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Jump Freighters: Difference between revisions

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{{related class|Jump Freighter (Class)}}
{{related class|Jump Freighter (Class)}}


Jump freighters are the [[Tech 2]] industrial [[Freighter]] ships that use [[Jump_drives#Cynosural_Fields|cynosural fields]] to move between systems, which allows ships to move around the universe in nullsec and lowsec without the use of [[stargates]]. Jump Freighters contribute notably to the availability of modules and items into the outreaches of the universe, and represent the way those items are primarily moved between empire space, nullsec, and player-staged systems. For a well-experienced pilot, they are also one of the most safe ways to transport goods into and through the harshest conditions. For most people however, it is best suited to contract the services of reputable player-operated hauling services, or lean on their corporation-provided jump freighter services should they offer them.
Jump freighters are the [[Tech 2]] [[Freighters]] that use [[cynosural field]]s to move between systems, which allows ships to move around the universe in nullsec and lowsec without the use of [[stargates]]. Jump Freighters contribute notably to the availability of modules and items into the outreaches of the universe, and represent the way those items are primarily moved between empire space, nullsec, and player-staged systems. For a well-experienced pilot, they are also one of the most safe ways to transport goods into and through the harshest conditions. For most people however, it is best suited to contract the services of reputable player-operated hauling services, or lean on their corporation-provided jump freighter services should they offer them.


Jump freighters get 5% bonuses to cargo capacity and agility per level of the pilot's racial freighter skill, and 10% bonuses to shield, armor and hull hitpoints for each level the pilot has in {{sk|Jump Freighters}}. The Jump Freighters skill also gives them a 10% per level reduction in jump fuel needs.
Jump freighters get 5% bonuses to cargo capacity and agility per level of the pilot's racial freighter skill, and 10% bonuses to shield, armor and hull hitpoints for each level the pilot has in {{sk|Jump Freighters}}. The Jump Freighters skill also gives them a 10% per level reduction in jump fuel needs.
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== Roles ==
== Roles ==
In the context of Jump Freighters, there are at least three roles frequently discussed:
In the context of Jump Freighters, there are at least three roles frequently discussed:


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* '''Scout / Webbing Assist''' - Depending on your route and conditions, and like anything in EVE, it may be beneficial to have a scout along your route in Highsec. This scout can dual purpose as an alt that webs your jump freighter in order to enable faster alignment. A readily available cyno alt should not be sacrificed for a scout. Generally this role is filled by your cyno alt ''while your jump freighter is safely docked up'' in order to inspect location conditions.
* '''Scout / Webbing Assist''' - Depending on your route and conditions, and like anything in EVE, it may be beneficial to have a scout along your route in Highsec. This scout can dual purpose as an alt that webs your jump freighter in order to enable faster alignment. A readily available cyno alt should not be sacrificed for a scout. Generally this role is filled by your cyno alt ''while your jump freighter is safely docked up'' in order to inspect location conditions.


To operate a jump freighter most efficiently, you should have more than two EVE accounts where one account you have a jump freighter trained, and on the others you have 1 or more cyno alts. Those that invest in multiple cyno alt EVE accounts generally optimized that investment by performing other activities on those characters, such as [[Skill Farming|passive skill farming]] and using those cyno alts for activities like [[Planetary Industry|planetary industry]] and [[Reactions|reactions]].
To operate a jump freighter most efficiently, you should have more than two EVE accounts where one account you have a jump freighter trained, and on the others you have 1 or more cyno alts. Those that invest in multiple cyno alt EVE accounts generally optimized that investment by performing other activities on those characters, such as [[Skill Farming|passive skill farming]] and using those cyno alts for activities like [[Planetary Industry|planetary industry]] and [[reactions]].


Other players can take on the roles above, but it makes the logistics of conducting a jump plan more difficult.
Other players can take on the roles above, but it makes the logistics of conducting a jump plan more difficult.


== Required Skills ==
== Required Skills ==
The following are the minimally required skills. While it may be possible to pilot a jump freighter prior to achieving these levels, it is not recommended.
The following are the minimally required skills. While it may be possible to pilot a jump freighter prior to achieving these levels, it is not recommended.


=== Jump Freighter ===
=== Jump Freighter ===
These are your core jump freighter skills that make the most impact on the availability of your routes and operational efficiency.
These are your core jump freighter skills that make the most impact on the availability of your routes and operational efficiency.
 
* {{Sk|Jump Drive Operation}} - Each level reduces the capacitor need of initiating a jump by 5% per skill level. Training this to V is a dependency for the following skill.
* '''Jump Drive Operation''' - Each level reduces the capacitor need of initiating a jump by 5% per skill level. Training this to V is a dependency for the following skill.
* {{Sk|Jump Drive Calibration}} - Each level provides a 20% increase in maximum jump range. This skill significantly expands your viable range. It’s recommended that you train this V at minimum.
* '''Jump Drive Calibration''' - Each level provides a 20% increase in maximum jump range. This skill significantly expands your viable range. It’s recommended that you train this V at minimum.
* {{Sk|Jump Fuel Conservation}} - Each level reduces the isotope (fuel) consumption by 10% per light year. This will notably decrease your fuel cost, and it’s recommended that you train this to IV at minimum.
* '''Jump Fuel Conservation''' - Each level reduces the isotope (fuel) consumption by 10% per light year. This will notably decrease your fuel cost, and it’s recommended that you train this to IV at minimum.


Jump Freighter hulls have two bonus-associated skills:
Jump Freighter hulls have two bonus-associated skills:
 
* {{Sk|Jump Freighters}} - One of two bonus-associated skills for Jump Freighters. Each level reduces jump fuel requirement by 10% as well as adding 10% hull hit points and shield or armor hit points depending on the race. This should be IV at minimum.
* '''Jump Freighters''' - One of two bonus-associated skills for Jump Freighters. Each level reduces jump fuel requirement by 10% as well as adding 10% hull hit points and shield or armor hit points depending on the race. This should be IV at minimum.
* '''<Racial> Freighter'''<ref group="Note>{{Sk|Amarr Freighter}}, {{Sk|Caldari Freighter}}, {{Sk|Gallente Freighter}}, Aand {{Sk|Minmatar Freighter}}</ref> - The second of the two bonus-associated ship skills. Each level adds 5% bonus to ship cargo capacity and 5% bonus to ship inertia modifier. This should be IV at minimum.
* '''Racial Freighter''' - The second of the two bonus-associated ship skills. Each level adds 5% bonus to ship cargo capacity and 5% bonus to ship inertia modifier. This should be IV at minimum.


To train the above skills you need at least:
To train the above skills you need at least:
* {{Sk|Navigation|V}}
* {{Sk|Warp Drive Operation|V}}
* {{Sk|Science|V}}
* {{Sk|Spaceship Command|V}}
* {{Sk|Advanced Spaceship Command|V}}


* '''Navigation V'''
While not specifically required, these are also recommended, and make up a subset of [[the Magic 14]] skills:  
* '''Warp Drive Operation V'''
* {{Sk|Evasive Maneuvering|V}}
* '''Science V'''
* {{Sk|Mechanics|V}}
* '''Spaceship Command V'''
* {{Sk|Shield Management|V}}
* '''Advanced Spaceship Command V'''
* {{Sk|Hull Upgrades|V}}
 
* {{Sk|CPU Management|V}}
While not specifically required, these are also recommended, and make up a subset of the [[Magic 14]] skills:  
* {{Sk|Shield Operation|V}}
 
* '''Evasive Maneuvering V'''
* '''Mechanics V'''
* '''Shield Management V'''
* '''Hull Upgrades V'''
* '''CPU Management V'''
* '''Shield Operation V'''


Other modules used during fits may also require skill investment.
Other modules used during fits may also require skill investment.


=== Cynosural Alts ===
=== Cynosural Alts ===
The alternate characters that will serve as your jump destinations have far fewer requirements:
The alternate characters that will serve as your jump destinations have far fewer requirements:
 
* '''<Racial> Hauler I'''<ref group="Note>{{Sk|Amarr Hauler}}, {{Sk|Caldari Hauler}}, {{Sk|Gallente Hauler}}, Aand {{Sk|Minmatar Hauler}}</ref> or {{Sk|Mining Frigate|I}} when using a Venture
* '''Racial Industrial I'''
* {{Sk|CPU Management|V}}
* '''CPU Management V'''
* {{Sk|Cynosural Field Theory|I}} (or IV if using a Venture)
* '''Cynosural Field Theory I''' (or IV if using a Venture)


Jump clone skills will be helpful considering you will want to place clones in strategic locations for all your cynosural alts, and gives you more versatility while reducing the necessity to invest into multiple cyno alt EVE accounts:
Jump clone skills will be helpful considering you will want to place clones in strategic locations for all your cynosural alts, and gives you more versatility while reducing the necessity to invest into multiple cyno alt EVE accounts:


* [[Skills:Neural_Enhancement#Infomorph_Psychology|Infomorph Psychology]]
* {{Sk|Infomorph Psychology}}
* [[Skills:Neural_Enhancement#Infomorph_Synchronizing|Infomorph Synchronizing]]
* {{Sk|Infomorph Synchronizing}}


== Ships ==
== Ships ==
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The table below outlines the four current Jump Freighters, as well as the associated commonly cited statistics when the relevant skills are fully trained.
The table below outlines the four current Jump Freighters, as well as the associated commonly cited statistics when the relevant skills are fully trained.


{| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
{| class="wikitable" style="padding: 5px; font-size: 90%;"
|-
|- style="background: #222222;"
! style="background:#222222;" | Race
! Empire
! style="background:#222222;" | Ship
! Ship
! style="background:#222222;" | Description
! Description
! style="background:#222222;" | Align Time
! Align Time
! style="background:#222222;" | Cargo
! Cargo
! style="background:#222222;" | Fuel per Lightyear
! Fuel per Lightyear
| style="background:#222222;" | Fuel type
! Fuel type
! style="background:#222222;" | Base EHP
! Base EHP
|-
|-
| nowrap style="padding:0px;text-align:center; vertical-align:middle;" | {{icon|amarr|64|Amarr Empire}}
| style="padding: 0;" | [[File:Logo faction amarr empire.png|64px|link= Amarr Empire|Amarr Empire]]
| nowarp style="padding:0px;" | [[image:Ark.jpg|64px]]
| style="padding: 0;" | [[image:Ark.jpg|64px|link= Ark|Ark]]
| style="vertical-align:top" |  The '''[[Ark]]''' is the most well-rounded jump freighter. It is the second most efficient for cargo hold capacity per fuel per lightyear.
| style="vertical-align: top;" |  The [[Ark]] is the most well-rounded jump freighter. It is the second most efficient for cargo hold capacity per fuel per lightyear.
| style="vertical-align:center" |  26.1s
| 26.1s
| style="vertical-align:center" |  168,800m<sup>3</sup>  
| 168,800m<sup>3</sup>  
| style="vertical-align:center" |  8,800  
| 8,800  
| style="vertical-align:center" |  Helium Isotopes
| Helium Isotopes
| style="vertical-align:center" |  530,000 EHP
| 530,000
|-
|-
| nowrap style="padding:0px;text-align:center;vertical-align:middle;" | {{icon|caldari|64|Caldari State}}
| style="padding: 0;" | [[File:Logo faction caldari state.png|64px|link= Caldari State|Caldari State]]
| nowrap style="padding:0px;" | [[image:Rhea.jpg|64px]]
| style="padding: 0;" | [[image:Rhea.jpg|64px|link= rhea|Rhea]]
| style="vertical-align:top" |  The '''[[Rhea]]''' has the largest cargo hold, but the slowest align time and consumes the most fuel. However, it’s the least efficient for cargo hold capacity per fuel per lightyear.
| style="vertical-align: top;" |  The [[Rhea]] has the largest cargo hold, but the slowest align time and consumes the most fuel. However, it’s the least efficient for cargo hold capacity per fuel per lightyear.
| style="vertical-align:center" |  27.8s
| 27.8s
| style="vertical-align:center" |  180,000m<sup>3</sup>  
| 180,000m<sup>3</sup>  
| style="vertical-align:center" |  10,000  
| 10,000  
| style="vertical-align:center" |  Nitrogen Isotopes
| Nitrogen Isotopes
| style="vertical-align:center" |  468,000 EHP
| 468,000
|-
|-
| nowrap style="padding:0px;text-align:center;vertical-align:middle;" | {{icon|gallente|64|Gallente Federation}}
| style="padding: 0;" | [[File:Logo faction gallente federation.png|64px|link= Gallente Federation|Gallente Federeation]]
| nowrap style="padding:0px;" | [[image:Anshar.jpg|64px]]
| style="padding: 0;" | [[image:Anshar.jpg|64px|link= Anshar|Anshar]]
| style="vertical-align:top" |  The '''[[Anshar]]''' has the highest effective hit points, with the second highest available cargo space, and second highest fuel consumption.
| style="vertical-align: top;" |  The [[Anshar]] has the highest effective hit points, with the second highest available cargo space, and second highest fuel consumption.
| style="vertical-align:center" |  27.3s
| 27.3s
| style="vertical-align:center" |  171,000m<sup>3</sup>   
| 171,000m<sup>3</sup>   
| style="vertical-align:center" |  9,400
| 9,400
| style="vertical-align:center" |  Oxygen Isotopes
| Oxygen Isotopes
| style="vertical-align:center" |  548,000 EHP 
| 548,000
|-
|-
| nowrap style="padding:0px;text-align:center;vertical-align:middle;" | {{icon|minmatar|64|Minmatar Republic}}
| style="padding: 0;" | [[File:Logo faction minmatar republic.png|64px|link= Minmatar Federation|Minmatar Federation]]
| nowrap style="padding:0px;" | [[image:Nomad.jpg|64px]]
| style="padding: 0;" | [[image:Nomad.jpg|64px|link= Nomad|Nomad]]
| style="vertical-align:top" | The '''[[Nomad]]''' has the fastest align time, but the lowest hit points. It also has the cheapest fuel costs and is the most efficient for cargo hold capacity per fuel per lightyear.
| style="vertical-align: top;" | The [[Nomad]] has the fastest align time, but the lowest hit points. It also has the cheapest fuel costs and is the most efficient for cargo hold capacity per fuel per lightyear.
| style="vertical-align:center" |  23.7s
| 23.7s
| style="vertical-align:center" |  165,000m<sup>3</sup>   
| 165,000m<sup>3</sup>   
| style="vertical-align:center" |  8,200  
| 8,200  
| style="vertical-align:center" |  Hydrogen Isotopes
| Hydrogen Isotopes
| style="vertical-align:center" |  440,000 EHP
| 440,000
|}
|}


The only skill requirement differences between any of the four ships are the racial freighter skill, as well as its racial industrial dependency. The racial freighter skill alongside the jump freighter skill are the two that affect the bonuses attributed to the ship. Some ships have different model sizes, which can make a difference when placing the cyno and its associated bookmarks, although properly defined tacticals should work for all ship sizes and types.
The only skill requirement differences between any of the four ships are the racial freighter skill, as well as its racial hauler dependency. The racial freighter skill alongside the jump freighter skill are the two that affect the bonuses attributed to the ship. Some ships have different model sizes, which can make a difference when placing the cyno and its associated bookmarks, although properly defined tacticals should work for all ship sizes and types.


== Fits ==
== Fits ==


=== Jump Freighter ===
=== Jump Freighter ===
There are three low slots in every jump freighter. Each slot is generally fit with the same module depending on the use case and objectives:
There are three low slots in every jump freighter. Each slot is generally fit with the same module depending on the use case and objectives:


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=== Cyno ===
=== Cyno ===
 
The most frequently used ship for a cynos are [[Venture]]s. These are small mining frigates that are agile, but only hold enough fuel to light a single instance before having to go refuel. Otherwise, any T1 hauler works, or more specifically, any other ship that is able to fit the '''Industrial Cynosural Field Generator'''. When choosing a ship as well as fitting for a cyno, you should also bear in mind that you should expect to lose cynos frequently, so it’s recommended to use cheap ships and cheap fits.
The most frequently used ship for an industrial cynos are [[Venture|Ventures]]. These are small industrial ships that are agile, but only hold enough fuel to light a single instance before having to go refuel. Otherwise, any other T1 industrial works, or more specifically, any other ship that is able to fit the '''Industrial Cynosural Field Generator'''. When choosing a ship as well as fitting for a cyno, you should also bear in mind that you should expect to lose cynos frequently, so it’s recommended to use cheap ships and cheap fits.


The key components that are necessary when fitting a cyno are:
The key components that are necessary when fitting a cyno are:
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== Planning a Route ==
== Planning a Route ==


[[File:Jump-Freighter-Route-Jita-L1S-G1.png|350px|thumb|right|An unoptimized Jump Freighter route between Jita and an arbitrary system in nullsec using DOTLAN's Jump Planner tool for demonstration purposes. Even though it is optimized for the shortest route in terms of travel distance, the midpoints lack NPC stations. It may also be preferrable to select midpoints with highsec entrances even though the Jump Freighter would be moving outbound. Lastly, there could be adjacent midpoints that are more suitable based on their activity levels.]]
[[File:Jump-Freighter-Route-Jita-L1S-G1.png|350px|thumb|An unoptimized Jump Freighter route between Jita and an arbitrary system in nullsec using DOTLAN's Jump Planner tool for demonstration purposes. Even though it is optimized for the shortest route in terms of travel distance, the midpoints lack NPC stations. It may also be preferrable to select midpoints with highsec entrances even though the Jump Freighter would be moving outbound. Lastly, there could be adjacent midpoints that are more suitable based on their activity levels.]]


Jump freighters cannot use their jump drives and cynos to jump into highsec space, but they can jump out of highsec space. Thus, whenever you want to bring a jump freighter into high security space, you need to jump the freighter into a system adjacent to another highsec system and pilot your way to your destination as you would in a normal freighter. The travel beginning from your highest exit to your destination in highsec is the riskiest part of the journey.
Jump freighters cannot use their jump drives and cynos to jump into highsec space, but they can jump out of highsec space. Thus, whenever you want to bring a jump freighter into high security space, you need to jump the freighter into a system adjacent to another highsec system and pilot your way to your destination as you would in a normal freighter. The travel beginning from your highest exit to your destination in highsec is the riskiest part of the journey.
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* When you jump through into a system and you see a ganking fleet that you believe is a risk, decloak and immediately jump to your lit cyno. Depending on the system you are in, you may be subjected to a suicide scram attack, where different members of the fleet will point you while they bring in a fleet. The only way an enemy fleet can keep you on the field is with a scram. Once no one has you pointed, you are able to jump to your cyno. Competent gank fleets are able to pull that off.
* When you jump through into a system and you see a ganking fleet that you believe is a risk, decloak and immediately jump to your lit cyno. Depending on the system you are in, you may be subjected to a suicide scram attack, where different members of the fleet will point you while they bring in a fleet. The only way an enemy fleet can keep you on the field is with a scram. Once no one has you pointed, you are able to jump to your cyno. Competent gank fleets are able to pull that off.
* After you have entered warp to your instadock on a station, set your destination to the station and enable autopilot. This will cause your jump freighter to instantly dock when it lands on-grid.
* After you have entered warp to your instadock on a station, set your destination to the station and enable autopilot. This will cause your jump freighter to instantly dock when it lands on-grid.
== Notes ==
<references group="Note"/>


[[Category:Ships]]
[[Category:Ships]]