Difference between revisions of "Distribution missions"
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− | If you've decided to skill into Distribution Missions for an optimized ship, then your go to will be blockade runners. These are the fastest cargo haulers in the game, and as an added bonus, have the ability to warp cloaked which makes them safer in dangerous places. It's still an industrial class, so will never be truly safe. | + | If you've decided to skill into Distribution Missions for an optimized ship, then your go to will be blockade runners. These are the fastest cargo haulers in the game, and as an added bonus, have the ability to warp cloaked which makes them safer in dangerous places. It's still an industrial class, so will never be truly safe. These are significantly more expensive than regular industrials, but easily outshine even frigates in terms of completion rates due to faster warp initiation and faster warp, allowing completing several Level 1 and Level 2 at once, or keeping a frigate pace on Level 3 and Level 4 missions. |
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− | These are significantly more expensive than regular industrials, but easily outshine even frigates in terms of completion rates due to faster warp initiation and faster warp, allowing completing several Level 1 and Level 2 at once, or keeping a frigate pace on Level 3 and Level 4 missions. | ||
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Revision as of 21:52, 16 September 2019
Missions |
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Mission Reports |
Mission Guides |
Special Missions |
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Distribution missions, also know as courier missions, are a type of mission given by distribution agents.
Structure
A Distribution mission is a mission to take a piece of cargo from one station to another station. When a Distribution mission is accepted, the necessary cargo is spawned in your personal hangar at the pickup station. You then need to haul it to the destination ("drop off") station using your ship. Usually the agent location is either the "pick up" or "drop off" location. Once docked at the destination station you may complete the mission by talking to the agent. The cargo only counts as delivered if it is either in your personal hangar at the destination station, or in your ship's cargo hold while you are docked at the destination station.
Distribution missions never spawn any hazards of their own; you only have to deal with the normal hazards of Stargate travel (gatecamps, suicide gankers, warp interdiction bubbles on Stargates in NullSec, and so on). Level 1 missions will keep you within the agent's constellation, level 2 and level 3 will possibly send you to a neighboring constellation, and level 4 missions will always send you to a neighboring constellation. [1]
It is worth noting that although you are at the destination station you can still talk to the original agent remotely to complete the mission without going back to the original station. They will be listed in the station's "Agents" tab after you dock, or you can start a conversation with them using your mission journal. However, until you fly back and dock at their station, they will not give you a new mission.
If a Distribution mission has an item as a reward instead of ISK, then the item will appear in your personal hangar at the issuing agent's station, which is usually located in the pickup station.
Level 1 and 2 Distribution missions can be run using frigates, although you may need to use cargo modules in the low slots. Cargo size for L1/L2 missions can be up to 450 m3 in size. For level 3 and 4 courier missions, you will need an industrial hauler because cargo sizes will be in the Template:Gaps–Template:Gaps m3 range. Further information is in the following section.
Ship choices
Level 1 and Level 2
These can be easily accomplished in T1 Exploration Frigates, which come with a goodly cargo hold and are fairly quick to warp.
You will need to invest in an Expanded Cargohold module to bring your capacity up to Template:Gaps, however for most missions you'll be focusing on Inertial Stabilizers for a faster time to warp. If you're rigging a ship for Distribution, then 3 x Hyperspatial Velocity Optimizer will be your biggest asset helping with crossing systems, leaving align time speed to low slots. In your high and medium slots, fit whatever tank is appropriate for your skills. Your goal is to avoid conflict.
Ship Base | Suggested FitAssuming no skill bonuses 1 Expanded Cargohold II Remaining low slots Inertial Stabilizer II All Hyperspatial Velocity Optimizer II rigs | ||||||
---|---|---|---|---|---|---|---|
Ship | Capacity | Time to Warp | Warp Speed | Low Slots | Capacity | Time to Warp | Warp Speed |
Magnate | 400 m3 | 5.65s | 5AU/s | 4 | 510 m3 | 3.31s | 8.69AU/s |
Heron | 400 m3 | 5.69s | 5AU/s | 2 | 510 m3 | 4.55s | 8.69AU/s |
Imicus | 400 m3 | 5.79s | 5AU/s | 3 | 510 m3 | 3.79s | 8.69AU/s |
Probe | 400 m3 | 5.57s | 5AU/s | 3 | 510 m3 | 3.68s | 8.69AU/s |
Level 3 and Level 4
As the capacity can range up to Template:Gaps, you will need to move up from a frigate to an Industrial ship.
As with lower levels, the goal is to move enough, as fast as you can. By now, you should have a few skills to begin improving your times as well. Anything that increases warp speed, increases agility, or decreases inertial modifiers will really help speed up your distribution runs. If you're still starting out, then your best bet is to move up to the Fast Industrials.
While you're going to need to be able to fit up to Template:Gaps, most require Template:Gaps which will allow fitting more Inertial Stabilizers for faster warp. For the purposes of the table below, we'll assume you need to fit to Template:Gaps, but do bring along enough Expanded Cargoholds to replace Inertial Stabilizers when you do get the odd large load, and Inertial Stabilizers to swap in when Template:Gaps isn't needed.
Ship Base | Suggested FitAssuming all skills V Expanded Cargohold II to >Template:Gaps Remaining low slots Inertial Stabilizer II All Hyperspatial Velocity Optimizer II rigs | ||||||
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Ship | Capacity | Time to Warp | Warp Speed | Low Slots | Capacity | Time to Warp | Warp Speed |
Sigil | 2100 m3 | 13.11s | 4.5AU/s | 6 | 5441 m3 | 3.89s | 7.82AU/s |
Badger | 3900 m3 | 13.88s | 4.5AU/s | 4 | 6216 m3 | 4.11s | 7.82AU/s |
Nereus | 2900 m3 | 12.16s | 4.5AU/s | 5 | 5486 m3 | 3.61s | 7.82AU/s |
Wreathe | 2700 m3 | 11.23s | 4.5AU/s | 5 | 5893 m3 | 3.33s | 7.82AU/s |
All Levels
If you've decided to skill into Distribution Missions for an optimized ship, then your go to will be blockade runners. These are the fastest cargo haulers in the game, and as an added bonus, have the ability to warp cloaked which makes them safer in dangerous places. It's still an industrial class, so will never be truly safe. These are significantly more expensive than regular industrials, but easily outshine even frigates in terms of completion rates due to faster warp initiation and faster warp, allowing completing several Level 1 and Level 2 at once, or keeping a frigate pace on Level 3 and Level 4 missions.
Ship Base | Suggested FitAssuming all skills V Expanded Cargohold II to >Template:Gaps Remaining low slots Inertial Stabilizer II All Hyperspatial Velocity Optimizer II rigs | ||||||
---|---|---|---|---|---|---|---|
Ship | Capacity | Time to Warp | Warp Speed | Low Slots | Capacity | Time to Warp | Warp Speed |
Prorator | 2900 m3 | 7.75s | 4.5AU/s | 4 | 5893 m3 | 3.46s | 11.4AU/s |
Crane | 4300 m3 | 7.78s | 6AU/s | 2 | 5375 m3 | 3.47s | 11.4AU/s |
Viator | 3600 m3 | 7.49s | 6AU/s | 3 | 5737 m3 | 3.34s | 11.4AU/s |
Prowler | 3500 m3 | 7.53s | 6AU/s | 3 | 5893 m3 | 3.36s | 11.4AU/s |
Standing grind
Distribution missions are by far the fastest mission type. As a result blitzing distribution missions is the fastest way to receive storyline missions. Even though the distribution missions give low corporation standing gain the storyline mission will give more noticeable corporation standing gain and slow faction standings.