Difference between revisions of "User:Amoni Panala/WIP/1"

From EVE University Wiki
Jump to: navigation, search
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{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|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=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}}
 
 
 
{{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=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}}
 
 
 
{{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 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
 
| 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 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.
 
 
 
== Earning ISK via hauling  ==
 
 
 
Earning ISK via hauling can be done both with players and NPCs. To make money haulimg 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:Hauling]]
 
[[Category:Guides]]
 
[[Category:Getting Started]]
 
[[Category:Trade]]
 
[[Category:Accounts]]-->
 

Latest revision as of 22:23, 28 May 2024

E-UNI Emblem.png This page is specific to EVE University. Other corporations or groups in the game may operate differently.
For a summary of EVE University's rules and code of conduct, see EVE University Rules.
Buyback Poster.jpg

Buyback Service

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!

Buyback Instructions

Buyback uses a module of Alliance Auth to process and verify all contracts made to the Buyback Program. Log into 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 Wiki page

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.

Main Community Highsec:

Central buyback station (no refinable materials):

  • Stacmon - The Quad

Refinable material only buyback stations (ores must be compressed):

  • Stacmon - Furiram's Furnace
  • Slays - Dairek's Chateau
  • Averon - Between The Rock and a Stargate

Other buyback stations (no refinable materials):

  • Amygnon VI - Moon 1 - Garoun Investment Bank Vault
  • Averon VII - Moon 3 - Caldari Business Tribunal
  • Averon - The Rock

Null-Sec Community: Central buyback station (no refinable materials):

  • PC9-AY III - Intaki Commerce Trading Post

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)

Trade Hubs:

  • Jita IV - Moon 4 - Caldari Navy Assembly Plant
  • Dodixie IX - Moon 20 Federation Navy Assembly

WHC:

  • J105433 - Vicennial Hall

Exceptions and Exclusions

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.

Updates

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.