno ship at the destination location from being attacked and destroyed.
  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.

Important! During corp-wide logistics operations do not aggress anything anywhere with your capital. When a corporation is moving, there will be a lot of cynos going up and a lot of capital ships jumping back and forth and this always attracts attention of local pirates. Pirate alliances have been known to bait capital ships into aggressing and then hotdrop them with 10-20 dreads. This amount of dreadnaughts melts a carrier in seconds such that not even remote repair from other carriers will save you. So during inter-regional moves stick to the task at hand.

Chat Channels and Forum

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.