Freighter 101

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Contents

Class Information

This chapter contains the standard information of this class pertaining to scheduling and class contents. The general information should be sufficient to create a proper class topic for scheduling on the Eve University forums. Additional information relevant to the teacher is listed under Notes for the teacher.

General information

Image for forum posting: http://i757.photobucket.com/albums/xx216/ScoopIrish/truck3.jpg

The EVE economy is dynamic and largely player-run. As a result, there will be cargo that needs to be moved from one station to another for trading, PVP, PVE or a player is moving from one system to another are some of the examples.

In this class, you'll learn how to haul goods in EVE, safely and profitably.

Class contents:


Student requirements:


Additional information: This class is primarily lecture, and a quick practical, followed by Q&A.

Notes for the teacher

Required materials:

While this syllabus is fairly detailed, teachers should not just recite this document. Make sure to read it thoroughly, use its structure as a guide for the structure of your class, but make it your own - feel free to insert your own insights and experiences as you cover the key points.

Class contents

Introduction

Welcome to this class on Freighter 101! Over the next hour or so, we shall review what it takes to establish a freighter character, and to use them to haul profitably and safely.

(Instructor should then introduce himself or herself - covering experience level and background.)

We have a few ground rules for this class:

Everyone ready? OK, then - let's begin....

The freighter is an expansion to the hauler in that it is specialized in hauling large amounts of cargo. With any specialization you need to start with the basics.

It is recommended to attend a Hauling 101 class as this is the path you are following and expanding on.


What is hauling?

First, let's define what we mean by hauling. This pertains more to the Industrial.

Hauling comes in three types:

As a freighter pilot there is one more type of hauling and that is the courier contract runners. That’s because this is where the specialized part of hauling comes into play.

There are always players that want to move fitted ships, expensive cargo, or large amount of ore and minerals that won’t fit into an industrial.

Getting into a freighter takes about a month for the basic. You will want to start out as a hauler with an industrial ship as you train up to the freighter.


Hauling may sound like an easy way to get rich in EVE - and in fact you can earn millions of ISK per hour of effort, if you do it correctly.

Establishing a hauler character or alt

Many players set up a separate alternate character or "alt" to specialize in hauling. There are several advantages to this arrangement:

To set up a hauler alt in your main account, restart your EVE client, and then click on one of the blank boxes below your main character portrait. You are allowed up to three characters in your main account.

To set up a hauler alt in a separate account, you can either register a whole new account with CCP on the main EVE website, or you can create an alternate character in your main account, and then pay a small fee (US$20) to split off your alt into a new account later, if you wish. (Note: You can only have 1 alt on the account training at a time)

A useful guide to setting up a hauler alt: Creating an Alt Hauler

What is the best race for your Freighter? In the long run, it does not really matter, as any character can be trained to pilot any ship, given enough time.

The best determinant for selecting the race of your Freighter is how long you intend to train that character. If your intention is to establish a character in a separate account with a long continuous training plan, then your best choice is probably Minmatar. Minmatar is the better race for freighters as they are the fastest for agility.

View this helpful guide on the strengths and weaknesses of various hauling craft, so you can make an informed choice about your hauling character's race: Hauling

With the freighter business it can be a lucrative was to make money while you are doing other stuff on your main account. A lot of freighter pilots run in AFK (away from keyboard) mode by using the auto pilot because a freighter is a very slow ship. But to be on the safe side and to make the trip faster you should run your ship ATK (at the keyboard)

Essential hauling skills and equipment

To get started as a hauler, the absolutely required skills you need are:


The only freighter attributes that can be changed through training and implants are:

  1. Hull - Mechanics skill
  2. Armor - Hull Upgrades skill
  3. Shields - Shield Operation, Shield Management skills
  1. Sub-warp - Navigation, Skirmish Warfare (When in a fleet)
  2. Warp - Warp Drive Operation (reduces Cap usage)


Optional - Implants

Slot
Implant
Benefit
1
Low-grade Nomad Alpha
+2 Perception; +1% bonus to ship agility; +10% Set bonus to ship agility
2
Low-grade Nomad Beta
+2 Memory; +2% bonus to ship agility; +10% Set bonus to ship agility
3
Low-grade Nomad Delta
+2 Intelligence; +4% bonus to ship agility; +10% Set bonus to ship agility
4
Low-grade Nomad Epsilon
+2 Charisma; +5% bonus to ship agility; +10% Set bonus to ship agility
5
Low-grade Nomad Gamma
+2 Willpower; +3% bonus to ship agility; +10% Set bonus to ship agility
6
Low-grade Nomad Omega
+25% Set bonus to ship agility
6
Navigation Implants: Eifyr and Co. 'Rogue' Warp Drive Speed WS-605, WS-608, WS-610, WS-613, WS-615, WS-618
+5, +8, +10, +13, +15, and +18% increase in warp speed respectively
7
Shield Implants: Zainou 'Gnome' Shield Management SM-701, SM-702, SM-703, SM-704, SM-705, SM-706
+1, +2, +3, +5, +6% bonus to shield capacity respectively
7
Navigation Implants: Eifyr and Co. ‘Rogue’ Evasive Maneuvering EM-701, EM-702, EM-703, EM-704, EM-705, EM-706
+1, +2, +3, +4, +5, +6% bonus to ship agility respectively
8
Armor Implants: Inherent Implants 'Noble' Mechanic MC-801, MC-802, MC-803, MC-804, MC-805, MC-806
+1, +2, +3, +4, +5, +6% bonus to hull hitpoints respectively
9
N/A
N/A
10
Armor Implants: Inherent Implants 'Noble' Hull Upgrades HG-1001, HG-1002, HG-1003, HG-1004, HG-1005, HG-1006
+1, +2, +3, +4, +5, +6% bonus to armor hitpoints respectively


Hauling capital requirements

Starting a new hauler alt character is relatively easy, but being able to do useful ISK-producing activities also requires a sufficient amount of starting capital.


There are some practical things that you can do as a freighter pilot, however, to minimize the dangers.

Advanced hauling topics

Class Wrap-up

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