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:4. Stripping the vessel. This is pretty straightforward. Drop a mobile depot in a safe spot, refit to the proper fit, strip the other goodies like the cloaking device and probe launcher, transfer everything from your cargohold into the mobile depot, double check everything, then proceed to the next step. A station or Citadel works too. | :4. Stripping the vessel. This is pretty straightforward. Drop a mobile depot in a safe spot, refit to the proper fit, strip the other goodies like the cloaking device and probe launcher, transfer everything from your cargohold into the mobile depot, double check everything, then proceed to the next step. A station or Citadel works too. | ||
Of all the ships I have lost in Ghost sites on the main server (3 Herons and 2 Merlins if I am correct) I never lost more than 5 million ISK per ship. As always, the Data Analyzer II never drops...tsk tsk | :Of all the ships I have lost in Ghost sites on the main server (3 Herons and 2 Merlins if I am correct) I never lost more than 5 million ISK per ship. As always, the Data Analyzer II never drops...tsk tsk | ||
:5. Warp to a bookmark or celestial close to the site. This is important because the site timer is initiated when any player initiates a warp to the site (and gets the pop-up message), whether or not they actually landed inside the site. Rather than warping 70 AU from across the whole system, and thus burning up half the site timer before you get there, warping to a spot close to the site means you have more time inside the site. | :5. Warp to a bookmark or celestial close to the site. This is important because the site timer is initiated when any player initiates a warp to the site (and gets the pop-up message), whether or not they actually landed inside the site. Rather than warping 70 AU from across the whole system, and thus burning up half the site timer before you get there, warping to a spot close to the site means you have more time inside the site. | ||
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:8. Beginning to run the site. Here is where the particulars really start to matter. Let's pretend that one of the four containers present has something good in it: such as a blueprint for a 'Wetu' Mobile Depot. Cargo scanning can provide a preview of what the site holds: in that respect, picking one at random provides a one in four chance of that one good can being on your way anyways. | :8. Beginning to run the site. Here is where the particulars really start to matter. Let's pretend that one of the four containers present has something good in it: such as a blueprint for a 'Wetu' Mobile Depot. Cargo scanning can provide a preview of what the site holds: in that respect, picking one at random provides a one in four chance of that one good can being on your way anyways. | ||
Picking a Keep at Range distance of 2250m is important not only for hacking sites in dangerous space (I like to call it fun space though, because that's what it is) but it also neatly positions the ship so you won't bounce off the container so fast that the hack auto-aborts by reason of the high velocity of the ship pushing itself away from hacking control range. | :Picking a Keep at Range distance of 2250m is important not only for hacking sites in dangerous space (I like to call it fun space though, because that's what it is) but it also neatly positions the ship so you won't bounce off the container so fast that the hack auto-aborts by reason of the high velocity of the ship pushing itself away from hacking control range. | ||
Conversely, for those who do not run cargo scanners, just hack at random. Some say the odd named container (i.e. 3x Secure Mainframe and 1x Secure Vault, so the Vault is the odd one out) always has the best loot, but I have not found that to be so. | :Conversely, for those who do not run cargo scanners, just hack at random. Some say the odd named container (i.e. 3x Secure Mainframe and 1x Secure Vault, so the Vault is the odd one out) always has the best loot, but I have not found that to be so. | ||
Anyways, once on the first container, hack fast, efficiently and accurately. Familiarity with hacking principles and cool speed are essential. On the Lesser and Standard classes, those only have green hacks (blue-green cores); Improved and Superior are yellow cores and can have the usual restoration nodes/virus suppressors. | :Anyways, once on the first container, hack fast, efficiently and accurately. Familiarity with hacking principles and cool speed are essential. On the Lesser and Standard classes, those only have green hacks (blue-green cores); Improved and Superior are yellow cores and can have the usual restoration nodes/virus suppressors. | ||
:9. Nothing further to elaborate on that was not explained in the previous point. | :9. Nothing further to elaborate on that was not explained in the previous point. | ||