Creating an Alt Hauler
Stuck in station, unable to purchase the items you need?
Looking at hauling as a means to running trade routes?
Hauling can be a great way to earn ISK doing profitable trade runs. By reading this guide, you will learn how to create the quickest, most efficient hauler. This guide can be considered a current, text version of the Alt Hauling 101 audio class.
Our goal is to be able to haul the most amount of stuff (measured in m3) in the least amount of time from a new character's perspective. In doing this task, EVEMon is your friend, and this guide basically shows you some career paths that you can then customize. The route you take depends on the race of the character, as all characters now start with minimal skills but those include racial frigate skills.
Note: You cannot train these skills (Racial Industrial) on Trial accounts.
Hauler Table
Here is a simple table of Haulers, their cargohold capacity in m3 with minimal skills and full Expanded Cargohold IIs (plus 3x T1 Cargo Rigs) and estimated training time:
Ship |
Cargo m3 |
Race |
Estimated Training Time (With Remap) |
---|---|---|---|
Bestower |
13,319 (20,257) |
Amarr |
~9h 26m (~7h 52m) |
Badger Mark II |
12,514 (19,032) |
Caldari |
~1d 9h 20m (~22h 26m) |
Mammoth |
17,838 (27,129) |
Minmatar |
~4d 13h 59m (~3d 4h 27m) |
Iteron Mark V |
25,270 (38,433) |
Gallente |
~21d 12h 26m (~15d 4h 54m) |
Preparing for Training
It is important to read this section 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.
Racial Characters
Obviously, since we want to fly your ship of choice most quickly, it is recommended to create the same racial character as the ship. Reason being the character will already have its Racial Frigate skill trained to two. Meaning that it will save us both time and ISK as we do not have to buy and train those skills from the start. Your choice of bloodline and ancestry will have no effect on the training time, especially if you perform a neural remap.
Pause Training
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. 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.
Neural Remap
You can decrease the training time required by remapping your attributes. If you choose to remap then remember to do so before you start training to maximize the benefit of the remap. All Industrial ship skills are heavy on Perception (primary) and Willpower (secondary), therefore all the hauler remaps will be the same and the attributes should be distributed like the following:
- Maximize Perception
- Minimize Intelligence, Memory, and Charisma
- Remaining points into Willpower
In order to minimize training time, any skills which are not based on Perception and Willpower are trained before remapping.
Creating a Bestower Pilot
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The best route to take is to create an Amarr character to fly the Bestower, which can haul over 13,000 m3 with a minimally trained set of skills!
Skill Books
Now, your new avatar will start out flat broke. Therefore, you will need to send the alt some ISK to buy the following skillbooks in the starting station:
- Amarr Industrial (270,000)
- Hull Upgrades (54,000)
- Jury Rigging (54,000) (optional)
- Astronautics Rigging (18,000) (optional)
- Total: 324,000 (optional: 396,000) ISK
Training Plan for Bestower
Without a remap, you should be able to pilot a Bestower around 9 hours 26 minutes. If you use a remap, it is around 7 hours 52 minutes.
- Hull Upgrades I
- Hull Upgrades II
- (Optional) Remap here
- Amarr Frigate III
- Amarr Industrial I
When it is done, you will be able to pilot a Bestower that can fit Expanded Cargohold IIs.
Creating a Mammoth Pilot
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Although Bestower is a great hauler with a short training plan, its cargo capacity falls far short of fitting a full jetcan of ore. Meaning that it requires additional trips, therefore wasting time when you could do other things. This is where the Mammoth comes in, with just rigs and Expanded Cargohold IIs, it has around 27,000m3 cargo capacity. Although it is a few hundred m3 fall short of a few jetcan, you can easily exceed that with GSCs.
Skill Books
Now, your new avatar will start out flat broke. You will need to send the alt some ISK to buy the following skillbooks in the starting station:
- Learning (31,500)
- Spatial Awareness (45,000)
- Iron Will (45,000)
- Hull Upgrades (54,000)
- Minmatar Industrial (270,000)
- Jury Rigging (54,000) (optional)
- Astronautics Rigging (18,000) (optional)
- Total: 445,500 (optional: 517,500) ISK
Training Plan for Mammoth
Without a remap, you should be able to pilot a Mammoth around 4 days 13 hours 59 minutes. If you use a remap, around 3 days 4 hours 27 minutes.
- Learning I
- Learning II
- Spatial Awareness I
- Spatial Awareness II
- Iron Will I
- Iron Will II
- Hull Upgrades I
- Hull Upgrades II
- Minmatar Frigate III
- Minmatar Industrial I
- Minmatar Industrial II
- Minmatar Industrial III
- Minmatar Industrial IV
When it is done, you swill be able to pilot a Mammoth that can fit Expanded Cargohold IIs.
Creating an Iteron Mark V Pilot
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As you can see in the Hauler table Iteron Mark V has the largest cargohold of all industrials. But on the flip side it also takes the longest to train for. Therefore if you are into piloting the biggest, most spacious ship and don't mind the longer training queue, Iteron V is the ship for you. Furthermore, when you are done training for Iteron Mark V, you are within a week's training to the Gallente Freighter Obelisk.
Skill Books
Now, your new avatar will start out flat broke. You will need to send the alt some ISK to buy the following skillbooks in the starting station:
- Instant Recall (45,000)
- Analytical Mind (45,000)
- Learning (31,500)
- Spatial Awareness (45,000)
- Iron Will (45,000)
- Hull Upgrades (54,000)
- Gallente Industrial (270,000)
- Cybernetics (67,500) (optional)
- Jury Rigging (54,000) (optional)
- Astronautics Rigging (18,000) (optional)
- Total: 535,500 (optional: 675,000) ISK
Using Implants
Since the training queue can extend over two weeks even with a remap. Therefore it might be worthwhile to consider plugging in some implants. The type of implants that gives maximum benefits are implants that gives bonuses to Perception and Willpower. For hauler alt, you will most likely only plugging in one Perception and Willpower implant as other types of implants only has minimal effect on the training queue. Here is a table with rough estimates comparing different implant bonuses:
Bonuses |
Time Reduced (with remap) |
Training Queue Time (With Remap) |
Estimated total cost of implants |
---|---|---|---|
+1 |
~1d 17h 58m (~20h) |
~19d 18h 27m (14d 8h 32m) |
~575k |
+2 |
~3d 5h 29m (~1d 14h) |
~18d 6h 56m (13d 14h 26m) |
~8m |
+3 |
~4d 11h 55m (~2d 6h) |
~17d 30m (12d 22h 14m) |
~20m |
Note that the table does not include implants beyond +3s, it is because the additional training time and cost does not justify the benefits.
Training Plan for Iteron Mark V
Without a remap or implants, you should be able to pilot a Iteron Mark V around 21 days 12 hours 26 minutes. If you use a remap with no implants, around 15 days 4 hours 54 minutes.
- Instant Recall I
- Instant Recall II
- Analytical Mind I
- Spending 15 minutes training it to 1 will cut around 1.5 hours off the queue. Leave it at I for now as further training of this skill will extend the time not shortening it.
- Learning I
- Learning II
- Spatial Awareness I
- Spatial Awareness II
- Spatial Awareness III
- Iron Will I
- Iron Will II
- Iron Will III
- Cybernetics I (optional)
- Only train Cybernetics if you wish to use implants. When it is done training plug in the implants before continuing to maximize the benefits.
- Hull Upgrades I
- Hull Upgrades II
- Gallente Frigate III
- Gallente Industrial I
- Gallente Industrial II
- Gallente Industrial III
- Gallente Industrial IV
- Gallente Industrial V
When it is done, you will be able to pilot a Iteron Mark V that can fit Expanded Cargohold IIs.
From Iteron Mark V to Obelisk
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As mentioned earlier, from Iteron Mark V it is an easy train to be able to pilot an Obelisk, a freighter. Do note that a freighter is very expensive (upward to 600m+) and cannot haul cans in space, therefore strictly limited to station to station hauling. But if you choose to train further to be able to pilot the Obelisk, you will need the following skillbooks:
- Advanced Spaceship Command (45,000,000)
- Gallente Freighter (67,500,000)
- Total: 112,500,000 ISK
Training Plan for Obelisk from Iteron Mark V
If you continue to train to Obelisk from Iteron Mark V, it should take 5 days 2 hours 15 minutes without remap or implants or 3 days 12 hours with just remap to complete.
- Spaceship Command IV
- Spaceship Command V
- Advanced Spaceship Command I
- Gallente Freighter I
When it is done, you will be able to pilot an Obelisk.
Creating an Badger Mark II Pilot
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The Badger Mark II is somewhat overlooked out of all of the racial haulers. Reason being, it requires more training and has a smaller cargo capacity than a Bestower, making somewhat unworthwhile. But if you choose train for a Badger Mark II, it requires slightly less than a day of training and its performance is only slightly less than a Bestower.
Skill Books
Now, your new avatar will start out flat broke. Therefore, you will need to send the alt some ISK to buy the following skillbooks in the starting station:
- Caldari Industrial (270,000)
- Hull Upgrades (54,000)
- Jury Rigging (54,000) (optional)
- Astronautics Rigging (18,000) (optional)
- Total: 324,000 (optional: 396,000) ISK
Training Plan for Badger Mark II
Without a remap, you should be able to pilot a Badger Mark II around 1 days 9 hours 20 minutes. If you use a remap with no implants, around 22 hours 26 minutes.
- Caldari Frigate III
- Caldari Industrial I
- Caldari Industrial II
- Caldari Industrial III
- Hull Upgrades I
- Hull Upgrades II
When it is done, you will be able to pilot a Badger Mark II that can fit Expanded Cargohold IIs.
Optional Training: Rigging
You can increase the carrying capacity of your hauler significantly by fitting it with three Medium Cargohold Optimization I rigs.
It is important to note that you do not need rigging skills to use rigs that are already installed in a ship. You only require rigging skills to install rigs on ships. Therefore, you can either train the skills yourself or give the ship and rigs to someone you trust with the required skills to install the rigs for you. If you choose to train the required skills then you will need to train the following skills:
- Mechanic III
- Jury Rigging III
- Astronautics Rigging I
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.
For courier missions, you might want to have faster align and warp speed, so you might want to fit Nanofiber Internal Structures and Inertia Stabilizers in low slots and Hyperspatial Velocity Optimizer in rigs.
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.
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.
With rigs and cargo expanders, that brings a Bestower total close to 25,400 m3 and Mammoth up to 35,100 m3.
Note: To use these, you do not need to train the skill Anchoring, unless you plan to place ("anchor") them in space. This skill has no prerequisites but is a 3x skill, so it will probably take about half an hour to train if you do plan to anchor your GSCs. However not having them anchored (in space) will enable other people to flip the can and even scoop the entire GSC to their cargo hold.
Note : Giant Secure Cans 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.
Advanced Hauling and earning ISK via Hauling
The next step after mastering industrial hauling (especially the Iteron Mark V) are Freighters and Transports. This section will discuss training toward flying these sorts of ships, including how fastest to train toward them.
You can use outside databases, such as EVE-Central, to find profitable trade routes.
To take the first steps in making ISK with your new hauler, you might consider playing the market or running Level 4 Cargo Missions.
References
A note on hauling (Uni Forums)
Credits
Raddick Tseng for suggesting this, and giving some interesting statistics.