More actions
m Correcting module name: "Warp Interdiction Nullifier" --> "Interdiction Nullifier" |
m Change skill links to {{Sk}}. Change ore hold to mining hold as per patch notes Version 19.11. Make skills into links {{Sk}}. Add category |
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{{ | {{Industry Links}} | ||
{{ related class | Hauling 101 }} | {{ related class | Hauling 101 }} | ||
'''Hauling''' is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance. This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players. | '''Hauling''' is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance. This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players. | ||
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The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely ''not'' immune to suicide ganking -- organised and prepared groups of gankers can and do kill freighters. | The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely ''not'' immune to suicide ganking -- organised and prepared groups of gankers can and do kill freighters. | ||
All four freighters get 5% bonuses to cargo capacity and velocity per level of their pilot's racial freighter skill ( | All four freighters get 5% bonuses to cargo capacity and velocity per level of their pilot's racial freighter skill ({{Sk|Amarr Freighter}}, {{Sk|Gallente Freighter}} and so on). Since you must train the freighter skill to at least level 1, the base capacity of the ship is only used to calculate the actual capacity. It is worth noting that the Caldari freighters with {{Sk|Caldari Freighter|IV}} can hold more than any other freighter, even with their respective freighter skills trained to 5. | ||
=== Jump Freighters === | === Jump Freighters === | ||
{{main|Jump Freighters}} | {{main|Jump Freighters}} | ||
The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using [[Jump drives#Cynosural Fields|cynosural field]]s to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters | The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using [[Jump drives#Cynosural Fields|cynosural field]]s to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters traveling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec. | ||
Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though. | Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though. | ||
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* 40,000 m³ Fleet Hangar which can also hold assembled ships | * 40,000 m³ Fleet Hangar which can also hold assembled ships | ||
* 400,000 m³ Ship Maintenance Bay for assembled ships | * 400,000 m³ Ship Maintenance Bay for assembled ships | ||
* 150,000 m³ | * 150,000 m³ Mining Hold for unrefined mining goods, with additional bonus due to ship skills ([[Mining]], [[Ice harvesting]]) | ||
All holds, hangars and bays except the Drone Bay can be scanned by a [[Cargo scanning|Cargo Scanner]]. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning. | All holds, hangars and bays except the Drone Bay can be scanned by a [[Cargo scanning|Cargo Scanner]]. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning. | ||
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=== Ship Flying Skills === | === Ship Flying Skills === | ||
* Warp Drive Operation: Helps with long warps. Each skill level reduces the capacitor need of initiating warp by 10%. | * {{Sk|Warp Drive Operation}}: Helps with long warps. Each skill level reduces the capacitor need of initiating warp by 10%. | ||
* Spaceship Command: Reduces align time. 2% improved ship agility for all ships per skill level. | * {{Sk|Spaceship Command}}: Reduces align time. 2% improved ship agility for all ships per skill level. | ||
* Advanced Spaceship Command: May reduce align time. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command | * {{Sk|Advanced Spaceship Command}}: May reduce align time. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command | ||
* Evasive Maneuvering: Increases ship agility and acceleration. 5% improved ship agility for all ships per skill level. | * {{Sk|Evasive Maneuvering}}: Increases ship agility and acceleration. 5% improved ship agility for all ships per skill level. | ||
=== Tanking Skills === | === Tanking Skills === | ||
Generally useful skills: | Generally useful skills: | ||
* Shield Management: 5% extra shields per level | * {{Sk|Shield Management}}: 5% extra shields per level | ||
* Shield Operation: 5% reduction in shield recharge time per level; level IV allows use of T2 shield boosters | * {{Sk|Shield Operation}}: 5% reduction in shield recharge time per level; level IV allows use of T2 shield boosters | ||
* Shield Upgrades: 5% reduction in shield upgrade powergrid needs per level; level IV allows use of T2 shield extenders and rechargers | * {{Sk|Shield Upgrades}}: 5% reduction in shield upgrade powergrid needs per level; level IV allows use of T2 shield extenders and rechargers | ||
* <type-specific> Shield Compensation: 5% bonus per level for passive hardeners | * <type-specific> Shield Compensation: 5% bonus per level for passive hardeners | ||
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Particularly useful modules: | Particularly useful modules: | ||
* Power Grid Management II & Tactical Shield Manipulation IV: Allows use of Multispectrum Shield Hardener II. | * {{Sk|Power Grid Management|II}} & {{Sk|Tactical Shield Manipulation|IV}}: Allows use of Multispectrum Shield Hardener II. | ||
* Hull Upgrades IV: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however. | * {{Sk|Hull Upgrades|IV}}: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however. | ||
* Energy Grid Upgrades IV, Power Grid Management II, and Science I: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control). | * {{Sk|Energy Grid Upgrades|IV}}, {{Sk|Power Grid Management|II}}, and {{Sk|Science|I}}: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control). | ||
== Hauler Tank Fitting == | == Hauler Tank Fitting == | ||
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=== Other === | === Other === | ||
Haulers can also be used to make ISK via missioning, as described for [[Making_Money_with_Hauling_-_Level_4_Cargo_Missions|Level 4 Cargo Missions]]. | Haulers can also be used to make ISK via missioning, as described for [[Making_Money_with_Hauling_-_Level_4_Cargo_Missions|Level 4 Cargo Missions]]. | ||
[[Category:Hauling]] | |||