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Jump Freighters: Difference between revisions

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* {{Sh|Nomad}}
* {{Sh|Nomad}}


Before getting started with Jump Freighters, you should already have a comfortable familiarity with hauling concepts and the mechanics of operating Freighter-class ships. This article should be considered an advanced guide that is built on-top of a number of existing articles, and it’s recommended that you become familiar with general hauling concepts before focusing on the content in this guide:
Before getting started with Jump Freighters, you should already have a comfortable familiarity with hauling concepts and the mechanics of operating Freighter-class ships. This article should be considered an advanced guide that is built on-top of several existing articles, and it’s recommended that you become familiar with general hauling concepts before focusing on the content in this guide:


* [[Moving your items]] - If you’re interested in the ways you can move your items, as well as having someone do the work on your behalf.
* [[Moving your items]] - If you’re interested in the ways you can move your items, as well as having someone do the work on your behalf.
* [[Hauling]] - Describes the basics of hauling items around New Eden.
* [[Hauling]] - Describes the basics of hauling items around New Eden.
* [[Creating an Alt Hauler]] - Most players use an [[alternate character]] as their hauler, in order to allow their main character to focus on other skills. This is particularly noteworthy for Jump Freighters considering the skill requirements are considerably higher than a normal hauler. In addition, Jump Freighters makes use of other alternate characters, as described below.
* [[Creating an Alt Hauler]] - Most players use an [[alternate character]] as their hauler, to allow their main character to focus on other skills. This is particularly noteworthy for Jump Freighters considering the skill requirements are considerably higher than a normal hauler. In addition, Jump Freighters makes use of other alternate characters, as described below.
* [[Jump drives]] form the foundation of how Jump Freighters operate, and is the key differentiator compared to its T1 freighter class.
* [[Jump drives]] form the foundation of how Jump Freighters operate, and is the key differentiator compared to its T1 freighter class.


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* '''Jump Freighter Operator''' - This is the character that is skilled to fly the actual jump freighter. They are moving cargo and they are the ones most at risk of incurring substantial cost. Your operational plan is built around keeping this character and its ship safe.
* '''Jump Freighter Operator''' - This is the character that is skilled to fly the actual jump freighter. They are moving cargo and they are the ones most at risk of incurring substantial cost. Your operational plan is built around keeping this character and its ship safe.
* '''Cyno(sural) Alt(ernate Character)''' - This is the character (or characters) that are lighting cynosural fields that your jump freighter character jumps to along its route. Ideally you should have more than one available, which are in accessible locations along your routes ahead of time. They are dispensable. They require Omega status to train and operate the Cynosural Field Generators.
* '''Cyno(sural) Alt(ernate Character)''' - This is the character (or characters) that are lighting cynosural fields that your jump freighter character jumps to along its route. Ideally, you should have more than one available, which are in accessible locations along your routes ahead of time. They are dispensable. They require Omega status to train and operate the Cynosural Field Generators.
* '''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 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'' 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]].
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]].
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=== 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.
* {{Sk|Jump Drive Operation}} - Each level reduces the capacitor need to initiate 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.
* {{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.
* {{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.
* {{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.
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* '''Prototype Jump Drive Economizer''' - Decreases fuel costs. Generally recommended to use these while jumping. Each drive does take up a decent amount of cargo space.
* '''Prototype Jump Drive Economizer''' - Decreases fuel costs. Generally recommended to use these while jumping. Each drive does take up a decent amount of cargo space.


Generally you want to carry a set of three for all four modules with you at all times.
Generally, you want to carry a set of three for all four modules with you at all times.


=== Cyno ===
=== Cyno ===
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* Industrial Cynosural Field Generator - This is the key component to lighting the cyno.
* Industrial Cynosural Field Generator - This is the key component to lighting the cyno.
* Microwarp Drive - Allows you to burn to tacticals once undocking from the station, although consider bouncing between bookmarks depending on the station configuration.
* Microwarp Drive - Allows you to burn to tacticals once undocking from the station, although consider bouncing between bookmarks depending on the station configuration.
* Expanded Cargoholds - Necessary in smaller ships like the Venture, in order to have enough fuel for a single light of the cyno.
* Expanded Cargoholds - Necessary in smaller ships like the Venture, to have enough fuel for a single light of the cyno.
* Appropriate Rigs, such as cargo optimizers for a Venture fit.
* Appropriate Rigs, such as cargo optimizers for a Venture fit.
* Tank - Any buffer that enables your ship to survive longer while under attack. You should always anticipate losing the cyno (unless someone nearby can engage the target), but employing a tank can be a defense-in-depth strategy under stressful conditions.
* Tank - Any buffer that enables your ship to survive longer while under attack. You should always anticipate losing the cyno (unless someone nearby can engage the target), but employing a tank can be a defense-in-depth strategy under stressful conditions.
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== Implants ==
== Implants ==


There are a number of implant sets that can help improve the efficiency of your Jump Freighter operations. Primarily these will either be the '''High-grade Ascendancy''' set, which increases your ship’s warp speed, or '''Mid-grade Nomad''' set, which increases your ship’s agility and thus its align time. Other implants that complement these sets:
There are many implant sets that can help improve the efficiency of your Jump Freighter operations. Primarily these will either be the '''High-grade Ascendancy''' set, which increases your ship’s warp speed, or '''Mid-grade Nomad''' set, which increases your ship’s agility and thus its align time. Other implants that complement these sets:


* '''Eifyr and Co. ‘Rogue’ Warp Drive Speed WS''' - Increase ship warp speed. (Slot 6) (Conflicts with the Omega implant from each set)
* '''Eifyr and Co. ‘Rogue’ Warp Drive Speed WS''' - Increase ship warp speed. (Slot 6) (Conflicts with the Omega implant from each set)
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If you’re reading this guide, each system along the way through any security space that you choose should contain an NPC station. This enables station reliability as well as the means to log off should something occur outside of EVE. As you become more experienced, you can be more considerate of your route while acknowledging additional risks that it brings (e.g., relying on systems with player-owned structures, etc). When viewing a station in game in the Solar System Information window, and when you view the “Structures” tab, if you see a station listed on that tab you are able to dock there. If you jump to a player-owned citadel, make sure you trust the operators so they don’t lock you out after you light the cyno.
If you’re reading this guide, each system along the way through any security space that you choose should contain an NPC station. This enables station reliability as well as the means to log off should something occur outside of EVE. As you become more experienced, you can be more considerate of your route while acknowledging additional risks that it brings (e.g., relying on systems with player-owned structures, etc). When viewing a station in game in the Solar System Information window, and when you view the “Structures” tab, if you see a station listed on that tab you are able to dock there. If you jump to a player-owned citadel, make sure you trust the operators so they don’t lock you out after you light the cyno.


Likewise, there are certain station designs that make them unsuitable or risky for use as midpoints. In particular there may be station models that make it more difficult to plant a reliable cyno tactical, but more importantly are stations that are known to be kick-out stations. These are stations that give you little to no time to redock after undocking since it “kicks” you out of the docking ring very quickly.  
Likewise, certain station designs make them unsuitable or risky for use as midpoints. In particular, there may be station models that make it more difficult to plant a reliable cyno tactical, but more importantly are stations that are known to be kick-out stations. These are stations that give you little to no time to redock after undocking since it “kicks” you out of the docking ring very quickly.  


You might also want to consider having one or more midpoints also having a highsec exit, in case you want to refuel or enable your cyno alts to have easier access to highsec, such as when they are popped or if you want to be bringing in additional cynos.
You might also want to consider having one or more midpoints also having a highsec exit, in case you want to refuel or enable your cyno alts to have easier access to highsec, such as when they are popped or if you want to be bringing in additional cynos.
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Once you’ve planned a route you need to now work on ensuring you have the appropriate bookmarks for each station in the systems you have along your route for all characters involved, both cynos and the jump freighter. For example, both the jump freighter and cyno alts require insta-docks for every station. These are bookmarks immediately on the undock that guarantees your ship will be able to dock to the station. Using the “dock” command that involves your ship warping may cause you to be put outside the docking ring. These bookmarks will place you within a 2.5km radius of where the bookmark is placed, so make sure they are also placed where you will not bump off the station. These are used most frequently as the landing point of your jump freighter when navigating it, and reducing the time between landing on-grid docking.
Once you’ve planned a route you need to now work on ensuring you have the appropriate bookmarks for each station in the systems you have along your route for all characters involved, both cynos and the jump freighter. For example, both the jump freighter and cyno alts require insta-docks for every station. These are bookmarks immediately on the undock that guarantees your ship will be able to dock to the station. Using the “dock” command that involves your ship warping may cause you to be put outside the docking ring. These bookmarks will place you within a 2.5km radius of where the bookmark is placed, so make sure they are also placed where you will not bump off the station. These are used most frequently as the landing point of your jump freighter when navigating it, and reducing the time between landing on-grid docking.


The most important set of bookmarks you need are those for each station on your cyno alts that represent the *specific* location that you will light your cyno. These need to be clear of obstacles (the station) while remaining in the docking ring of the station. More specifically, the center of the bookmark plus a spherical 5km radius, or 10km diameter, must be fully within the docking ring and the radius of the sphere must not intersect with any component of the station. Your jump freighter will be landing on any point within that sphere when you jump to your cyno. Every station in EVE is a different model, and collision model. Stations of the same model can have the same tactical location in their respective locations. Be aware of towers and other components of the stations that can intersect with the sphere. As described above during the station selection, some stations have notably small docking rings, while some of those stations with small docking rings may also be kick-out stations, and some docking “rings” are not actually fully spherical.
The most important set of bookmarks you need are those for each station on your cyno alts that represent the *specific* location that you will light your cyno. These need to be clear of obstacles (the station) while remaining in the docking ring of the station. More specifically, the center of the bookmark plus a spherical 5km radius, or 10km diameter, must be fully within the docking ring and the radius of the sphere must not intersect with any component of the station. Your jump freighter will be landing on any point within that sphere when you jump to your cyno. Every station in EVE is a different model, and collision model. Stations of the same model can have the same tactical location in their respective locations. Be aware of towers and other components of the stations that can intersect with the sphere. As described above during the station selection, some stations have notably small docking rings, while some of those stations with small docking rings may also be kick-out stations, and some docking “rings” are not fully spherical.


'''Important Note''': This is not a complete summary; It only serves to introduce the importance of cyno placement. If you’ve reached this point it’s required to detour and read a [https://old.reddit.com/r/Eve/comments/2nvh43/perfect_station_cynos_a_guide_to_using_bookmarks/ very useful guide on Reddit about cyno placement] for jump freighters.
'''Important Note''': This is not a complete summary; It only serves to introduce the importance of cyno placement. If you’ve reached this point it’s required to detour and read a [https://old.reddit.com/r/Eve/comments/2nvh43/perfect_station_cynos_a_guide_to_using_bookmarks/ very useful guide on Reddit about cyno placement] for jump freighters.
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* '''Bouncing off station''' - By and large your biggest inside threat (of your own fault) is bouncing off station when you jump to your cyno. If you do notice a bounce, immediately attempt to dock while your ship is still in the ring, but don’t spam it if you get the message that docking is imminent. If you find your ship suddenly outside the docking ring, don’t try to turn around and redock at the station if another station or planet is within your rough direction that you bounced so you can warp off. If this occurred during your jump from highsec to your exit, you could warp to the highsec gate, jump through, wait out your jump timer and jump back to your cyno.
* '''Bouncing off station''' - By and large your biggest inside threat (of your own fault) is bouncing off station when you jump to your cyno. If you do notice a bounce, immediately attempt to dock while your ship is still in the ring, but don’t spam it if you get the message that docking is imminent. If you find your ship suddenly outside the docking ring, don’t try to turn around and redock at the station if another station or planet is within your rough direction that you bounced so you can warp off. If this occurred during your jump from highsec to your exit, you could warp to the highsec gate, jump through, wait out your jump timer and jump back to your cyno.
* '''Timers, Capacitor, and Context''' - For all other situations where you would normally think about escaping by jumping, there are a few caveats that temporarily limit your options over the course of your journey:
* '''Timers, Capacitor, and Context''' - For all other situations where you would normally think about escaping by jumping, there are a few caveats that temporarily limit your options over the course of your journey:
** First, you need to have over 75% of your capacitor available in order to jump. In addition to the jump reactivation timer, this effectively prevents you from jumping again immediately after having conducted a jump.
** First, you need to have over 75% of your capacitor available to jump. In addition to the jump reactivation timer, this effectively prevents you from jumping again immediately after having conducted a jump.
** Secondly, you can only jump to a cyno that is in a different system than you. Thus you have to be cognizant of where your other cynos are and where your jump freighter is before you encounter dangerous circumstances.
** Secondly, you can only jump to a cyno that is in a different system than you. Thus you have to be cognizant of where your other cynos are and where your jump freighter is before you encounter dangerous circumstances.
** Lastly, if your jump freighter is moving too fast, it will not be able to jump. This can occur if you've been bumped by another ship, or bumped off the station.
** Lastly, if your jump freighter is moving too fast, it will not be able to jump. This can occur if you've been bumped by another ship, or bumped off the station.
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* Stage extra fuel for your jump freighter and cynos in your respective jump systems. A jump freighter deep in nullsec without fuel is a very stranded jump freighter.
* Stage extra fuel for your jump freighter and cynos in your respective jump systems. A jump freighter deep in nullsec without fuel is a very stranded jump freighter.
* Likewise, make sure the stations where your cyno alts are located have spare ships and fuel. It could be the case that when you’re moving from lowsec / nullsec to highsec, your cyno alt is popped after you’ve begun your journey into highsec. You should be rapidly prepared to redeploy a cyno should you need to return.
* Likewise, make sure the stations where your cyno alts are located have spare ships and fuel. It could be the case that when you’re moving from lowsec / nullsec to highsec, your cyno alt is popped after you’ve begun your journey into highsec. You should be rapidly prepared to redeploy a cyno should you need to return.
* Ensure you have the items inside your jump freighter you want to transfer. This includes any ships from the ship hanger.
* Ensure you have the items inside your jump freighter you want to transfer. This includes any ships from the ship hangar.
* Make sure you have the appropriate amount of fuel in your fuel bay for not only all jumps along your route, but also one extra jump between your exit system and your destination system in case of emergencies. Ideally just keep your fuel bay fully stocked.
* Make sure you have the appropriate amount of fuel in your fuel bay for not only all jumps along your route but also one extra jump between your exit system and your destination system in case of emergencies. Ideally, just keep your fuel bay fully stocked.
* When refueling, make sure it is stacked in your fuel bay. Previously, and potentially currently, your ship would not jump if it didn’t have enough fuel in any given stack.
* When refueling, make sure it is stacked in your fuel bay. Previously, and potentially currently, your ship would not jump if it didn’t have enough fuel in any given stack.
* Ensure you have all the appropriate low slot modules in your cargo bay for refitting at the appropriate points along your route.
* Ensure you have all the appropriate low slot modules in your cargo bay for refitting at the appropriate points along your route.
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* When undocking if you see another cyno that isn’t an industrial cyno, like a normal cyno or covert cyno, or perhaps cloaky ships or force recon, redock / don’t undock.
* When undocking if you see another cyno that isn’t an industrial cyno, like a normal cyno or covert cyno, or perhaps cloaky ships or force recon, redock / don’t undock.
* When undocking your cyno, if in a venture with a MWD, you can pilot to your cyno bookmark. Alternatively, or if you’re in an industrial as a cyno, you can bounce between an object and the bookmark.
* When undocking your cyno, if in a venture with a MWD, you can pilot to your cyno bookmark. Alternatively, or if you’re in an industrial as a cyno, you can bounce between an object and the bookmark.
* Whenever you undock, don’t hit “warp to” as you will have to stop your warp in order to dock. Select “align to” first and then warp once you obtain the transition speed. Do this for everything. If you’re trying to warp you have to stop before docking.
* Whenever you undock, don’t hit “warp to” as you will have to stop your warp to dock. Select “align to” first and then warp once you obtain the transition speed. Do this for everything. If you’re trying to warp you have to stop before docking.
* 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 can 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.