Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Hauling: Difference between revisions

From EVE University Wiki
m Update link because of page move.
ArinBot (talk | contribs)
m Bot: Adding category Industry; cosmetic changes
Line 2: Line 2:


{{Industry Links}}
{{Industry Links}}
'''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.


This page describes how to carry cargo (hauling) in EVE. For specific advice on moving your own items, see [[moving your items]].
This page describes how to carry cargo (hauling) in EVE. For specific advice on moving your own items, see [[moving your items]].
Line 11: Line 11:
=== Haulers ===
=== Haulers ===
{{main|Haulers}}
{{main|Haulers}}
The first hauling ships a player can use are [[Tech and meta levels|Tech 1]] Haulers. These are relatively cheap and fast, and can haul a moderate amount of cargo. They are however also very fragile and can be destroyed by just one ganker if the cargo they carry is valuable enough. These ships can be sorted into three different classes:  
The first hauling ships a player can use are [[Tech and meta levels|Tech 1]] Haulers. These are relatively cheap and fast, and can haul a moderate amount of cargo. They are however also very fragile and can be destroyed by just one ganker if the cargo they carry is valuable enough. These ships can be sorted into three different classes:
* Fast transports, which are used to move low-volume, high-value goods quickly and safely.
* Fast transports, which are used to move low-volume, high-value goods quickly and safely.
* Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less [[tank]]
* Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less [[tank]]
Line 20: Line 20:
=== Blockade Runners ===
=== Blockade Runners ===
{{main|Blockade Runners}}
{{main|Blockade Runners}}
Blockade runners are Tech 2 haulers. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Tackling#Warp_disruption_fields|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting an '''Interdiction Nullifier'''.
Blockade runners are Tech 2 haulers. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Tackling#Warp disruption fields|warp disruption bubbles]] in nullsec and w-space. With "The Great Escape" update, released May 18, 2021, Blockade Runners are at least somewhat protected from these, as well, by fitting an '''Interdiction Nullifier'''.


They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m{{m3}} of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed.
They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m{{m3}} of cargo (enough to carry a [[Assembling and repackaging|packaged]] [[cruisers]]) at the cost of reduced agility and/or speed.
Line 28: Line 28:
Deep Space Transports (DSTs) are tech 2 haulers with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000{{m3}} (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[buffer]] tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.
Deep Space Transports (DSTs) are tech 2 haulers with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000{{m3}} (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[buffer]] tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.


They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or [[HIC]]s. The Great Escape update gave Deep Space Transports the ability to fit an '''Interdiction Nullifier''', giving temporary immunity to interdiction bubbles.
They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or [[HIC]]s. The Great Escape update gave Deep Space Transports the ability to fit an '''Interdiction Nullifier''', giving temporary immunity to interdiction bubbles.


Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. This probably won't work against a determined and well-prepared gatecamp, and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.
Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. This probably won't work against a determined and well-prepared gatecamp, and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.


=== Freighters===
=== Freighters ===
{{main|Freighters}}
{{main|Freighters}}
Freighters are the ultimate cargo carrying ships, with vast cargo holds. They are often seen flying between high sec trading hubs. All freighters have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. Freighters also can use Inertial Stabilizers and Nanofiber Internal Structures to increase their agility. Otherwise a freighter pilot's only other way of enhancing their ship's performance is via [[Implants#Skill Hardwirings|hardwiring implants]].  
Freighters are the ultimate cargo carrying ships, with vast cargo holds. They are often seen flying between high sec trading hubs. All freighters have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. Freighters also can use Inertial Stabilizers and Nanofiber Internal Structures to increase their agility. Otherwise a freighter pilot's only other way of enhancing their ship's performance is via [[Implants#Skill Hardwirings|hardwiring implants]].


Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably some EW).  
Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably some EW).


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.
Line 51: Line 51:


=== Orca ===
=== Orca ===
The {{sh|Orca}} offers 5 different cargo holds:  
The {{sh|Orca}} offers 5 different cargo holds:
* 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules
* 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules
* 200 m³ Drone Bay which hold just drones
* 200 m³ Drone Bay which hold just drones
Line 69: Line 69:
A [https://i.imgur.com/BTVUYYc.png travel ceptor] is another option: fast, quick-aligning, and immune to bubbles in nullsec. A {{sh|Victorieux Luxury Yacht}} can warp cloaked, ignores nullsec bubbles, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo.
A [https://i.imgur.com/BTVUYYc.png travel ceptor] is another option: fast, quick-aligning, and immune to bubbles in nullsec. A {{sh|Victorieux Luxury Yacht}} can warp cloaked, ignores nullsec bubbles, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo.


The {{sh|Sunesis}} is a special edition destroyer that was given out to all pilots a few years back. Various fitting options as a hauler exist, with one fitting it can align in less than two seconds, hold 900m3 +, and warp at 7AU/s.
The {{sh|Sunesis}} is a special edition destroyer that was given out to all pilots a few years back. Various fitting options as a hauler exist, with one fitting it can align in less than two seconds, hold 900m3 +, and warp at 7AU/s.


=== Faction Comparison ===
=== Faction Comparison ===
Line 90: Line 90:
* Large cargo of low value: T1 hauler, deep space transport or Orca
* Large cargo of low value: T1 hauler, deep space transport or Orca
* Large cargo of medium value: Deep space transport or Orca
* Large cargo of medium value: Deep space transport or Orca
* Large cargo of high value: Blockade runner (even if you may get the job done faster with a DST, getting it there at all is better then not getting it there due to being ganked) or Orca.  
* Large cargo of high value: Blockade runner (even if you may get the job done faster with a DST, getting it there at all is better then not getting it there due to being ganked) or Orca.
* Huge cargo above ~50k {{m3}} below ~250k {{m3}} anywhere: Jump freighter (it aligns faster than a Freighter and has more tank)
* Huge cargo above ~50k {{m3}} below ~250k {{m3}} anywhere: Jump freighter (it aligns faster than a Freighter and has more tank)
* Huge cargo above ~250k {{m3}}: Freighter (requires escort in low and null)
* Huge cargo above ~250k {{m3}}: Freighter (requires escort in low and null)
Line 174: Line 174:
* {{Sk|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%.
* {{Sk|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.
* {{Sk|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
* {{Sk|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.


Line 185: Line 185:


Recommendation:
Recommendation:
* Get Shield Management and Shield Operation at least to IV  
* Get Shield Management and Shield Operation at least to IV


Particularly useful modules:
Particularly useful modules:
Line 227: Line 227:


==== AFK Hauling ====
==== AFK Hauling ====
Flying AFK using the autopilot is the #1 way that most haulers lose their ships. When you use the autopilot to fly you to your destination, it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s (slower in a Freighter). At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party. At worst, it gives you time to be bumped and ganked right there.
Flying AFK using the autopilot is the #1 way that most haulers lose their ships. When you use the autopilot to fly you to your destination, it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s (slower in a Freighter). At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party. At worst, it gives you time to be bumped and ganked right there.


If you must fly AFK, know your route, keep your cargo value very low, and fit as much buffer tank as possible. There are areas of space where flying AFK is reasonably safe, but the longer you do it, the higher the chances that someone will notice the pattern and try to take advantage of it.
If you must fly AFK, know your route, keep your cargo value very low, and fit as much buffer tank as possible. There are areas of space where flying AFK is reasonably safe, but the longer you do it, the higher the chances that someone will notice the pattern and try to take advantage of it.


==== Fit your hauler well & use the right ship ====
==== Fit your hauler well & use the right ship ====
The more [[Tanking|EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[Tackling#Warp core stabilizers|WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.
The more [[Tanking|EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[Tackling#Warp core stabilizers|WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.


For T1 haulers ships, you will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EMP/Thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Tanking|Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space.
For T1 haulers ships, you will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EMP/Thermal resist holes using Multispectrum Shield Hardener modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Tanking|Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 hauler can have 10k to 20k EHP without sacrificing too much cargo space.


For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkhead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k without any shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.
For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkhead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k without any shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.


You should train {{Sk|Hull Upgrades|IV}} and {{Sk|Mechanics|IV}} (or better V) before undocking, being able to use a [[Tanking|DCU II]] gives a really nice EHP boost and since you are almost full-hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a [[Skill_Hardwiring#Slot_8|Inherent Implants 'Noble' MC]] (Slot 8) which increase hull HP by anything from 1% up to 6%.
You should train {{Sk|Hull Upgrades|IV}} and {{Sk|Mechanics|IV}} (or better V) before undocking, being able to use a [[Tanking|DCU II]] gives a really nice EHP boost and since you are almost full-hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a [[Skill Hardwiring#Slot 8|Inherent Implants 'Noble' MC]] (Slot 8) which increase hull HP by anything from 1% up to 6%.


Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[Propulsion equipment#Afterburners and microwarpdrives|MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[Propulsion equipment#Afterburners and microwarpdrives|MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.


Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hangar which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/speed modules.  
Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hangar which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/speed modules.


Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, nanofiber structures, inertia stabilizers, or reinforced bulkheads. How you fit a freighter depends on what you want to do, but it is strongly recommended to fit reinforced bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially.
Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, nanofiber structures, inertia stabilizers, or reinforced bulkheads. How you fit a freighter depends on what you want to do, but it is strongly recommended to fit reinforced bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially.


==== Expensive Cargo ====
==== Expensive Cargo ====
In the case of a "suicide" gank, the goal of the attacker is to trade their ship for your cargo. They do this by knowing how much ISK they will lose when their ship gets blown up by CONCORD and how much ISK your cargo is worth. Therefore your defense against a profit-minded attacker is to raise their costs while keeping the value of your cargo below the attacker's break-even point.
In the case of a "suicide" gank, the goal of the attacker is to trade their ship for your cargo. They do this by knowing how much ISK they will lose when their ship gets blown up by CONCORD and how much ISK your cargo is worth. Therefore your defense against a profit-minded attacker is to raise their costs while keeping the value of your cargo below the attacker's break-even point.


Consider that a cheap T1 gank ship like the {{sh|Catalyst}} can cost as little as 2m ISK fully fitted. A common rule of thumb (not endorsed here) is:
Consider that a cheap T1 gank ship like the {{sh|Catalyst}} can cost as little as 2m ISK fully fitted. A common rule of thumb (not endorsed here) is:
Line 253: Line 253:
3M ISK per 1k of EHP*
3M ISK per 1k of EHP*


This means that if your ship has 8k EHP, you should not be carrying more than 24M ISK worth of cargo and fit modules per trip. The more that you exceed that ISK/EHP value, the more likely you are to get ganked. However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors.  
This means that if your ship has 8k EHP, you should not be carrying more than 24M ISK worth of cargo and fit modules per trip. The more that you exceed that ISK/EHP value, the more likely you are to get ganked. However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors.


Another alternative is the 50 million ISK maximum collateral for T1 haulers used by several hauling corporations. They will haul cargo up to 50,000,000 ISK and 17,000 {{m3}} in size using T1 haulers. This gives an indication of what they consider to be safe for high sec hauling in that type of ship.
Another alternative is the 50 million ISK maximum collateral for T1 haulers used by several hauling corporations. They will haul cargo up to 50,000,000 ISK and 17,000 {{m3}} in size using T1 haulers. This gives an indication of what they consider to be safe for high sec hauling in that type of ship.
Line 263: Line 263:
* How shiny your cargo is
* How shiny your cargo is


For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion). As your cargo value exceeds 1B ISK, combined with traveling through systems with a security status in the 0.5-0.6 range, it becomes more and more likely that someone will gank you for your cargo value. This is a bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.8 and above systems, you can get away with hauling higher value cargo loads for a very long time.
For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion). As your cargo value exceeds 1B ISK, combined with traveling through systems with a security status in the 0.5-0.6 range, it becomes more and more likely that someone will gank you for your cargo value. This is a bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.8 and above systems, you can get away with hauling higher value cargo loads for a very long time.


When you have expensive cargo above 1B to be moved in a freighter, you may want to consider double-wrapping it (create courier contract for some other alt of yours and then create another courier contract from this alt to actual freighter pilot). It will hide the contents of this package (assembled containers give same result), but some gankers tend to gank double wrapped transports without knowing what's inside, so most people (including hauling corporations) consider this will increase the risk, not decrease it.
When you have expensive cargo above 1B to be moved in a freighter, you may want to consider double-wrapping it (create courier contract for some other alt of yours and then create another courier contract from this alt to actual freighter pilot). It will hide the contents of this package (assembled containers give same result), but some gankers tend to gank double wrapped transports without knowing what's inside, so most people (including hauling corporations) consider this will increase the risk, not decrease it.
Line 270: Line 270:


==== Know your route ====
==== Know your route ====
Your best friend as a hauler in high-security space is knowledge of the local terrain. Which systems tend to be camped by gank parties. Which systems see frequent kills of haulers? Where are you likely to be cargo/ship scanned? What is the security status of the systems along the route?
Your best friend as a hauler in high-security space is knowledge of the local terrain. Which systems tend to be camped by gank parties. Which systems see frequent kills of haulers? Where are you likely to be cargo/ship scanned? What is the security status of the systems along the route?


Scouting, in low-security or null-security space, is a must-do if you are carrying anything expensive, or are not flying a blockade runner. In low-security space, a well-flown blockade runner is almost impossible to catch and it can usually get past most null-sec bubble camps.
Scouting, in low-security or null-security space, is a must-do if you are carrying anything expensive, or are not flying a blockade runner. In low-security space, a well-flown blockade runner is almost impossible to catch and it can usually get past most null-sec bubble camps.


A useful in-game channel is Gank-Intel where the hauling community often shares info about frequently traveled routes. Asking about the current situation in there before embarking on a high value contract through a dangerous area can be invaluable.
A useful in-game channel is Gank-Intel where the hauling community often shares info about frequently traveled routes. Asking about the current situation in there before embarking on a high value contract through a dangerous area can be invaluable.


==== Instant dock/undock bookmarks ====
==== Instant dock/undock bookmarks ====
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 24x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmarks#Common bookmark uses|instaundock bookmark]] ahead of time.
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 24x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmarks#Common bookmark uses|instaundock bookmark]] ahead of time.


A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters.
A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters.


Instant docks are also essential. Occasionally when auto-docking, the game will place you outside the immediate docking radius, and you will need to slow boat into the docking radius. This is particularly problematic at Jita 4-4, where entering from Perimeter (one of the most common entry systems) will place you at the back of the station if using the "Dock" command. Several gankers make an excellent living from sitting at this area, and picking off lazy Blockade Runner pilots. Setting an Instant-Dock right as you exit the station means you are assured to warp within the docking radius and prevent an easy kill for a ganker.
Instant docks are also essential. Occasionally when auto-docking, the game will place you outside the immediate docking radius, and you will need to slow boat into the docking radius. This is particularly problematic at Jita 4-4, where entering from Perimeter (one of the most common entry systems) will place you at the back of the station if using the "Dock" command. Several gankers make an excellent living from sitting at this area, and picking off lazy Blockade Runner pilots. Setting an Instant-Dock right as you exit the station means you are assured to warp within the docking radius and prevent an easy kill for a ganker.
Line 291: Line 291:


==== Other tips and tricks ====
==== Other tips and tricks ====
Do not be predictable in your hauling of expensive items. Vary the time of day. Vary the route that you use. Change your ship name frequently.
Do not be predictable in your hauling of expensive items. Vary the time of day. Vary the route that you use. Change your ship name frequently.


== Hauling Corporations ==
== Hauling Corporations ==
Line 312: Line 312:


=== Courier Hauling ===
=== Courier Hauling ===
If you have a high amount of ISK to devote to collateral, [[Hauling_101#Advanced_hauling_topics|courier contract hauling]] can be a very good way to make ISK for haulers, given that you have a freighter or jump freighter to haul around the usually large quantities of contracted goods. One billion ISK (1,000,000,000 ISK) is a good estimate for how much money you will need to get started taking courier hauling.
If you have a high amount of ISK to devote to collateral, [[Hauling 101#Advanced hauling topics|courier contract hauling]] can be a very good way to make ISK for haulers, given that you have a freighter or jump freighter to haul around the usually large quantities of contracted goods. One billion ISK (1,000,000,000 ISK) is a good estimate for how much money you will need to get started taking courier hauling.


A courier hauler can make a lot of ISK , but it's not without risk. Ganking is one problem, contract scams is another. It's always a good idea to check the contract history of an unknown contractor before accepting anything. This information can be found by opening the 'info' window of a player, clicking the three lines in the top left corner and selecting 'Show Contracts'.
A courier hauler can make a lot of ISK , but it's not without risk. Ganking is one problem, contract scams is another. It's always a good idea to check the contract history of an unknown contractor before accepting anything. This information can be found by opening the 'info' window of a player, clicking the three lines in the top left corner and selecting 'Show Contracts'.
Line 318: Line 318:
If you do not have docking permissions at the player-owned structure you are delivering to be aware that you can still make the delivery. You can warp to the structure, right-click and open a "transfer" window to move cargo from your ship to your item hanger in the dock-blocked structure. Before this transfer option was added a common scam was disabling docking permission after contract acceptance.
If you do not have docking permissions at the player-owned structure you are delivering to be aware that you can still make the delivery. You can warp to the structure, right-click and open a "transfer" window to move cargo from your ship to your item hanger in the dock-blocked structure. Before this transfer option was added a common scam was disabling docking permission after contract acceptance.


Another type of scam contract that appears less suspicious at a first glance involve a valuable package and an overpriced collateral. These contracts are designed to make the hauler a tempting target for random gankers so the contractor can cash in on the overpriced collateral. They can be spotted by a contract history of sending the same package (same size) back and forth between two systems along a dangerous route. It could for example be between Amarr and Dodixie, which will take the hauler through both Niarja and Uedama which are both infamous for the amount of high-sec ganking going on there. For more information on scams involving courier contracts, see the page on [[Scams_in_EVE_Online#Contract_Scams|scams in EVE]].  
Another type of scam contract that appears less suspicious at a first glance involve a valuable package and an overpriced collateral. These contracts are designed to make the hauler a tempting target for random gankers so the contractor can cash in on the overpriced collateral. They can be spotted by a contract history of sending the same package (same size) back and forth between two systems along a dangerous route. It could for example be between Amarr and Dodixie, which will take the hauler through both Niarja and Uedama which are both infamous for the amount of high-sec ganking going on there. For more information on scams involving courier contracts, see the page on [[Scams in EVE Online#Contract Scams|scams in EVE]].


The in-game [https://forums-archive.eveonline.com/message/6362325#post6362325 "Haulers Channel"] provides a friendly community of haulers, feed of well-paid contracts around the trade hubs, and gank-intel. The channel is moderated by a prolific trader in Jita and open to everyone.
The in-game [https://forums-archive.eveonline.com/message/6362325#post6362325 "Haulers Channel"] provides a friendly community of haulers, feed of well-paid contracts around the trade hubs, and gank-intel. The channel is moderated by a prolific trader in Jita and open to everyone.
Line 326: Line 326:


=== 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]]
[[Category:Hauling| ]]
[[Category:Industry]]