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Those ganking for isk are looking to profit from your destruction. They want to blow up your ship, losing their own ships in the process, and make enough from the wreck that they come out ahead. Their potential haul runs to: 50% of your fitted modules, at random, not including rigs. Plus 50% of your cargo, at random. If you have a bounty on you (probably via the University), they will additionally earn 20% of the total value of your ship. | Those ganking for isk are looking to profit from your destruction. They want to blow up your ship, losing their own ships in the process, and make enough from the wreck that they come out ahead. Their potential haul runs to: 50% of your fitted modules, at random, not including rigs. Plus 50% of your cargo, at random. If you have a bounty on you (probably via the University), they will additionally earn 20% of the total value of your ship. | ||
If blowing you up costs them more than they expect to earn (or even slightly less), then it is a safe bet that they won't attack you. The question then is 'what is a safe threshold?'. | If blowing you up costs them more than they expect to earn (or even slightly less; they have to worry about the chance of failure, and maybe repairing their sec status), then it is a safe bet that they won't attack you. The question then is 'what is a safe threshold?'. This is something that ''you'' will have to research for yourself - and will need to stay current on. The Hauling page on the wiki suggests that 3M isk per 1k EHP is your limit, but that was written before Retribution, which changed the rules in several ways. 1B is the accepted 'safe' limit for Freighters. | ||
If you have an especially expensive ship - let's say it's fitted with officer or deadspace mods for missions and/or incursions - then that can be just as worthwhile to gank for isk, since the expected drop can be very high (and many mission ships fit an active tank, which means relatively low EHP). | |||
Autopilot makes you substantially more attractive - firstly, they have plenty of time to use scanners on you (a typical gank has someone sitting a gate or so ahead of their kill zone, scanning passing ships - and if you slowboat in from 15km out, they have more than enough time to scan you). And secondly, they will get to spend more time shooting at you, and won't need to bump you or similar. | |||
Blockade runners are special, in that their cargo can never be scanned. This means that they may be targetted no matter what value of cargo you put in them, and are effectively never safe. Orcas used to have this property but no longer do. Double-wrapping your cargo similarly obfuscates it, and suggests it has high value. You probably want not to send such risky signals unless the value of the cargo is genuinely high enough to attract undue attention anyway. | |||
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The other thing about these gankers is that they are almost always found on well-travelled routes. Typically between trade hubs, or on the undock of trade hubs. A 0.5 or 0.6 sec system between two trade hubs is a particular blackspot. Travelling other routes will keep you away from them. You can set your map to display the number of recent kills in a system - that can also help you avoid dangerous systems. | |||
If you lack the EHP to move the cargo safely yourself, consider outsourcing the problem. Red Frog, PushX and others will move it by freighter for a fee - and in the case of expensive modules on a mission ship, consider sending them separately by a safer means. | |||
Those ganking for tears will be going for easy targets. By following the advice in the section above, you will have avoided becoming an easy target, and should never be targetted. The exception there is if you fly a sufficiently notable ship that it would make a nice 'trophy' killmail. A unique ship, for example. At any rate, they are again likely to be found in populated systems. | |||
Finally, War Targets - they are effectively ganking for tears, but you ''are'' a valid target for them. Chances are, they will be looking for easy kill somewhere they know they can find lots of targets. Many of them will wardec multiple PvE-centric corporations at once, and then hang around populated areas looking for easy kills. Trade hubs, major trade routes, and anywhere they can identify as a hub of uni activity, are the most likely place to see them as a result. | |||
To avoid this, you shouldn't casually make your university character vulnerable anywhere they might reasonably be looking. So in general, you'll want to avoid trade hubs and major trade routes, avoid mining or missioning near to Aldrat, and make sure that if you are at AMC or joining Incursions you have taken precautions. | |||
Happily, you can create multiple characters - and those not in E-Uni aren't subject to the same wardecs. Thus the out-of-corphauler alt. 9 hours is enough to get a fresh alt into a t1 industrial, and they can then make shopping trips of over 10,000 m3 for you (enough to move a packaged cruiser, or enough modules to last you for weeks). | |||
Red Frog aren't subject to wars, so you could contract them to move your stuff - or you could ask or pay other unistas who have such hauler alts to move things for you. Given how cheap and easy they are, though, getting your own is often worth it. Much fancier hauler alts are possible - picking up better t1 industrial ships (the Iteron Mark V is the king of these), or perhaps a freighter, an orca, or even going to the lenghts of a carrier or jump freighter. Typically the more exotic options would be associated with a separate account, so as to not slow down training your main too much. Similarly Miner Alts are possible if you wish to mine near Aldrat in relative safety. | |||
You can also move your operations somewhere WTs aren't looking. Use Jump Clones to mission and/or mine in remote areas, far from Aldrat, perhaps go to the lengths of moving to Solitude, which is a hisec island that is rarely bothered by WTs or any other sort of gankers, but has a Uni outpost. You can also move to lowsec, nullsec or wormholes - which will generally leave you free of war targets, but instead facing other challenges. | |||
So, in conclusion - don't be profitable to kill, don't be in the most populated areas, and don't be where war targets are looking for you. | |||
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