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{{main|Alternate characters}} {{Skillplan Navbar}}
{{main|Alternate characters}}{{Skillplan Navbar}}
This is a guide to train an alt from newly created to being able to sit in an [[Orca]]. An Orca pilot alt has a variety of use-cases, but the two examples that this skill plan emphasizes are hauling [[Incursions]] pirate battleships from focus to focus and suitcasing belongings in a [[wormhole]]. The skill plan for training the alt into an Orca requires only one [[Multiple Character Training]] license. Additionally, there are skills for either moving the pirate battleships or suitcasing wormhole goods. This plan is ''not'' intended for use as a mining booster.
Hauling can be a great way to earn ISK doing [[Using external tools to haul profitably|profitable trade runs]]. By reading this guide, you will learn how to create the quickest, most efficient hauler.


Those who only need to ferry battleships, and not smaller ships or a lot of gear, would probably be better off with a [[Preparing_for_Incursions#Valet_alt|valet alt]].  
== Why use an alt hauler? ==
Since the Crius patch, no training is needed to fit a pilot's racial [[hauler]] with Expanded Cargohold IIs and Medium Cargohold Optimization I rigs. This means that any character can fly a basic hauler to carry goods across star systems.  


A suitcase is a ship that holds a bulk of items and ships in the event of relocating to a new wormhole system or a wormhole eviction. An Orca has a base capacity of 40k m3 in the fleet hangar (fittings, packaged ships), 400k m3 in the Ship Maintenance Bay (fitted ships), 150k m3 in the mining cargo hold (ore and gas), and 30k m3 in the cargo hold. While a freighter can hold more items than an Orca, the Orca is uniquely good for suitcasing because it can fit through large wormholes typical of C2 and C3 wormhole systems whereas a freighter is dependent on having an extra large connection to k-space to get it out.
Within High-Security space, Alt haulers are great as they will be immune to War targets that the main account in a corporation may have to deal with otherwise. Alt-Haulers provide no protection against gankers however, so it is advisable to [[tank]] your hauler while in High Sec to survive attacks until [[CONCORD]] responds.  


== Skill plan ==
In other parts of space (Low-sec, Null-sec, and Wormhole space), CONCORD does not assist in case of your hauler being attacked by other players. In most communities, players operate under an [[NBSI]] policy for engagements, where they attack anyone who is not set as friendly according to their corporation's standings. Many corporations have processes to apply for Blue standings with their corporation, in order to avoid attacks from corp members while in their part of space.


This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. The base skill plan outlined below only requires one [[Neural Remap|remap]] to Wisdom-Charisma-Perception for the leadership skills. If you are training your Orca pilot alt to ferry Incursions battleships, you'll want to add those battleship skills at the end of your skill plan. If you are training your Orca pilot alt to to suitcase, you'll want to add those support skills to the other support skills ''before'' remapping for leadership skills.
{{euninote|See [[EVE University Rules]] for EVE University's Rules of Engagement}}


{{ note box | Notes:
EVE University has a Non Aggression Pact (NAP) Program that corporations can apply for +5 Blue standing to Uni members. Information on how to apply can be found [[Diplomacy Department#Standings Request|here]]. If you want to use an Alt-hauler in Uni controlled space, you must be a part of a player corporation, in order to apply for NAP protection.
* If your alt is Amarr, Gallente or Minmatar you will already have Hull Upgrades III and Mechanics III as starting skills
* This plan covers Tank skills, Navigation & Cap skills, Misc, Leaderships skills and Orca ship skills below.
| italics= no }}


== Phase 1: Support skills ==
== Hauler table  ==
Here is a table of suggested haulers for all types of cargo, showing their cargo capacity in m<sup>3</sup> with no additional training.  All low slots should be filled with Expanded Cargohold IIs, and with Medium Cargohold Optimization I rigs (these modules increase a ship's cargo capacity).


{{SkillQueue
The industrial rebalance Odyssey 1.1 patch gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.<ref>[https://forums-archive.eveonline.com/message/3263586 Odyssey 1.1 - Tech 1 Industrials, Round 2]</ref>
|name=Orca support skills
|desc=No remap for this part, add option 2 to this list for suitcasing
|Tactical Shield Manipulation II
Tactical Shield Manipulation III
Tactical Shield Manipulation IV
Shield Management II
Shield Management III
Hull Upgrades III
Hull Upgrades IV
Mechanics III
High Speed Maneuvering II
High Speed Maneuvering III
Warp Drive Operation II
Warp Drive Operation III
Acceleration Control II
Acceleration Control III
Jury Rigging I
Shield Upgrades II
Energy Grid Upgrades II
}}


=== Cybernetics ===


All new characters start with {{Sk|Cybernetics|I}} which enables you to use implants. Plug in +3 implants of all types at the start. The skill plan cannot be completed within 30 days without the +3 implants.
{| cellpadding="5" border="0" style="height: 230px; background: #333333; text-align: center;"
|- style="background: black;"
! Ship
! Empire
! Base cargo {{m3}}
! style="width: 30em; " | Cargo m<sup>3</sup> with both Expanded Cargohold IIs and Medium Cargohold Optimization I rigs
|-
| style="text-align: left;" | [[Bestower]]
| Amarr
| 4,800
| 32,929
|-
| style="text-align: left;" | [[Tayra]]<br>
| Caldari
| 7,300
| 30,806
|-
| style="text-align: left;" | [[Iteron Mark V]]
| Gallente
| 5,800
| 31,207
|-
| style="text-align: left;" | [[Mammoth]]
| Minmatar
| 5,500
| 29,593
|}


=== Tank skills ===


The Orca hull tanks with a secondary shield tank. Hence Hull Upgrades IV and Mechanics are key for a proper Orca tank.
== Weighing training time against how much you want to haul ==
The Bestower is the top hauler for general cargo. The Bestower carries less specific cargo than the modified haulers with special bays for ore, etc like the [[Kryos]] and [[Miasmos]]. The Bestower is also a good choice if you want to use the hauler with the highest possible general cargo capacity in the game.  


* {{Sk|Tactical Shield Manipulation|IV|mult=yes}} (3 days, 15 hours, 26 minutes)
Hauling safely is still a concern with all haulers. The 4 general purpose, large capacity haulers can only fit three meta 4 Medium shield extenders and end up with around 6,000 ehp +/- depending on the race. One recommendation is to only carry 3 to 5 million ISK in value per 1,000 of ehp. Another recommendation is the 50 million ISK maximum collateral for T1 industrial haulers used by eve hauling company MicroPush.<ref>[https://www.pushx.net/rates.php PushX Rates] (no endorsement intended)</ref> If you carry too much cargo value often enough, you will lose your ship.
* {{Sk|Shield Management|III|mult=yes}} (11 hours, 35 minutes)
* {{Sk|Hull Upgrades|IV|mult=yes}} (1 day, 19 hours, 43 minutes)
* {{Sk|Mechanics|III|mult=yes}} (3 hours, 10 minutes)


=== Navigation skills & Cap skills ===
(See also [[Hauling#Hauling craft|Hauling ships]])


An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not add anything new to the plan, just allow it to do things better.
== Preparing for training  ==
It is important to read about [[hauling]] as it will save you a lot of time and frustrations. Before you even create a character, there are many things to consider: The race of your character, whether you have other characters in the account and if you want to do a neural remap.  


* {{Sk|High Speed Maneuvering|III|mult=yes}} (19 hours, 19 minutes)
=== Racial characters  ===
* {{Sk|Warp Drive Operation|III|mult=yes}} (3 hours, 51 minutes)
Following the Odyssey expansion, the choice of Race, bloodline and ancestry has no effect on the training time. Racial Frigate III is no longer a requirement for Racial Hauler I. A character of any race can train to Amarr Hauler III and get a [[Bestower]]. Then proceed to training Spaceship Command I-V and Advanced Spaceship Command I-V to get an Amarr Freighter. Or with less than 18 hours of additional training that character can then train into another racial freighter.
* {{Sk|Acceleration Control|III|mult=yes}} (15 hours, 27 minutes)
* {{Sk|Jury Rigging|I|mult=yes}} (14 minutes)


=== Misc. ===
=== Creating an alt on an existing account  ===
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time '''unless''' you are willing to pay for Multiple Character Training. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character.


* {{Sk|Shield Upgrades|II|mult=yes}} (1 hour, 22 minutes)
Dual Character Training, introduced in the June 2013 Odyssey expansion, allowed a player to train two characters on the same account for one month for the cost of an additional PLEX.  That became [[Multiple Character Training]] in late 2013, so you can now train both alts at the same time, and can purchase more than one month of alt training.
* {{Sk|Energy Grid Upgrades|II|mult=yes}} (1 hour, 22 minutes)


== Phase 2: Leadership and ship skills ==
=== Neural remaps  ===
You can decrease the training time required by remapping your attributes. You get 3 remaps total in your first year, so you can afford to remap Int (27)/Mem (21) and train any core skills you need followed by a remap to Per (27)/Will (21) to train the spaceship command skills to fly your ship.


'''Remapping (active) : i17 p19 c19 w27 m17'''
{| class="wikitable"
|+ Large T1 haulers
|-
! Ship
! Cargohold
! High
! Medium
! Low
! Notes
|-
| {{Sh|Bestower}}
| 4800
| 2
| 3
| 6
| Can haul over 21 652 m3 with 6 Cargo Expanders
|-
| {{Sh|Tayra}}
| 7300
| 2
| 5
| 4
| Largest base cargohold
|-
| {{Sh|Iteron Mark V}}
| 5800
| 2
| 4
| 5
| Jack of all trades, master of none
|-
| {{Sh|Mammoth}}
| 5500
| 2
| 4
| 5
| Has the fastest travel time
|}


This is where to use the remap in the plan.
== Fitting haulers  ==
Haulers are relatively straightforward to fit. For ore hauling, you will want to have maximum cargo capacity, meaning you want to fit Expanded Cargoholds in low slots and Cargohold Optimization in rigs.  


{{SkillQueue
For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertial Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.
|name=Leadership & ship skills
|desc=Remap before adding these skills, add option 1 to this list for Incursions ferrying
|Leadership I
Mining Foreman I
Mining Foreman II
Mining Foreman III
Mining Foreman IV
Mining Foreman V
Mining Director I
Spaceship Command IV
Spaceship Command V
ORE Hauler I
ORE Hauler II
ORE Hauler III
Industrial Command Ships I}}


=== Leadership skills ===
If you wish, you can train skills to equip shield mods such as Shield Extenders and Invulnerability Fields in the mid slots to tank belt rats for a short time.  It is also worth while to train skills for these modules to give some basic protection against high-sec ganking.


The Orca Requires the following leadership skills to be injected. This is where most of the training for the Orca comes from.
== Optimize with Giant Secure Containers  ==
There are items called ''Giant Secure Containers'' (GSC) which take up 3,000 {{m3}} in your cargo hold. The interesting thing is that you can actually put 3,900 {{m3}} of stuff in a GSC - which means you get a 30% space bonus.  


* {{Sk|Leadership|I|mult=yes}} (6 minutes, 45 seconds)
Note: Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, livestock. So keep this in mind if you are using these containers to haul goods.
* {{Sk|Mining Foreman|V|mult=yes}} (9 days, 14 hours, 37 minutes)
* {{Sk|Mining Director|I|mult=yes}} (33 minutes, 47 seconds)


=== Orca ship skills ===
== Advanced hauling and earning ISK via hauling  ==
The next step after mastering industrial hauling are [[Freighters]] and Transports.
You can use outside databases, such as [[Using external tools to haul  profitably|EVE Trade]], to find profitable trade routes. 


* {{Sk|Spaceship Command|V|mult=yes}} (4 days, 15 hours, 32 minutes)
To take the first steps in making ISK with your new hauler, you might consider [[Trading|playing the market]] or running [[Making Money with Hauling - Level 4 Cargo Missions|Level 4 Cargo Missions]].
* {{Sk|ORE Hauler|III|mult=yes}} (14 hours, 24 minutes)
* {{Sk|Industrial Command Ships|I|mult=yes}} (54 minute, 3 seconds)


== Phase 3, option 1: Pirate battleship skills ==
== Credits  ==
*[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics.


For this section the pilot needs to train the two racial ship skills needed for the pirate battleship of their choice.
== See also ==
{{SkillQueue
* [[Using external tools to haul profitably]]
|name=Gallente/Minmtar - Pirate battleship skills
* [[Making Money with Hauling - Level 4 Cargo Missions]]
|desc=Make sure you read the notes below
|Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Gallente Destroyer I
Gallente Destroyer II
Gallente Destroyer III
Gallente Cruiser I
Gallente Cruiser II
Gallente Cruiser III
Gallente Battlecruiser I
Gallente Battlecruiser II
Gallente Battlecruiser III
Gallente Battleship I
Minmatar Frigate I
Minmatar Frigate II
Minmatar Frigate III
Minmatar Destroyer I
Minmatar Destroyer II
Minmatar Destroyer III
Minmatar Cruiser I
Minmatar Cruiser II
Minmatar Cruiser III
Minmatar Battlecruiser I
Minmatar Battlecruiser II
Minmatar Battlecruiser III
Minmatar Battleship I}}


{{ note box | Notes:
== References ==
* For the sake of this example, we're using Gallente and Minmatar (for the [[Vindicator]] and [[Machariel]]), but for the [[Nightmare]], you will want to replace these with the Caldari and Amarr skills.
<references/>
| italics= no }}
* [https://forums-archive.eveonline.com/message/3263586 Odyssey 1.1 - Tech 1 Industrials, Round 2]
 
* [https://www.eveonline.com/news/view/rebalancing-and-renaming-industrials Dev blog: Rebalancing and renaming industrials]
 
* [https://www.eveonline.com/news/view/28-ships-later Dev blog: 28 ships later]
* {{sk|Gallente Frigate|III|mult=yes}} (7 hours, 12 minutes)
* [https://www.eveonline.com/news/view/patch-notes-version-20-04 Patch notes: Renaming T1 industrials class to haulers]
* {{sk|Gallente Destroyer|III|mult=yes}} (7 hours, 12 minutes)
* {{sk|Gallente Cruiser|III|mult=yes}} (18 hours, 1 minute)
* {{sk|Gallente Battlecruiser|III|mult=yes}} (21 hours, 37 minutes)
* {{sk|Gallente Battleship|I|mult=yes}} (54 minutes, 3 seconds)
* {{sk|Minmatar Frigate|III|mult=yes}} (7 hours, 12 minutes)
* {{sk|Minmatar Destroyer|III|mult=yes}} (7 hours, 12 minutes)
* {{sk|Minmatar Cruiser|III|mult=yes}} (18 hours, 1 minute)
* {{sk|Minmatar Battlecruiser|III|mult=yes}} (21 hours, 37 minutes)
* {{sk|Minmatar Battleship|I|mult=yes}} (54 minutes, 3 seconds)
 
With the +3 implants, this finishes the training in just under 29 days. Without +3 implants, this train is over 33 days.
 
== Phase 3: option 2: Suitcase ==
These skills will help provide better tank and utility needed to safely get goods to k-space or a new wormhole system.
 
{{SkillQueue
|name=Suitcase support skills
|desc=Add to support skills
|Shield Upgrades IV
Mechanics IV
Cloaking I
Cloaking II
Cloaking III
Astrometrics IV}}
 
 
* {{Sk|Shield Upgrades|IV|mult=yes}} (7 days, 18 hours, 21 minutes, 28 seconds)
* {{Sk|Mechanics|IV|mult=yes}} (17 hours, 59 minutes, 51 seconds)
* {{Sk|Cloaking|III|mult=yes}} (23 hours, 10 minutes, 56 seconds)
* {{Sk|Astrometrics|IV|mult=yes}} (2 days, 5 hours, 59 minutes, 39 seconds)
 
With +3 implants, this plan will finish in under 28 days. Without the implants, the plan will take nearly 33 days.
 
== Orca fits ==
 
{{ShipFitting
| ship=Orca
| fitName=Incursion Hauler
| fitID=
| high1name=open
| high2name=open
| high3name=open
| high4name=open
| high5name=open
| high6name=open
| mid1name=500MN Cold-Gas Enduring Microwarpdrive
| mid1typeID=5945
| mid2name=Multispectrum Shield Hardener II
| mid2typeID=2281
| mid3name=Multispectrum Shield Hardener II
| mid3typeID=2281
| mid4name=EM Shield Hardener II
| mid4typeID=2301
| mid5name=Thermal Shield Hardener II
| mid5typeID=2303
| low1name=Damage Control II
| low1typeID=2048
| low2name=Reinforced Bulkheads II
| low2typeID=1335
| rig1name=Large Hyperspatial Velocity Optimizer II
| rig1typeID=26322
| rig2name=Large Hyperspatial Velocity Optimizer II
| rig2typeID=26322
| rig3name=Large Hyperspatial Velocity Optimizer II
| rig3typeID=26322
| skills=
| showSKILLS=N
| notes=The Large Hyperspatial Velocity Optimizer II rigs can be replaced by Large Transverse Bulkhead II rigs to add additional tank at the expense of cargo capacity.
| showNOTES=N
| difficulty=0
| version=2023.12.23
| showTOC=N
| alphacanuse=N
}}{{ShipFitting
| ship=Orca
| fitName=Suitcase
| fitID=
| high1name=Improved Cloaking Device II
| high1typeID=11577
| high2name=Core Probe Launcher I
| high2typeID=17938
| high3name=open
| high4name=open
| high5name=open
| high6name=open
| mid1name=500MN Y-T8 Compact Microwarpdrive
| mid1typeID=35661
| mid2name=Multispectrum Shield Hardener II
| mid2typeID=2281
| mid3name=Multispectrum Shield Hardener II
| mid3typeID=2281
| mid4name=Large Shield Extender II
| mid4typeID=3841
| mid5name=Large Shield Extender II
| mid5typeID=3841
| low1name=Damage Control II
| low1typeID=2048
| low2name=Reinforced Bulkheads II
| low2typeID=1335
| rig1name=Large EM Shield Reinforcer II
| rig1typeID=26436
| rig2name=Large Thermal Shield Reinforcer II
| rig2typeID=26442
| rig3name=Large Core Defense Field Extender II
| rig3typeID=26448
| charge1name=Sisters Core Scanner Probe x16
| charge1typeID=30488
| skills=
| showSKILLS=N
| notes=This fit requires {{Sk|Shield Upgrades|IV}} and {{Sk|Cloaking|III}}. The cloak is intended for warping to a safe and cloaking up for safety.<li>Shield tank rigs, damage control, and the reinforced bulkhead modules can be replace with cargo expanders in order to increase cargo capacity at the expense of survivability.</li>
| showNOTES=N
| difficulty=0
| version=2023.12.23
| showTOC=N
| alphacanuse=N
}}


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