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Cargo Hauling with the Cloak Trick: Difference between revisions

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== Summary ==
== Summary ==
[[Hauling]] cargo from one star system to the next is a long and tedious job. Many players use [[Creating an Alt Hauler|alternative characters]] with dedicated skill sets to deliver their cargo for them or even as they play their main account. In order to achieve this everyone has to start from scratch meaning that the few skills we need to train the sooner we can get started hauling cargo.
 
<p>If you are hauling an expensive payload you are at high risk of being a target for pirates looking for a slow and weak industrial ship to empty. This is a danger even in high security space. To combat this problem many solutions and strategies have been developed and the most successful method I have used to date is the [[Cloak Trick]].
[[Hauling]] cargo from one star system to the next is a long and tedious job. Many players use [[Creating an Alt Hauler|alternative characters]] with dedicated skill sets to deliver their cargo for them. In order to achieve this we have to start from scratch; meaning the fewer skills we need to train the sooner we can get started hauling cargo.
There is a great deal of information on which industrial ship is the best for any particular job so I will not be covering that here; I will be doing a similar breakdown of information which demands that the industrial ships being evaluated can use the cloak trick. This angle changes the tables on the board quite a bit.
 
If we are hauling an expensive payload we are at high risk of being a target for pirates looking for a slow and weak industrial ship to empty. This is a danger even in high security space. To combat this problem many strategies have been developed, one of the safest methods is the use of the [[Cloak Trick]].
 
There is a great deal of information on which industrial ship is the best ship. When these evaluations are done however it is normally with respect to the size of the cargo which can be hauled in a single journey. If we can guarantee the safe arrival of our cargo on every trip then this is the end of the story. However that's not the case as New Eden is a very dangerous place and industrial ships are slow and fragile ships.
 
With that in mind our criteria for what constitutes the "best" ship isn't necessarily the largest cargo hold although that is still part of the equation. We value the ability to avoid detection and move as quickly as possible to prevent our location from becoming easily identified.
 
Our "best" cargo hauling ship is the one we believe will have the easiest time of surviving while still being accessible to new players.
 
== Goals ==
== Goals ==
The four points below outline my design goals for the fittings which I will present later. These goals are in order of importance such that the first goal is mandatory and each following goal is a best effort within the context of the previous goal. For example in order to satisfy the first goal most ships need to also fit modules to enhance their power grid which can only be done at the sacrifice of modules which increase cargo capacity. There is a bit of an exception where goal 2 is concerned; In some cases we gain significant improvement in cargo space or warp out time with just a little more training in skills.
The four points below outline my design goals for the fittings which I will present later. These goals are in order of importance such that the first goal is mandatory and each following goal is a best effort within the context of the previous goal. For example in order to satisfy the first goal most ships need to also fit modules to enhance their power grid which can only be done at the sacrifice of modules which increase cargo capacity. There is a bit of an exception where goal 2 is concerned; In some cases we gain significant improvement in cargo space or warp out time with just a little more training in skills.