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Creating an Alt Hauler: Difference between revisions

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This page will present an overview on how to most efficiently create an alternate character (usually on a second account) for hauling most efficiently. This can be considered a current, text version of the [http://classes.eve-ivy.com/ Alt Hauling 101] audio class.
{{main|Alternate characters}}{{Skillplan Navbar}}
A hauler alt is a character trained specifically for hauling. There are many reasons to create such an alt, but it primarily stems from a need to move things to and from places on your own timetable.


= Overview =
This guide is designed to train an alt into [[Deep Space Transport]] and [[Blockade Runner]]. This is sufficient for most personal haulers, but if needed you can train an alt into a [[Freighter]], [[Bowhead]], and [[Jump Freighter]]. The guide is segmented to allow you to pick and choose which ship types you wish to train your alt into based on your needs. Hauling is generally a skill that requires {{clonestate|Omega}} and this guide assumes that your hauler alt is either on its own Omega account or that you are using [[Multiple Character Training]].


Our goal is to be able to haul the most amount of stuff (measured in m^3) in the least amount of time from a new character's perspective. In doing this task, [http://evemon.battleclinic.com/ EVEMon] is your friend, and this guide basically shows you some career paths that you can then customize.
You will want to use the appropriate skill plan for the empire faction you're training into: Armor-tanked support skill for Gallente/Amarr and Shield-tanked support skill for Minmatar/Caldari.


The route you take depends on the race of the character, as all characters now (1/1/2010) start with minimal skills but those include racial frigate skills. The best route to take is to create an Amarr character to fly the [http://eve.wikia.com/wiki/Bestower Amarr Bestower], which can haul over 13,000 m^3 with a minimally trained set of skills!
== Why use a hauler alt? ==
Training into a hauler can be a long train, especially if training into Jump Freighters. Training one character to do hauling as well as a variety of other activities takes significantly longer and delays being able to either well. Specialization with multiple characters means that you can do both well when training into the desired skills is completed. Additionally, training a hauler alt on a separate account means that you can haul your cargo while doing something else as opposed to choosing between two activities. A hauler alt is also useful because they can be put in a player-owned alt corp such as the [[EVE_University_Hall_of_Residence|Hall of Residence]] without much concern for things like [[Corporation_diplomacy#Wars|hisec wars]]. Without a hauler alt, hisec wars can mean losing cargo to war targets who camp trade hubs and have a proficiency in destroying anything that undocks from the main hub stations.


= Creating a Bestower Pilot =
When hauling with a Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an [[Jump_drives#Industrial_Cynosural_Fields|industrial cyno]] at a waypoint to allow the Jump Freighter to get where it's going.


== Create an Amarr Character ==
===Training multiple characters===
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time '''unless''' you are willing to pay for [[Multiple Character Training]]. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character if you don't want to pay for MCT.


The first step, of course, is to create your new character. Lets begin there. After logging in, you will be presented with the character select window. This has three squares of your character; the most recently played one will be on top in a big portrait window, and the others will be below in smaller squares. These may be blank squares that are barely visible, but they will say "Empty" below them in text. Click one of these Empty squares and you will be taken to the character creator.
== Why no T1 haulers?  ==
T1 haulers fill a niche created by the fact that other ships simply cannot hold as much as [[haulers]]. If all you want to do is move a large amount of gas, ore, minerals, or planetary commodities from one station or structure within or to a nearby system, then you might consider training up the relevant faction's hauler to fly a [[Haulers#Specialized_transports|specialized hauler]]. For example, at {{Sk|Gallente Hauler|V}} the [[Miasmos]] can hold 63,000{{m3}} which is almost as much as much as a Deep Space Transport's fleet hangar at max skills, but it has a paper tank that cannot hold up against any ganker. Moving anything valuable over longer distances puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe. Still, check your travel path for gate camps looking for easy hauler kills along the way. For longer distances, T2 haulers are necessary to prevent the loss of your ship and your cargo.


=== Choose Race ===
If you are a member of EVE University and cannot train into T2 hauling ships because you are an {{clonestate|alpha}}, consider using the [[Hauling_Department|University Hauling Service]] to move your stuff around safely for free and the [[Buyback|University Buyback Program]] to sell goods for profit.


Obviously, since we want to fly the Amarr Bestower most quickly, we'll create an Amarr character, so at the "Choose Race" screen, select Amarr, the top right option. This is the only option that makes any difference from a gameplay perspective, as it affects your starting racial skills (namely, your racial Frigate skill).
{{ note box | Notes:
* There are some restrictions on where the University Hauling Service will take your goods and there is a recommended fee for hauling on goods you intend to make a profit on. See the forum post for additional information.
| italics= no }}


=== Complete Creation ===
== Preparing for training  ==
It is important to read about [[hauling]] as it will save you a lot of time and frustration. Before you even create a character, consider that the Amarr, Gallente, and Minmatar start with {{Sk|Mechanics|III}} and {{Sk|Hull Upgrades|III}}. Regardless of which faction you start with, you can train into any hauling ship. The {{sh|Charon}} is generally considered the best freighter because of its carrying capacity, but the {{sh|Obelisk}} offers the highest EHP and the {{sh|Fenrir}} is the fastest. The {{sh|Providence}} comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the {{sh|Occator}} is the fastest at aligning while the {{sh|Impel}} can fit a solid amount of tank thanks to its generous number of low slots. The {{sh|Mastodon}} is a good choice for those looking for a balanced choice between align time and tank.


Next, you'll have the ability to chose your bloodline and ancestry. These do not make any difference to the stats you will start with, but they will change your starting appearance and (I believe; this should be verified) the location your character starts.
The [[Bowhead]] is a unique freighter in that it does not have a large cargo hold like the other freighters. Instead, it features a massive ship maintenance bay which allows it to haul fitted ships. Note that the Bowhead is shield-tanked and if you want to train both a regular freighter and the Bowhead, you might consider training into one of the shield-tanked transport ships for the fastest train. Otherwise, you could train support skills for both shield and armor-tanked hauling ships.


Then, you'll choose your gender, which again makes no gameplay difference, and then you'll have an opportunity to set up your appearance and select your name. There is also a very small option that lets you start in space instead of a station, but let's just start in a station.
== Skill plan ==
The skill plans are divided up between armor-tanked and shield-tanked ships as well Transport Ships (DSTs and Blockade Runners), Freighters, and Jump Freighters. This guide assumes that if you are going to train into a freighter, you will also be training into DST. If you do not, you can remove the {{Sk|Transport Ships}} skill from the skill queue leaving only empire faction specific hauler skill at the beginning of your ship skills portion of the skill queue. To train {{Sk|Jump Freighters}} you will need to train one of the four main empire faction freighters.


You'll hit "Create Character" and then be taken back to the character selection screen. Note, you have to wait at least 24 hours before you can delete your new character!
All characters start with {{Sk|Cybernetics|I}} which allows the use of +3 [[Implants#Attribute_Enhancers|training implants]] and this guide assumes you are using them, but you may wish to train {{Sk|Cybernetics|V}} to unlock +5 implants and allows you to use implant sets like Amulets (armor) or Nirvanas (shield) for additional tank and Ascendancies (warp time) or Nomads (align time) for speed.


== Pause Training ==
The skill plan utilizes neural remaps to reduce training time. It is not required to use the neural remap, but the difference in time is significant. Because this skill plan utilizes three neural remaps, you will want to create a new character rather than training an existing alt. If you are using an existing character, you might consider using the first and third neural remaps to train up support and ship skills as these are the most lengthy skill trains. If your existing character only has the annual remap, consider remapping for the ship skills section as that will be the longest train. The remaps are as follows:


If you are creating an alt on an account with other characters, only one character can be training skills at a time. Attempting to add skills to the training queue will result in an error, so let's first go into all our other characters (if any) and pause training:
* Support skills: Intelligence-Memory
* Navigation skills: Intelligence-Perception
* Ship skills: Willpower-Perception


* Open Character Sheet (top left button)
The skills are not all maxed, meaning that after you have trained into the ships you wish to fly you may wish to train certain skills further than this skill plan covers, especially the support and navigation skills.
* Skills section (on the left, should be default)
* Skills tab (on the right, should be default)
* Open Training Queue button (new window pops up)
* Pause (bottom middle of the new window)


Now, we're ready to train the alt.
The skill plan has also been optimized for the dopamine effect of hearing that a skill has completed training by organizing skills from shortest to longest train wherever possible.


== Send Money ==
==Support skills==
First remap: '''Remapping (active) : i27 p17 c17 w17 m21'''


Now, your new avatar will start out flat broke. She'll need to buy these skills:
{{SkillQueue
|name=Armor-tanked support skills
|desc=Gallente/Amarr
|Jury Rigging I
Armor Layering I
Cloaking I
Industry II
Jury Rigging II
Armor Layering II
Cloaking II
Industry III
Jury Rigging III
Armor Layering III
Cloaking III
Industry IV
Hull Upgrades IV
Armor Layering IV
Explosive Armor Compensation I
EM Armor Compensation I
Kinetic Armor Compensation I
Thermal Armor Compensation I
Armor Rigging I
Astronautics Rigging I
EM Armor Compensation II
Thermal Armor Compensation II
Kinetic Armor Compensation II
Explosive Armor Compensation II
Astronautics Rigging II
Armor Rigging II
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermal Armor Compensation III
EM Armor Compensation III
Armor Rigging III
Astronautics Rigging III
Mechanics IV
Capacitor Systems Operation IV
EM Armor Compensation IV
Thermal Armor Compensation IV
Kinetic Armor Compensation IV
Explosive Armor Compensation IV
Capacitor Management IV
Astronautics Rigging IV
Armor Rigging IV
Industry V
Capacitor Systems Operation V
Cloaking IV
Capacitor Management V}}


* Amarr Industrial (270,000)
{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds
* Hull Upgrades (54,000)


for a total of 334,000 ISK. They can in all likelihood be purchased in the starting station, so there's no need to travel.
{{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds


You'll also want to buy a Bestower (best price in Amarr as of this writing is around 550,000 ISK, but 950,000 at the newbie station) as well as a shuttle to get to the Bestower (Around 15,000 for one actually at your station, or shop around for maybe 8,000 or so).
{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes


Then, you'll want four Expanded Cargohold II modules (about 650,000 each).
{{Sk|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds


Grant total: About 3.5 million ISK (3,500,000). So, log in your main, find your alt in the ''People & Places'' window, under the ''Buddies'' tab, search for the character name and add to your addressbook. Then, right-click her portrait and ''Send Money'' to her.
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds


Note that I believe if you complete the tutorial mission for industry, you will get a free Bestower, so go ahead and do that if you desire. That will make your training time longer, as I believe some missions require training other skills to complete them.
{{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


== Train for Bestower ==
{{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


The first thing you're going to want
{{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


= Credits =
{{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds


[http://www.eve-ivy.com/forums/viewtopic.php?f=45&t=24304&p=242308 Raddick Tseng] for suggesting this, and giving some interesting statistics.
{{Sk|Armor Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds
 
 
{{SkillQueue
|name=Shield-tanked support skills
|desc=Caldari/Minmatar
|Shield Operation I
Jury Rigging I
Industry II
Shield Operation II
Cloaking I
Shield Upgrades II
Jury Rigging II
Tactical Shield Manipulation II
Industry III
Shield Operation III
Cloaking II
Shield Upgrades III
Jury Rigging III
Shield Rigging I
Astronautics Rigging I
Shield Rigging II
Astronautics Rigging II
Shield Rigging III
Astronautics Rigging III
Tactical Shield Manipulation III
Mechanics IV
Capacitor Systems Operation IV
Industry IV
Shield Operation IV
Explosive Shield Compensation I
EM Shield Compensation I
Thermal Shield Compensation I
Kinetic Shield Compensation I
Explosive Shield Compensation II
EM Shield Compensation II
Thermal Shield Compensation II
Kinetic Shield Compensation II
Explosive Shield Compensation III
EM Shield Compensation III
Thermal Shield Compensation III
Kinetic Shield Compensation III
Cloaking III
Hull Upgrades IV
Shield Upgrades IV
Explosive Shield Compensation IV
EM Shield Compensation IV
Thermal Shield Compensation IV
Kinetic Shield Compensation IV
Capacitor Management IV
Shield Rigging IV
Astronautics Rigging IV
Tactical Shield Manipulation IV
Capacitor Systems Operation V
Industry V
Cloaking IV
Capacitor Management V}}
 
{{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds
 
{{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes
 
{{Sk|Shield Operation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|Shield Upgrades|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
 
{{Sk|Explosive Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|EM Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Thermal Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Kinetic Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Shield Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Tactical Shield Manipulation|IV|mult=yes}} 2 days, 10 hours, 47 minutes, 19 seconds
 
{{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds
 
 
 
{{SkillQueue
|name=Jump Freighter support skills
|desc=Only add this skill if you're planning to train Jump Freighters
|Science V}}
 
{{Sk|Science|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
==Navigation==
Second remap: '''Remapping (active) : i27 p21 c17 w17 m17'''
 
{{SkillQueue
|name=Transport Ship/Freighter skills
|desc=Valid for all empire factions
|Acceleration Control I
Acceleration Control II
High Speed Maneuvering II
Warp Drive Operation III
Acceleration Control III
High Speed Maneuvering III
Warp Drive Operation IV
Acceleration Control IV
Navigation IV
High Speed Maneuvering IV
Warp Drive Operation V
Micro Jump Drive Operation I}}
 
{{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds
 
{{Sk|Navigation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds
 
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds
 
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds
 
 
{{SkillQueue
|name=Jump Freighter skills
|desc=Only use this if you are planning to train into jump freighter
|Navigation IV
Navigation V
Warp Drive Operation III
Warp Drive Operation IV
Warp Drive Operation V
Jump Drive Operation I
Evasive Maneuvering II
High Speed Maneuvering II
Jump Drive Operation II
Evasive Maneuvering III
High Speed Maneuvering III
Jump Drive Operation III
High Speed Maneuvering IV
Jump Drive Operation IV
Evasive Maneuvering IV
Jump Drive Operation V
Micro Jump Drive Operation I
Jump Fuel Conservation I
Jump Drive Calibration I
Jump Fuel Conservation II
Jump Drive Calibration II
Jump Fuel Conservation III
Jump Drive Calibration III
Jump Fuel Conservation IV
Jump Drive Calibration IV
Jump Drive Calibration V}}
 
{{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds
 
{{Sk|Navigation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds
 
{{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds
 
{{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds
 
{{Sk|Jump Drive Operation|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Jump Fuel Conservation|IV|mult=yes}} 6 days, 21 hours, 34 minutes, 38 seconds
 
{{Sk|Jump Drive Calibration|V|mult=yes}} 43 days, 21 hours, 43 minutes, 32 seconds
 
==Ship skills==
Third remap: '''Remapping (active) : i17 p27 c17 w21 m17'''
 
{{SkillQueue
|name=Amarr Transport skills
|desc=Amarr DST/Blockade Runner
|Amarr Hauler I
Amarr Hauler II
Amarr Hauler III
Amarr Hauler IV
Amarr Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Amarr Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Gallente Transport skills
|desc=Gallente DST/Blockade Runner
|Gallente Hauler I
Gallente Hauler II
Gallente Hauler III
Gallente Hauler IV
Gallente Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Gallente Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Minmatar Transport skills
|desc=Minmatar DST/Blockade Runner
|Minmatar Hauler I
Minmatar Hauler II
Minmatar Hauler III
Minmatar Hauler IV
Minmatar Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Minmatar Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Caldari Transport skills
|desc=Caldari DST/Blockade Runner
|Caldari Hauler I
Caldari Hauler II
Caldari Hauler III
Caldari Hauler IV
Caldari Hauler V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Transport Ships V}}
 
{{Sk|Caldari Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds
 
{{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes
 
 
{{SkillQueue
|name=Caldari Freighter skills
|desc=Charon
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Caldari Freighter I
Caldari Freighter II
Caldari Freighter III
Caldari Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Caldari Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=Gallente Freighter skills
|desc=Obelisk
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Gallente Freighter I
Gallente Freighter II
Gallente Freighter III
Gallente Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Gallente Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=Amarr Freighter skills
|desc=Providence
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Amarr Freighter I
Amarr Freighter II
Amarr Freighter III
Amarr Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Amarr Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=Minmatar Freighter skills
|desc=Fenrir
|Spaceship Command IV
Spaceship Command V
Advanced Spaceship Command I
Advanced Spaceship Command II
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
Minmatar Freighter I
Minmatar Freighter II
Minmatar Freighter III
Minmatar Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|Minmatar Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds
 
 
{{SkillQueue
|name=ORE Freighter skills
|desc=Bowhead
|Spaceship Command IV
Spaceship Command V
ORE Hauler I
Advanced Spaceship Command I
ORE Hauler II
Advanced Spaceship Command II
ORE Hauler III
Advanced Spaceship Command III
Advanced Spaceship Command IV
Advanced Spaceship Command V
ORE Freighter I
ORE Freighter II
ORE Freighter III
ORE Freighter IV}}
 
{{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds
 
{{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds
 
{{Sk|ORE Freighter|IV|mult=yes}} 7 days, 18 hours, 16 minutes, 28 seconds
 
 
{{SkillQueue
|name=Jump Freighter skills
|desc=Valid for all empire factions
|Jump Freighters I
Jump Freighters II
Jump Freighters III
Jump Freighters IV}}
 
{{Sk|Jump Freighters|IV|mult=yes}} 12 days, 1 hour, 45 minutes, 36 seconds
 
== Fitting haulers  ==
Hauling ships can be fit in a few different ways. For DSTs, you can fit for extra cargo, tank, or align. For freighters, you can fit for extra cargo or extra tank. Generally speaking, you only want to replace what's necessary to carry the haul. The fits below are designed for tank with extra cargo in hold. Note that it is generally a good idea to keep the main hold of a DST solely for things the DST needs and the fleet hangar for cargo.
 
===Deep Space Transports===
These are fits that give you good tank somewhere between 70k–100k EHP.
 
{{ShipFitting
| ship=Occator
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=10MN Y-S8 Compact Afterburner
| mid2typeID=35656
| mid3name=Large Shield Extender II
| mid3typeID=3841
| low1name=Damage Control II
| low1typeID=2048
| low2name=Inertial Stabilizers II
| low2typeID=1405
| low3name=Federation Navy Explosive Coating
| low3typeID=17553
| low4name=Federation Navy Explosive Coating
| low4typeID=17553
| low5name=Federation Navy 400mm Steel Plates
| low5typeID=31910
| low6name=Federation Navy Multispectrum Coating
| low6typeID=17549
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Trimark Armor Pump II
| rig1typeID=31059
| rig2name=Medium Trimark Armor Pump II
| rig2typeID=31059
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}{{ShipFitting
| ship=Bustard
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=10MN Y-S8 Compact Afterburner
| mid2typeID=35656
| mid3name=Multispectrum Shield Hardener II
| mid3typeID=2281
| mid4name=EM Shield Amplifier II
| mid4typeID=2553
| mid5name=EM Shield Amplifier II
| mid5typeID=2553
| mid6name=Republic Fleet Large Shield Extender
| mid6typeID=31932
| low1name=Reactor Control Unit II
| low1typeID=1355
| low2name=Damage Control II
| low2typeID=2048
| low3name=Inertial Stabilizers II
| low3typeID=1405
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II x3
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Ancillary Current Router I
| rig1typeID=31360
| rig2name=Medium Core Defense Field Extender II
| rig2typeID=31796
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}
 
{{ShipFitting
| ship=Impel
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=10MN Y-S8 Compact Afterburner
| mid2typeID=35656
| low1name=Damage Control II
| low1typeID=2048
| low2name=Inertial Stabilizers II
| low2typeID=1405
| low3name=Thermal Coating II
| low3typeID=1296
| low4name=Thermal Coating II
| low4typeID=1296
| low5name=EM Coating II
| low5typeID=1198
| low6name=Reactive Armor Hardener
| low6typeID=4403
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Trimark Armor Pump II
| rig1typeID=31059
| rig2name=Medium Trimark Armor Pump II
| rig2typeID=31059
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}{{ShipFitting
| ship=Mastodon
| fitName=EUNI Wiki Example Fit
| fitID=
| high1name=Compact Interdiction Nullifier
| high1typeID=58966
| high2name=Improved Cloaking Device II
| high2typeID=11577
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=Caldari Navy Large Shield Extender
| mid2typeID=31930
| mid3name=Caldari Navy Large Shield Extender
| mid3typeID=31930
| mid4name=Multispectrum Shield Hardener II
| mid4typeID=2281
| mid5name=Kinetic Shield Amplifier II
| mid5typeID=2547
| low1name=Reactor Control Unit II
| low1typeID=1355
| low2name=Damage Control II
| low2typeID=2048
| low3name=Inertial Stabilizers II
| low3typeID=1405
| low4name=Mark I Compact Reactor Control Unit
| low4typeID=8263
| charge1name=Core Probe Launcher I
| charge1typeID=17938
| charge2name=Core Scanner Probe I x16
| charge2typeID=30013
| charge3name=Expanded Cargohold II x3
| charge3typeID=1319
| charge4name=Mobile Depot
| charge4typeID=33474
| rig1name=Medium Core Defense Field Extender II
| rig1typeID=31796
| rig2name=Medium Core Defense Field Extender II
| rig2typeID=31796
| difficulty=1
| version=2023.31.12
| skills=
| notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}
 
===Freighters===
 
Freighters are the easiest to fit. They have three low slots regardless of which empire you trained into. That's it. For tank, use Reinforced Bulkheads II. For extra cargo, use Expanded Cargohold IIs.
 
{{ShipFitting
| ship=Obelisk
| fitName=EUNI Wiki Example Fit
| fitID=
| low1name=Reinforced Bulkheads II
| low1typeID=1335
| low2name=Reinforced Bulkheads II
| low2typeID=1335
| low3name=Reinforced Bulkheads II
| low3typeID=1335
| charge1name=Expanded Cargohold II x3
| charge1typeID=1319 
| difficulty=1
| version=2023.31.12
| skills=
| notes=
| showTOC=N
| showSKILLS=N
| showNOTES=N
}}
 
== Optimize with Giant Secure Containers  ==
There are items called ''Giant Secure Containers'' (GSC) which take up 3,000{{m3}} in your cargo hold. The interesting thing is that you can put 3,900{{m3}} of stuff in a GSC—which means you get a 30% space bonus.
 
{{ note box | Notes:
* Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, or livestock. So keep this in mind if you are using these containers to haul goods.
| italics= no }}
 
== Earning ISK via hauling  ==
 
Earning ISK via hauling can be done both with players and NPCs. To make money hauling for players, try keeping an eye out for courier contracts in the in-game channel: {{co|slateblue|Hauler's Channel}}. Just be mindful that people will sometimes try to use courier contracts to scam you.
 
You can also earn ISK hauling with [[Distribution missions]]. Be aware that L1 missions sometimes require combat and therefore if you're grinding standings, it may be worth reading mission guides to make sure you have what you need.
 
== Credits  ==
*[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics.  
 
== See also ==
* [[Using external tools to haul profitably]]
* [[Making Money with Hauling - Level 4 Cargo Missions]]
 
== References ==
<references/>
* [https://forums-archive.eveonline.com/message/3263586 Odyssey 1.1 - Tech 1 Industrials, Round 2]
* [https://www.eveonline.com/news/view/rebalancing-and-renaming-industrials Dev blog: Rebalancing and renaming industrials]
* [https://www.eveonline.com/news/view/28-ships-later Dev blog: 28 ships later]
* [https://www.eveonline.com/news/view/patch-notes-version-20-04 Patch notes: Renaming T1 industrials class to haulers]
 
[[Category:Guides]]
[[Category:Getting Started]]
[[Category:Hauling]]
[[Category:Trade]]
[[Category:Accounts]]
[[Category:Fittings]]