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{{main|Alternate characters}}{{Skillplan Navbar}}
{{eunispecific}}
A hauler alt is character trained specifically for hauling. There are many reasons to create such an alt, but it primarily it stems from a need to move things to and from places on your own timetable.
[[File:Buyback Poster.jpg|right]]


This guide is designed to train an alt into [[Deep Space Transport]] and [[Blockade Runner]]. This is sufficient for most personal hauler, 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 [[Clone_states|Omega]] and this guide assumes that your hauler alt is either on its own Omega account or that you are using [[Multiple Character Training]].
== Buyback Service ==


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 Buyback Program is EVE University's internal ecosystem that circulates player goods through the Uni. You can use it to sell your loot, ores, ice, gas, planetary industry, and so much more. Our Buyback Program is one of the most generous while still providing needed tax income to fund all the other programs the Uni offers to all its members. You are strongly encouraged to use the buyback program as it helps the University buy materials, ships, and supplies need for daily operation (it also pays scanners in WHC). In short, the Uni gets many of the resources it needs to be a self-sustaining organization and you get paid without having to haul anything to Jita. Don't risk losing precious cargo on a risky trip to Jita! Sell your stuff to Buyback!


== Why use a hauler alt? ==
=== Buyback Instructions===
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 an 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.
Buyback uses a module of Alliance Auth to process and verify all contracts made to the Buyback Program. Log into [https://auth.eveuniversity.org/ Alliance Auth] with your main EVE University character and select the Buyback tab on the left side menu. For further instructions, please see the [[Buyback_Instructions#Buyback_Instructions|Buyback Instructions]] Wiki page


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 in order to allow the Jump Freighter to get where its going.  
=== Supported stations===
Because Buyback has to take everything that is sold through the Buyback Program and sort it by its destination once it's been purchased from Unistas, Buyback only accepts certain items at certain locations to cut down on the amount of logistical work required.  


===Training multiple characters===
[[Main Community]] Highsec:
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.


== Why no T1 haulers?  ==
Central buyback station (no refinable materials):
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 63,000m3 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, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo.
* Stacmon - The Quad


If you are a member of EVE University and cannot train into T2 hauling ships because you are an Alpha clone, 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.
Refinable material only buyback stations (ores must be compressed):
* Stacmon - Furiram's Furnace
* Slays - Dairek's Chateau
* Averon - Between The Rock and a Stargate


{{ note box | Notes:
Other buyback stations (no refinable materials):
* 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.
* Amygnon VI - Moon 1 - Garoun Investment Bank Vault
| italics= no }}
* Averon VII - Moon 3 - Caldari Business Tribunal
* Averon - The Rock


== Preparing for training  ==
[[Null-Sec_Community|Null-Sec Community]]:
It is important to read about [[hauling]] as it will save you a lot of time and frustrations. 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 [[Charon]] (Caldari) is generally considered the best freighter because of its carrying capacity, but the [[Obelisk]] (Gallente) offers the highest EHP and the [[Fenrir]] (Minmatar) is the fastest. The [[Providence]] (Amarr) comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the [[Occator]] (Gallente) is the fastest at aligning while the [[Impel]] (Amarr) can fit a solid amount of tank thanks to its generous number of low slots. The [[Mastodon]] (Minmatar) is a good choice for those looking for a balanced choice between align time and tank.
Central buyback station (no refinable materials):
* PC9-AY III - Intaki Commerce Trading Post


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.
Refinable material only buyback stations:
* PC9-AY - Reprocessing II (ores must be compressed)
* T22-QI - Varris Thellere Refinery
* 5-DSFH - Ord Mantwo
* AK-QBU - Reclaimer (ores must be compressed)


== Skill plan ==
[[Trade Hubs]]:
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 you 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. In order to train {{Sk|Jump Freighters}} you will need to train one of the four main empire faction freighters.
* Jita IV - Moon 4 - Caldari Navy Assembly Plant
* Dodixie IX - Moon 20 Federation Navy Assembly


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.
[[WHC]]:
* J105433 - Vicennial Hall


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:
=== Exceptions and Exclusions ===


* Support skills: Intelligence-Memory
Each location Buyback covers has it's own rules for what it accepts. There are some things that Buyback consistently won't accept. The primary example is event loot. Event loot has an unstable market price that starts high at the beginning of the event and sells low towards the end of the event. We recommend you sell event loot to your corp mates using #Buy-or-Sell on Discord or taking it to market yourself if you have the means. Any other kind of short-term, variable market item, may be rejected.
* Navigation skills: Intelligence-Perception
* Ship skills: Willpower-Perception


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.
== Updates ==


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.
Occasionally there will be updates to the Buyback program. Those updates will be pinged in the #Announcements channel on Discord. If you have questions about those updates, folks in Discord will be able to help you.  


==Support skills==
{{EVEUniversityNav}}
First remap: '''Remapping (active) : i27 p17 c17 w17 m21'''


{{SkillQueue
<!--[[Category:EVE University Services]]-->
|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}}
 
{{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|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
 
{{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{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
Cloaking I
Shield Operation II
Shield Upgrades II
Industry II
Jury Rigging II
Tactical Shield Manipulation II
Cloaking II
Shield Operation III
Industry III
Jury Rigging III
Astronautics Rigging I
Shield Rigging I
Astronautics Rigging II
Shield Rigging II
Shield Upgrades III
Shield Rigging III
Astronautics Rigging III
Tactical Shield Manipulation III
Cloaking III
Shield Operation IV
Industry IV
Mechanics IV
Capacitor Systems Operation IV
Shield Upgrades IV
Capacitor Management IV
Tactical Shield Manipulation IV
Shield Rigging IV
Astronautics Rigging IV
Capacitor Management V
Industry V
Capacitor Systems Operation 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|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds
 
{{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds
 
{{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds
 
{{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
 
==Navigation==
Second remap: '''Remapping (active) : i27 p21 c17 w17 m17'''
 
{{SkillQueue
|name=Navigation skills - Transport Ships/Freighter
|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}}
 
{{SkillQueue
|name=Navigation skills - Jump Freighter
|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}}
 
==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}}
 
{{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}}
 
{{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}}
 
{{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}}
 
{{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}}
 
{{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}}
 
{{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}}
 
{{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}}
 
{{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}}
 
{{SkillQueue
|name=Jump Freighter Skills
|desc=Valid for all empire factions
|Jump Freighters I
Jump Freighters II
Jump Freighters III
Jump Freighters IV}}
 
== Fitting haulers  ==
Haulers are relatively straightforward to fit. For ore hauling, you will want to have maximum cargo capacity, meaning you want to fit Expanded Cargoholds in low slots and Cargohold Optimization in rigs.
 
For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertial Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.
 
If you wish, you can train skills to equip shield mods such as Shield Extenders and Invulnerability Fields in the mid slots to tank belt rats for a short time.  It is also worth while to train skills for these modules to give some basic protection against high-sec ganking.
 
== 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 actually put 3,900 {{m3}} of stuff in a GSC - which means you get a 30% space bonus.
 
Note: Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, livestock. So keep this in mind if you are using these containers to haul goods.
 
== Advanced hauling and earning ISK via hauling  ==
The next step after mastering industrial hauling are [[Freighters]] and Transports.
You can use outside databases, such as [[Using external tools to haul  profitably|EVE Trade]], to find profitable trade routes. 
 
To take the first steps in making ISK with your new hauler, you might consider [[Trading|playing the market]] or running [[Making Money with Hauling - Level 4 Cargo Missions|Level 4 Cargo Missions]].
 
== 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:Hauling]]
[[Category:Guides]]
[[Category:Getting Started]]
[[Category:Trade]]
[[Category:Accounts]]-->