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Hauling: Difference between revisions

From EVE University Wiki
Hauler Type Comparison: moved the comparison table for cargo ships over here.
m Rewrite link to use redirects as intended. Partly apply changes for April 2022 Version 20.04 update
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There are a few classes of ships designed for hauling. Each fills a type of niche, and what ship to use depends on the type of hauling.
There are a few classes of ships designed for hauling. Each fills a type of niche, and what ship to use depends on the type of hauling.


=== T1 Industrials ===
=== Haulers ===
The first hauling ships a player can use are [[Tech and meta levels|Tech 1]] industrial ships. 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 [[Tanking|tank]]
* Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less [[tank]]
* Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition or minerals)
* Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition or minerals)


Tech 1 industrials have the lowest skill requirements of all hauling craft. Even [[Clone states#Alpha clones|alpha clones]] can fly them, though they can only train the Spaceship Command skills to level 1.
Haulers have the lowest skill requirements of all hauling craft. Even [[Clone states#Alpha clones|alpha clones]] can fly them, though they can only train the Spaceship Command skills to level 1.


=== Blockade Runners ===
=== Blockade Runners ===
{{main|Blockade Runner}}
{{main|Blockade Runners}}
Blockade runners are Tech 2 industrial ships. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[Frigates|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 [[Interdiction 101|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<sup>3</sup> 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.


=== Deep Space Transport ===
=== Deep Space Transports ===
Deep Space Transports (DSTs) are tech 2 industrial ships with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000m³ (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[Tanking#Buffer tanking|buffer]] tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.
{{Main|Deep Space Transports}}
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 [[Cruiser#Heavy Interdiction Cruisers|HICs]].  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===
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]].  


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=== 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 traveling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec.
The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using [[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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=== 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
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=== Other Options ===
=== Other Options ===
There are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo. One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a [[Frigates#Covert Ops|Covert Ops Frigate]], which can provide near-perfect safety if handled correctly.
There are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo. One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a [[Frigates#Covert Ops|Covert Ops Frigate]], which can provide near-perfect safety if handled correctly.


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=== Faction Comparison ===
=== Faction Comparison ===
Amarr have the largest capacity T1 Industrial but otherwise tend to be outperformed by other races. Minmatar haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best industrials overall. Caldari have the largest capacity freighters, and unquestionably the tankiest T1 industrials. The specialized Gallente T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/minerals/PI/ammo.
Amarr have the largest capacity T1 Industrial but otherwise tend to be outperformed by other races. Minmatar haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best industrials overall. Caldari have the largest capacity freighters, and unquestionably the tankiest T1 industrials. The specialized Gallente T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/minerals/PI/ammo.


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=== Hauler Type Comparison ===
=== Hauler Type Comparison ===
 
The best hauler is situational; it depends on where you are (high, low, null security space) combined with how large and valuable the cargo is. For example, using an {{Sh|Occator}} to move a cargo small enough to fit in a {{Sh|Viator}} is sub-optimal, as is using a Viator to move large amounts of tritanium around in high sec when you could use a {{Sh|Kryos}} instead.
The best hauler is situational; it depends on where you are (high, low, null security space) combined with how large and valuable the cargo is. For example, using an {{sh|Occator}} to move a cargo small enough to fit in a {{sh|Viator}} is sub-optimal, as is using a Viator to move large amounts of tritanium around in high sec when you could use a Kryos instead.


Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.
Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.


The Orca is also a very interesting option for high security space. It offers cargo capacity somewhere between the T1/T2 industrials and jump freighters, while being able to travel almost as quickly as the smaller ships by fitting a 500MN micro warp drive and activating it for 1 cycle while aligning to the next gate or station.
The Orca is also a very interesting option for high security space. It offers cargo capacity somewhere between the T1/T2 haulers and jump freighters, while being able to travel almost as quickly as the smaller ships by fitting a 500MN micro warp drive and activating it for 1 cycle while aligning to the next gate or station.


* Hauling cargo with near-negligible volume: Shuttle or fast frigate (high), Interceptor (low/null)
* Hauling cargo with near-negligible volume: Shuttle or fast frigate (high), Interceptor (low/null)
* Hauling up to 10,000 m^3 (packaged cruiser) anywhere: Blockade Runner
* Hauling up to 10,000 {{m3}} (packaged cruiser) anywhere: Blockade Runner
* Hauling up to 15,000 m^3 (packaged battlecruiser) in highsec or lowsec: Fast T1 transport
* Hauling up to 15,000 {{m3}} (packaged battlecruiser) in highsec or lowsec: Fast T1 transport
* Hauling up to 30,000 m^3 (two packaged battlecruisers) in highsec: Bulk T1 transport
* Hauling up to 30,000 {{m3}} (two packaged battlecruisers) in highsec: Bulk T1 transport
* Hauling up to 50,000 m^3 (packaged battleship) in highsec or lowsec: Deep space transport
* Hauling up to 50,000 {{m3}} (packaged battleship) in highsec or lowsec: Deep space transport
* Large cargo of low value: T1 industrial, 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 m^3 below ~250k m^3 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 m^3: Freighter (requires escort in low and null)
* Huge cargo above ~250k {{m3}}: Freighter (requires escort in low and null)


==== Comparison table for cargo ships ====
==== Comparison table for cargo ships ====
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=== Ship Flying Skills ===
=== Ship Flying Skills ===
* {{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.
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=== Tanking Skills ===
=== Tanking Skills ===
Generally useful skills:
Generally useful skills:
* {{Sk|Shield Management}}: 5% extra shields per level
* {{Sk|Shield Management}}: 5% extra shields per level
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== Hauler Tank Fitting ==
== Hauler Tank Fitting ==
There are several types of tanking: buffer tanking, passive tanking and active tanking. Additionally, some buffer tanks are entirely passive (no active modules) and others include active resistances and damage control modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient.
There are several types of tanking: buffer tanking, passive tanking and active tanking. Additionally, some buffer tanks are entirely passive (no active modules) and others include active resistances and damage control modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient.


For high sec operation, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attacker(s).
For high sec operation, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attacker(s).


T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.
T1 Haulers are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.


An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Amplifier, 1x Thermal Shield Amplifier and 2-3x Medium Shield Extenders. One or two Multispectrum Shield Hardeners can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.
An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Amplifier, 1x Thermal Shield Amplifier and 2-3x Medium Shield Extenders. One or two Multispectrum Shield Hardeners can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.
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== Avoiding Ganking ==
== Avoiding Ganking ==
When hauling, you should remember the following guidelines to avoid being ganked:
When hauling, you should remember the following guidelines to avoid being ganked:


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==== Wardecced corp ====
==== Wardecced corp ====
Never fly an industrial ship (especially not freighters/jump freighters loaded with lots of cargo) when your corp is wardecced.
Never fly an industrial ship (especially not freighters/jump freighters loaded with lots of cargo) when your corp is wardecced.
You will become easy prey and will quickly get turned into ashes, together with your expensive cargo.
You will become easy prey and will quickly get turned into ashes, together with your expensive cargo.
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==== 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.


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==== 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 industrial 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 industrial 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 [[Skills:Armor#Hull Upgrades|Hull Upgrades IV]] and [[Skills:Armor#Mechanics|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.
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==== 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.


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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 industrial haulers used by several hauling corporations. They will haul cargo up to 50,000,000 isk and 17,000 m3 in size using T1 industrial ships. 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.


Key risk factors (which raise/lower the ISK/EHP calculation):
Key risk factors (which raise/lower the ISK/EHP calculation):
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==== 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 travelled 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 23x7, 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.
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==== Use a Contractor ====
==== Use a Contractor ====
The large hauling corporations all use contractor alts to assure op-sec. Essentially this means that one character accepts the contract, then sub-contracts it to the actual hauler, who carries the package, then contracts it back the contractor who then completes the contract. This means that:
The large hauling corporations all use contractor alts to assure op-sec. Essentially this means that one character accepts the contract, then sub-contracts it to the actual hauler, who carries the package, then contracts it back the contractor who then completes the contract. This means that:
* Without scanning every ship, no-one (neither the contract's originator nor anyone watching the contract system) can tell which Character is hauling the package - making ganking a specific contract more difficult
* Without scanning every ship, no-one (neither the contract's originator nor anyone watching the contract system) can tell which Character is hauling the package - making ganking a specific contract more difficult
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==== 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 ==
There are several organisations in EVE which act as dedicated Hauling companies. They tend to be more reliable, more willing to take on unusual or high value requests, but also more expensive than the public contracts channel.
There are several organisations in EVE which act as dedicated Hauling companies. They tend to be more reliable, more willing to take on unusual or high value requests, but also more expensive than the public contracts channel.


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While not an exhaustive list, some of the most common (in no particular order) include:
While not an exhaustive list, some of the most common (in no particular order) include:


*[https://red-frog.org Red Frog Freight]
* [https://red-frog.org Red Frog Freight]
*[https://www.pushx.net/ Push X]
* [https://www.pushx.net/ Push X]


== Hauler Roles ==
== Hauler Roles ==
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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'.


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.
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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.eveonline.com/default.aspx?g=posts&m=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.


=== Mining Assistance ===
=== Mining Assistance ===
If you're using your hauler in a mining operation (without an Orca), consider fitting a tractor beam to bring cans to you faster, as well as a salvager to make something of the inevitable rat wrecks. In addition, putting out a Mobile Tractor Unit can make it easy to pick up cans from other miners and then haul them to station (''Make sure to have your drones on passive!''). You could also fit a mining laser, but even a good one with pilot skills won't be getting much more than 100 m^3 per minute.
If you're using your hauler in a mining operation (without an Orca), consider fitting a tractor beam to bring cans to you faster, as well as a salvager to make something of the inevitable rat wrecks. In addition, putting out a Mobile Tractor Unit can make it easy to pick up cans from other miners and then haul them to station (''Make sure to have your drones on passive!''). You could also fit a mining laser, but even a good one with pilot skills won't be getting much more than 100 {{m3}} per minute.


=== Other ===
=== Other ===