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:Other ways to prevent the loss of your ship include not carrying extra freight or cargo that could make the value of your total cargo really high, double-wrapping so that random ships cannot scan your cargo (not in freighters), not using low sec short cuts and not using the autopilot feature are all very good ways to minimize risk.
:Other ways to prevent the loss of your ship include not carrying extra freight or cargo that could make the value of your total cargo really high, double-wrapping so that random ships cannot scan your cargo (not in freighters), not using low sec short cuts and not using the autopilot feature are all very good ways to minimize risk.


:Thera is a system where the general threat is usually low but can catch Pushers out. Utilizing a scout is highly recommended to prevent landing in a bubble or undocking into a station camp that has just materialized. Having your own bookmarks in addition to the corp ones is recommended.
:Thera is a system where the general threat is usually low but can catch Pushers out. Utilizing a scout is highly recommended to prevent landing in a bubble or undocking into a station camp that has just materialized. Having your own bookmarks in addition to the corp ones is recommended.

Revision as of 07:22, 19 November 2020

Part of hauling with Push Industries is knowing how to protect your assets (namely your ships). As a Pusher you will have to fly a freighter as well as provide 1 billion ISK or more as collateral for the contract you accept. However, the reward for the courier may be as little as just a few million ISK. As a jump freighter pilot (JF Pilot) you will be flying a jump freighter worth much more than a normal freighter and in more dangerous space. The safety of the assets you use to deliver contracts (your ships) is very important and it is necessary that you try to protect your ships.

Freighters

Freighter pilots make up the backbone of PushX, moving more m3 through more systems than any other class of freight. Despite the relatively low skill requirements for a freighter pilot, the in-game knowledge necessary to be a top notch freight pilot remains high.
PushX only operates freighters in High-Sec, so our asset protection procedures will focus solely on the dangers in High Security Space.

Types of Freighter Ganking

In High Sec, there is a danger of a "freighter gank" where a group of players aim to immobilize and destroy your freighter before CONCORD arrives on grid to destroy all of their ships. Multiple groups exist who practice various techniques with great success, and immediately afterwards they will use other characters to loot your freighter wreck for profits to fuel their next gank. Long standing examples of this have happened in many of the 0.5/0.6 systems on the major trade routes, but even higher true-sec systems, up to and including 1.0 systems, are not immune from freighter ganking.
Several types of freighter ganking methods exist.

Bump and Gank

The bump and gank method is the most common type of freighter gank. Typically, a Machariel will bump your freighter out of alignment to prevent your ability to warp. This then allows a group of DPS ships, often Catalysts, Coercers, stealth bombers, or Talos, to warp in and destroy your freighter.
  • The type and number of DPS ships will vary depending on the system and your freighter type and fit
  • In the September 11, 2019 patch, CCP added a 3 minute max warp timer, so a bumper has only 3 minutes to bump you before they must either gank you or utilize suicide tackle to restart your 3 minute warp timer.

Suicide Tackle and Gank

The Suicide Tackle and Gank is the most common method utilized by Jason Kusion in Uedama, and pilots need to be acutely aware of how it works.
  • A suicide tackle ship, often a Blackbird, Maller, Moa, or Procurer, will apply tackle to your freighter as soon as you initiate your warp from the gate.
  • The suicide tackle ship has often been observed to be the scanner ship from the previous system following the freighter into Uedama.
  • An awaiting DPS fleet will warp in and destroy your vessel prior to destruction of the suicide tackle by gate guns or CONCORD.
  • This fleet is typically located on short d-scan from the gate and is a certain sign of an impending gank.

Bait Courier Contract Gank

In this case, the alt of a ganker will create a public courier contract with a relatively high reward, but with a volume that typically requires a double or triple expanded freighter. The collateral value of the courier contract will be excessveily high, 5-20 billion ISK. An unaware pilot will accept the contract due to the high reward, only to discover that the contents of the courier do not match the value of the collateral. They will be subsequently hunted and ganked using one of the methods above. The freighter pilot is forced to fail the courier contract, resulting in the collateral being kept by the gankers.
  • Never trust a high reward, high m3, high collateral public freighter contract, particularly ones which require travel through 0.5/0.6 systems
  • Always check the issuers of a contract for past scam activity
  • The contents of these couriers will frequently be assembled containers, with additional random items outside of the containers but still in the courier wrap that allow a gank scanner to identify the target freighter with their contract.

Duel Scam Gank

With the addition of the Duel Invite system, enterprising players have attempted to scam unsuspecting players into accepting a Duel Invite for "assistance" - and then the assistance arrives in the form of armed combat and the destruction of their freighter.
  • Duel Scams often start with a bump machariel bumping you
  • Another "friendly" pilot will convo you and assure you that he is there to help
  • Once the duel invite for assistance is accepted, the same "friendly" pilot will begin to kill your freighter without CONCORD interferance
  • The bump machariel and the "friendly" pilot will often by the same person behind the keyboard

Methods to Avoid Ganks

There are no assured ways to ensure your freighter is never ganked, but PushX recommends some best practices to help minimize the risks.

Make Safe Cargo Decisions

Ganking groups utilize scanner alts - characters located on gates throughout New Eden, in ships equipped with cargo and ship scanners - to determine the value of your ship and your cargo before you travel through ganking hotspots. These are often identified as Blackbirds, Herons, or Maulus sitting at zero on gates and targeting/scanning ships and freighters.
Gankers are attracted to certain conditions and they are usually (but not exclusively) the following
  • If a freighter cargo has very high value
  • if a freighter cargo is double wrapped, or has a container inside of a courier wrap
  1. A freighter should never have more than the max collateral for Freighter contracts in cargo at any time. Once a freighter has more than that, it becomes a gank target.
    • PushX limits freighter cargo to 3Bil ISK and haulers should not exceed this amount when carrying more than one contract
  2. A freighter should never carry double-wrapped couriers, or a courier with an assembled container in it. Gank scanners view these as potentially high in value, or contents worth hiding from gankers. If a contract is double wrapped it can not be scanned and they will likely assume that you have something valuable and usually try to gank you.
    • Gankers will frequently gank the ship to see what is inside.
    • It is recommended to not double wrap a contract in a freighter, and PushX specifically forbids double-wraps in freighter class contracts.
    • PushX disallows customers from using containers in freighter class contracts.
  3. A freighter should ensure that all Duel Invitations are Blocked.
    • Blocking acceptances of duel invites disallows duel scanners from initiating their scam
    • Always initiate your personal duel invites from your freighter to your web alt, never the other way around.
  4. A freighter pilot should should not accept conversations from random individuals
    • This again prevents duel invite scams from progressing
    • Sometimes gankers will utilize convo spam to delay your actions in-game, so avoiding random conversations is helpful
  5. A freighter pilot should ideally be in a fleet of its own before undocking.
    • This further isolates a freighter character from efforts to warp it away from safety or detract from your ability to pilot safely.

Use a Webbing Alt

The use of a webbing alt is highly recommended when passing through hotzones such as Niarja or Uedama. A webbing alt (or webber) can be any ship with 3 or more 55-60% stasis webifiers on it. After a stargate jump if you activate the webs on your freighter, the freighter's max speed will be reduced allowing it to get into warp nearly instantly. Here is a video demonstrating the tactic. To web your freighter without getting CONCORDed your webber must be in the same corp as your hauler or your webber must accept a duel from your hauler.
PushX recommends pilots utilize a ship with a web range bonus
  • This includes the Cruor, Hyena, Ashimmmu, Vigil Fleet Issue, Huginn, and Rapier, in order of least to most preferred
  • This class of ship must be fitted with appropriate buffer tank to ward against casual, low-cost ganks of your webber
  • This class of ship must be fitted with a minimum of 3 stasis webifiers, ideally 55-60% webs, in order to effectively web any freighter or freighter fit into an immediate warp
  • While training for a proper web ship, a fast frigate with a MWD can do but they should only be used while you train for a better webber. A squishy frigate can and will easily be popped, and is not as easy to apply immediate, effective webs
  • Rapier offers the most benefits for a webbing ship and is recommended. Frigates are not recommended as a permanent webber but can be used for our pilots with less skill points while training for a proper webbing ship.
Webbing is a useful tool but it is not recommended to web all the time or when is it not needed.
  • A freighter being webbed on every gate can draw attention to the freighter as it looks as though it has valuable cargo.
  • If a freighter is being webbed, ganker scanners can not scan the cargo and assume the freighter is carrying high value cargo so gankers may form a whole fleet and pull out all the tricks to kill the freighter, including suicide tackle. Then, even if the freighter is found to not have valuable cargo gankers will probably still kill it for fun since a fleet has already been formed.
  • PushX policy for Pushers is to only web on gates when needed to avoid danger
A Webbing Alt is your most valuable scout
  • A Webbing alt will notice the presence of a bumping machariel prior to your freighter entering the system, allowing you to prepare to web safely past them. This helps you avoid Bump and Gank efforts or Duel Invite Scam efforts.
  • A webbing alt will also notice the signs and symptoms of a Suicide Tackle and Gank effort. The presence of the DPS fleet on short-dscan from the gate, combined with obvious suicide tackle ships at zero on the incoming gate are giveways that your freighter is in danger
  • If your freighter pilot has been cargo scanned in the previous system, and your scout is seeing the signs of a Suicide Tackle Gank, your freighter is in danger
  • A webber as a scout can ensure that your freighter does not jump the gate into a Suicide Tackle and Gank setup. A webber cannot defeat suicide tackle, but it can help ensure a freighter does not enter the system.

Log Off Trick

If you are being actively bumped, a webber will no longer work. Never take a duel from somebody that is offering to help you (with webs or anything else) that you do not know and trust. Another option to try is the log off trick.
If certain conditions are met your ship will disappear from space after 1 minute even if your ship can not warp or is locked by another ship. There are a few steps to the log off trick.
  1. You can not have any timers.
    • If you have webbed yourself you will have a 15 minute log out timer. Since webbing after a bump does not help anyways, it's best to not web after getting bumped because that will prevent you from doing the log off trick without having to wait 15 minutes.
  2. Stop the warp on your ship by hitting Control+Space.
  3. Open Esc menu and click "Log Off", NOT Safe Log Off.


If these steps are followed your ship will disappear from space after 1 minute even if your ship is locked.
  • This trick will work if the other players are bumping you just for fun or ransom
  • The log trick can be negated by the aggressors shooting your freighter with a rookie ship, thus giving you a timer and preventing your ship from disappearing.
  • It is not recommended to use this trick in systems where gankers are actively using suicide tackle, such as Niarja or Uedama, as the odds of your ship being aggressed in under 60 seconds are quite high, negating the effectiveness and safety of the mechanic.
Here is an YouTube video example of the log off trick working.

DST - High Sec/Thera

DSTs should stay in high sec.

That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.

NOTE: DSTs no longer do contracts to or from low sec. Due to advances in low sec gate camp techniques, DSTs are not safe in low sec.

This includes DST utilization for carrying multiple X-Small contracts.
  • DST are allowed to accept and haul multiple X-Small/Small contracts for contiguous HS to HS couriers while remaining under our HS Small Collateral Limit (10B).
  • This is NOT allowed for LS to HS X-Small couriers
  • DST do not ever go to low-sec while carrying any PushX freight.

Active-Brain Hauling

With the nerf to resistances, DSTs have lost significant EHP values.
  • Corp DST fits have been updated accordingly, but no fit can save you for bad piloting.
It is important to utilize the proper cloak+MWD mechanic with DSTs at the majority of HS gates
Once you jump a new gate, it is critical to actively check for system safety before hitting warp:
  • Use dscan to check for ganking ships on close-DSCAN - are there 10 tornadoes on dscan?
  • Use your eyes to look for suicide tackle on the gate - is there a slasher, moa, or maller sitting there, with 30 catalysts on dscan?
  • Use your eyes to check local for large groups of known gankers.
The majority of systems in/around Jita are best traversed with a cloak+MWD procedure by default.
Alternate routes that avoid common ganking gates may be advisable, such as going to Maurasi first instead of using the Perimeter/Jita gate interchange.
Lower security status and common ganking systems like Uedama, Niarja, Bagodon, etc, should also use cloak+MWD by default
In empty or near-empty backwater systems, a dual-prop AB warp can be safely utilized.
High-ganking activity systems use suicide tackle and decloakers, so DST pilots should check for high-gank activity systems on a route before traversing with PX freight in cargo (Uedama as the primary example)


Remember these important attributes about these DSTs:

DSTs have bonuses to overheating that affect tank and propulsion mods. They have a large Power Grid so they are ideal for fitting large tank
Instadock/Undocks can make things safer for DSTs at station but if you have tank activated then usually you will be ok.

Cloak+MWD Mechanic & MJD

Deep Space Transport should be equipped with a Cloak and a Microwarp Drive to perform the Cloak+MWD Mechanic. See this video for a tutorial on how to do the Cloak+MWD mechanic. https://www.youtube.com/watch?v=qDZ0r4tavJE
Dual-Prop DST fits utilizing an MJD may allow a DST to survive the initial volley of incoming DPS while still successfully MJD'ing out.
  • Most DST ganks currently use scrams to disable MJDs, so it will not always work

BR - High Sec/Low Sec/Thera

Blockade Runners should not be used in Null Sec because of bubbles. Even with a cloak, bubbles greatly increase your risk. BR contracts should stay in the highest security of space that the contract allows. That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.

Remember these important attributes about these ships:

BRs are not scannable and fit a Covert Ops cloak meaning they can warp cloaked.

Instadocks/Undocks

Using specialized bookmarks to immediately warp away from a station or immediately dock are key to flying a BR properly.
Blockade Runners are particularly vulnerable on station because they have little EHP. Instalock Tornadoes will often try to one shot kill BRs that are docking or undocking at station.
See the Docking/Undocking section for more information.

http://wiki.pushx.net/index.php?title=Asset_Protection#Docking.2FUndocking

Cloaking

Blockade Runners should always have a Covert Ops Cloak and should always use it. Blockade Runners usually die to insta-lock Tornadoes on station or gates. Blockade Runners' cargo can not be scanned so gankers never know what you have or if you are empty and will gank you on chance. For this reason, you must use the covert-ops cloak for each warp.

Lowsec

Some dangers in low sec are gate camps and station camps. Scouting is always recommended and knowing the proper procedures for flying industrials is important. For small deliveries to Low sec you should always use a proper ship with a proper fit.
If necessary, warp to a station at 100km while cloaked to view the activity on the station before warping your hauler there.

Thera Dangers

Our only wormhole serviced is Thera which has a mix of Low Sec and Null Sec risks. Entrances can be heavily camped at times, especially when they are near trade hubs. There are also interdiction spheres (bubbles) as in Null Sec which usually occur around stations.
PushX has many Thera safe spots in corp bookmarks which can be used to bounce celestials to avoid landing in bubbles. Haulers should never warp from the wormhole to the station as a bubble could be placed there. Always use an interceptor alt to scout entrances and stations before entering or warping in Thera.
DST pilots should also be advised that High Sec wormholes will not accept your ship through if its stability has been compromised.
See http://wiki.pushx.net/index.php?title=Wormhole_Service for more information.

Nano

We offer a service for small contracts up to 110m3 everywhere in New Eden. We have a mandatory corp fit for Nano contracts.

Bubbles (Null Sec)

Null Sec will often have bubbles on gate. Most interceptors have an immunity to bubbles that overcomes this danger. Combat interceptors do not have the nullification bonus.

Instalock tackle on gate

There can be very quick lock tacklers on gate in LS or NS usually with a gate camp. To avoid this your interceptor must be sub 2s align time.

Smartbombs

There can be battleships with smartbombs equipped sitting a gates to destroy your ship as you warp to the exit gate. Our corp fit will have some tank to handle multiple battleships (usually 3) but some camps can be larger. To avoid this you can warp to a different celestial that is not in line with the gate then warp to the exit gate. This will cause you to come in at a different angle away from the battleships.

Jump Freighter

Jump Freightering takes planning and patience. Never rush through a JF contract as a small mistake can lead to a devastating loss.

Types of JF Ganking

High-Sec
  1. Bump Machariels may attempt to bump a JF to prevent warp and give time for a gank fleet to arrive
  2. Insta-lock suicide tacklers may be pre-staged on certain gates to ensure a JF remains tackled while a gank fleet warps in to kill the JF. This is frequently done in high-JF traffic systems near Jita to catch JFs attempting to reach Jita.
  3. Signs and Symptoms of a HS JF suicide tackle fleet include:
    • 2-3 Procurers, Moas, Hawks, or Mallers sitting at zero on a gate
    • A large number of Talos or Tornados located on short-dscan range of the gate
    • A Mobile Scan Inhibitor (dscan inhibitor) anchored on short-dscan range of the gate, used to obscure the large number of Talos or Tornados which are located near to the gate
    • A large number of known gankers located in local chat, such as Jason Kusion, The Tax Collectors, etc
Low-Sec
  1. Recon Cynos on undocks will bring in multiple capitals or supercapitals to attempt to alpha a JF pilot who sloppily undocks and warps to a gate, or who selects a poor cyno position on certain station models and bumps outside of docking range
  2. Capital Ships with capital MWD or FAX with triage may undock behind a JF in an attempt to bump the JF outside of docking radius
  3. Machariels and Omen Navy Issue may be located near the out-gate to High-sec in certain low-sec system and will attempt to bump a JF outside of gate jump range
Null-Sec
  1. Catch and Drag bubbles are frequently used to catch JFs warping between Structures or celestials in null-sec.
  2. Stations with short undock radius may be bubble camped to catch or trap JFs from exiting

Prefer Lowsec

JFs should use cynos in Low Sec to travel as much as possible. Avoid gating your JF through High Sec as much as possible. Our JF prices are price-pointed to meet this security requirement. If leaving from Jita you should usually jump your JF directly to a Low Sec system on your route, particularly when your JF is carrying PushX freight.

Cynos and Docking/Undocking

There is the danger of having your cyno ship destroyed before, during or after your jump, having your freighter bumped off station, or being station camped.
Here are some guides that help with cyno placement and knowing the dangerous stations for cynos and undocking.
http://go-dl.eve-files.com/media/1312/Station_Cyno_Placement_Guide.pdf
http://go-dl.eve-files.com/media/1105/Stations_undock_range.pdf

Bait Cyno Beacon Traps

Pharolux Cyno Beacon Upwell Structures can cause issues as some of them are traps to catch JF pilots who are not careful. Pharolux Cyno Beacons can be configured via Access Control List (ACL) to Public, so some enterprising players set traps hoping a JF pilot will accidentally jump to their bait cyno beacon rather than the JF pilot's fleet cyno. These are usually found in range of trade hubs such as Jita, but can be located anywhere in Sov Null-sec. If you right click the capacitor it will show all valid jump beacons in range along with your in fleet cyno. If you click the wrong one you will most likely be killed by landing in a trap.
  1. To avoid this, PushX strongly recommends JF pilots utilize Fleet Broadcasts or the Fleet Watch List for every JF jump
    • . To use fleet broadcast, have your cyno alt broadcast the cyno beacon after lighting it, then your JF right clicks the fleet broadast and select jump.
    • . To use the watchlist method, add your cyno alt(s) to the watchlist, and right click and jump to any watchlist member with an active cyno.

Exit Cynos in High Sec

One of the most effective ways to get your JF out of danger in High Sec is by jumping to a cyno in Low Sec and away from potential aggressors. Exits cynos should be in place before your JF enters High Sec. Be sure to use our route tool found in PIR to show you where to place your exit cynos. We have some citadels in strategic locations to assist placing e-cynos. An e-cyno can sit tethered on a citadel for safety while it waits.
  • When gating through required High-Sec systems, Pushers are required to ensure they have an in-range e-cyno available.
  • Using a scout or webber alt to check systems before your JF takes the gate into them is a great first step in avoid bumpers and insta-lock gank traps.
Escaping traps safely using an Insta-Jump
The best technique for a JF pilot to escape danger in High Sec is to use an Insta-Jump to an exit cyno. Insta-point gankers can counter your insta-webs. The winner of that will be whoever has a better ping, and in the event of a similar ping, the tackle will defeat the webs.
  1. The Insta-Jump to Exit cyno will only save you if you use it properly. JFs are most vulnerable when taking gates in High-Sec
    • Ensure that at every gate in High-Sec, you utilize dscan, check the ships on the gate, and check for known gankers in local before breaking your 60 second gate cloak
    • If any of the Signs and Symptoms of a Insta-Lock JF gank are present, a JF pilot should immediately being the process of the Insta-Jump
    • JF pilots are strongly encouraged to practice the Insta-Jump on SiSi to ensure competency, so that when the time comes to use it, the stress of the situation is overridden by your training and practice.
To perform the Insta-Jump
Wait for your 60 second Gate Clock timer to end. When it hits 0, jump out to your exit cyno. You can use the sound of the timer ending as an additional indicator is you have sound on.
Step by steps below:
Have your cyno ready to light
  • Watch your blue timer in the top left corner. This is your decloak timer. Light your cyno about 10 seconds before decloak timer ends.
  • Right click fleet member who lit the cyno, go to Jump To Member then HOVER only over the jump to location. DO NOT click it at this point only hover.
  • As soon as the timer ends click the Jump To to cyno out.
The blue decloak timer is synced with the server ticks so when the timer hits 0 the game has you set as decloaked. This gives you a whole tick to input the Jump To command. If performed correctly your JF should not be able to be caught because it will be cynod out in the tick immediately after the decloak tick.

Low-Sec to High-Sec

Undocking from Low Sec stations is a vulnerable moment for JFs. If large ships undock behind you (Battleships, Capitals, etc.) or a cyno lights (indicates an incoming super drop) immediately dock up. If you have already initiated warp you must cancel your warp (Ctrl+Space) before you can dock.
    • Always undock and stop your ship first (Ctrl+Space). Once your ship as reduced to approximately 25% speed or less, and ensuring that your 10 second session change timer is completed, begin aligning your ship to the desired out-gate.
    • Once you have reached 3/4 impulse speed, then initiate warp to the gate.
    • Do this so you can dock up instantly if there is any sign of danger. Some low sec attacks happen very fast and needing to Ctrl+Space to stop your warp will typically end in your death.
    • Ensure that your Jump Fatigue Red Timer has expired before exiting a station, so that you can jump to an e-cyno in another system or back to your Low-sec cyno once reaching High-sec.
The High-Sec border gate should always be scouted as that is one area where JFs can die to a gank squad on the other side of the gate waiting to point your JF.

Null Sec

Null Sec has all the dangers of Low Sec but with the extra danger of interdiction warp disruption bubbles which can draw an incoming ship off course during warp to arrive tens or hundreds of kilometers away from the intended destination and if inside the interdiction bubble unable to warp to a safe spot or station. These bubbles are colloquially known as "Drag Bubbles" or "Catch Bubbles."
PushX policy is to never warp between stations or Upwell Structures in Null-sec to avoid being caught in a bubble. JF Pilots should cyno out to a nearby system before coming back, in the event of multiple contracts or deliveries inside of the same system with multiple structure.

Docking/Undocking

Docking and undocking from stations poses their own threats for haulers. PushX has corp books marks for insta-docks and insta-undocks. There are appropriate times to use each.

Docking/Instadocks

When a ship warps to a station it may not land within docking range of the station thus having to burn in and making the ship a target. You will be able to dock when your distance from the station is at 0km. This can be a problem when there is someone on the undock waiting to kill a hauler. Outside of Jita 4-4 gankers wait for vulnerable blockade runners to land for an easy and possibly juicy kill. An instadock will warp you directly into docking range every time so you can dock immediately upon exiting warp.

Undocking/Insta-undocks

Undocking can pose an issue when someone is outside of the station waiting to target you while your ships aligns to the outgate. An insta-undock is a bookmark directly in front of the undock of a station and is far out from the station undock usually 150km or farther. When you undock and warp to the insta-undock bookmark your ship will warp instantly and out of range. Freighters SHOULD NOT use insta-undocks. Freighters can be easily scanned down and a bumping ship can be warped to you and you'll have no where to dock.


Triglavian Invasions

As CCP has progressed the Triglavian invasions from Chapter 1 to the current Chapter 3, additional difficulties for haulers have been generated. Pilots need to be aware of the Triglavian and Edencom threat to ensure safe passage of their personal assets and PushX Freight.

Currently, it is possible to be neutral to both sides of the conflict by acquiring EC/Trig standings by killing Rogue Drones or Sleepers.

This wiki section is a work in progress due the evolving nature of Triglavian Invasions. If you have more detailed information, please share it with PushX on Discord. For a more detailed view of all things Triglavian Invasion, consider reading the helpful guide from Kybernauts

Types of Systems

Systems affected by Trigs are divided into EDENCOM and Trig Systems.

The consequences are that you need positive EDENCOM standing to safely travel through their systems and positive Triglavian standing to safely travel through their systems.

0.0 Triglavian and -0.0 EDENCOM standing should allow you to travel through Triglavian systems, while -0.0 Triglavian and 0.0 EDENCOM standing should allow you to travel through EDENCOM systems.
If your hauler has no standings then Triglavians are negative and EDENCOM are positive.
EDENCOM have two systems
Fortresses and EDENCOM Minor Victory
Triglavians have Triglavian Minor and Major Victories in empire space, all other Triglavian territory is in Pochven which PushX does not currently service.

Triglavian Minor Victory Systems - TMV

These systems have now been upgraded to include Triglavian sentry guns and "faction police" guarding the gates from individuals without standing.

These appear as Entropic Disintegrator Werpost sentry guns, which long point, scram, web and shoot, appyling significant DPS - and they kill many people
Werpost and Trig "faction police" on gates will also pod you.
  1. They are not visibly listed in game until you reach the system and must be viewed from Kybernauts in order to remotely view the type of system before reaching it (and before it is too late!)
  2. Pushers should check routes before accepting contracts and verify whether any of these systems are on their route.
  3. It is now critical that Pushers achieve standing with Triglavian in order to receive immunity from the gate guns and Triglavian "faction police."

Edencom Minor Victory Systems - EMV

These systems are controlled by EDENCOM forces which will engage you if you don't have positive or no EDENCOM standing. Since these systems retain their original security status PushX still offers normal freighter, DST and BR services.

Fortress Systems

These systems are controlled by EDENCOM forces and have Gunstars (Edencom Sentry Guns) which will engage your if you don't have positive or no EDENCOM standing. Since these systems retain their original security status PushX still offers normal freighter, DST and BR services.

Roaming Edencom forces outside of their affected systems

There have been reports of Edencom forces also patrolling lowsec systems neighboring Edencom Minor Victory and Triglavian Minor Victory systems. Further caution for any movement in lowsec is advised. It should still be possible to get through any NPC gate camps with your BR when using your Covert Ops Cloak.

Roaming Triglavian forces outside of their affected systems

Roaming fleets can appear in any system and usually consist of around 4-8 ships
DST/BR/Nano should be safe using sub-2s align/cov-ops/cloak+MWD
Freighter
If you have webber you should be able to web past the fleet
If you do not have a webber
  1. Wait out your gate cloak to see if they roam away
  2. If they do not, if there are is an "Anchoring" or "Tangling" ship, attempt to get back through the gate ASAP as they will point you
  3. Otherwise, you should be able to warp away taking minimal damage to your freighter

Achieving Standing

Achieving a very small sliver of standings towards either faction removes their hostilities towards you.

  • Kill credit on an Edencom ship will give Trig standings and lose Edencom standings.
  • Kill credit on a Triglavian ship will give Edencom standings and lose Trig standings.
  • Kill credit on a Rogue Drone or Drifter will give both positive Edencom and positive Trig standings.
The goal of Pushers is to remain neutral in all conflicts, both with NPCs and Player-Entities.

The most optimal method, to the best of our knowledge at this time, involves getting kill credit on a Rogue Drone or Drifter in Pochven. The following is one way to cheaply accomplish this:

Set Up
  1. Swap to a blank clone
  2. The following fit is very cheap and it is fast enough to kite away and warp off. It has three targeting range scrips so you can paint from 100km+
[Vigil, Pochven Diver]
Type-D Restrained Overdrive Injector
Type-D Restrained Overdrive Injector

Phased Scoped Target Painter
1MN Monopropellant Enduring Afterburner
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster

Prototype Cloaking Device I

Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I

Targeting Range Script x3
Procedure
  1. Grab a Pochven Filament (Border/Internal seem more efficient than Home filaments)
  2. Use the filament to go to Pochven
  3. Warp at 100km to every warpable object (planet/moon/station/gate/beacon/etc) in the system until you find Drifters or Rogue Drones, ideally that are actively fighting Trigs or Edencomm
  4. Target a Drifter/Rogue Drone or two and target paint them. This will mark you as having contributed to their death if they die within the next - approximately - twenty minutes.
  5. Warp off to drop aggro
  6. You can chill at a bookmark in cloak, or watch them from cloak
  7. Wait for them to die fighting against Trigs or Edencomm - if they weren't in combat they will warp around every five minutes until they encounter a Trig or Edencomm fleet and start fighting
  8. You should receive standings for kill participation within twenty minutes of the Rogue Drone/Drifter dying
  9. You can either use an out filament, or you can suicide your pod to get out of Pochven


Traveling Through Hostile Triglavian Space Without Standings

Scouts

  • It is always best practice to scout ahead in systems with opposing standings to your hauler, so they can safely enter and traverse the system.
  • If intending to enter a system your scout does not have standings for, you will need to be in a ship which has sub-2 second align time (e.g. Corp fit Malediction, or Vigil Fleet Issue fitted with 3 x Inertial Stabilizer II’s, Evasive Maneuvering V and an EM-703 implant) and cloak or have covert ops cloaking.

Freighters

  • Avoid the Triglavian system if at all possible using your in-game router. In some circumstances using this tool will only add a few, if any, jumps to the route.
  • Use a scout to avoid roaming fleets.
    • Scout the system before jumping your freighter in to check for the presence of static or roaming Triglavian fleets.
    • If doing a pick-up at a station in the system, scout the station to ensure there is no static fleet on the station. If there is a fleet present, wait to see if the fleet roams away from the station. If a static fleet is present, you may not be able to safely undock from the station.
  • Web your freighter from the gate to ensure you are off-grid before a roaming fleet arrives and to minimize werpost damage.
    • If a roaming fleet arrives before you get off grid, you may be locked and aggressed by the Triglavian fleet. Check if you’re scrammed, if you are not scrammed, warp out, your freighter should be able to tank the damage.
    • If scrammed, attempt to reapproach the gate. It is unlikely you will make it back.
  • Undocking
    • Redock if there is a roaming fleet.
    • If there is a static fleet, use a Triglavian positive-alt to create an insta-undock bookmark for your freighter to use. The Trigalvians will chase you and will warp to your location if the undock bookmark is on grid.
    • You can tank the werpost damage. One werpost will cause about 15% damage to shields in the time you take to warp away. Repair shields in a station in the next system.
    • Do not dawdle in the station. Pick up or drop off your freight, and move on as soon as possible in case a static fleet spawns while you’re docked.

Sub-2s Align Haulers (Nano)

  • Sub-2s haulers can warp from gates and stations without being targeted by werposts.
  • Sub-2s haulers can warp past fleets on gates.
  • If there is a fleet present on undock, either use an insta-undock bookmark, or wait for the fleet to roam – depending on the angle you’re warping, the alignment from undock may take more than 2 seconds.

Blockade Runner - BR

  • Warp Core Stabs could be swapped in for extra safety against Triglavian fleets.
  • Blockade Runners can align to warp faster than a werpost will target them, including from undock while triple expanded (only tested on Viator/Prowler, but should be true for Crane/Impel).
  • Blockade Runners can covert ops cloak past static and roaming fleets on jumping into the system.
    • Ensure that you have Triglavians showing on your overview.
    • Do not break gate cloak while within decloak range (<2000m) of a Triglavian ship; wait for it to move out of the 2000m range
  • Undocking
    • If there is a roaming fleet, redock and wait for them to leave.
    • If there is a static fleet, create and use an insta-undock out of range with a Trigalvian-positive alt.
  • If locked and warp disrupted by a Triglavian fleet in a BR, your tank will be insufficient and you will be killed

Deep Space Transport - DST

  • Warp Core Stabs could be a valuable “swap-in” for low slots for shield tanked DST’s while traveling hostile systems. Warp Core Stabs should almost entirely negate the Triglavian fleets as they only do one point per tackle.
  • You can use the cloak/MWD trick to get past werposts on gates.
  • Perfect cloak/MWD on gates will get past fleets. Best practice is to scout ahead to avoid roaming fleets.
    • Ensure that you have Triglavians showing on your overview.
    • Do not break gate cloak while within decloak range (<2000m) of a Triglavian ship; wait for it to move out of the 2000m range.
  • If locked by a Triglavian fleet
    • Each Triglavian ship that can warp disrupt will add one point of warp disruption.
    • DST’s have an innate +2 warp core stability; attempt to warp out anyway if you believe there are less than three tacklers locking you.
    • Otherwise, warp disruption (long point) does not disable MWD or MJD: activate/overheat all defensive and prop modules and attempt to burn back to the gate and/or MJD out.
  • Undocking
    • If there is a roaming fleet on undock, redock and wait for them to roam.
    • If there is a static fleet on undock use a Triglavian-positive alt to create an insta-undock bookmark, and then Cloak/MWD from the undock bookmark.
  • Werposts
    • On a gate, Cloak/MWD will prevent the Werposts from locking you.
    • On undocking, hit Ctrl + Space to stop your ship while keeping undock invulnerability. Once undock invulnerability is over/about to end, pulse AB/MWD while warping out. No damage should be taken.
    • Warp to insta-undock bookmark. Then use Cloak/MWD to warp out of the system. No damage should be taken.
    • Best Practice: Use Defensive Modules
    • Repair in next safe station as needed

Acceptable Risks

Risk is a part of EVE Online. No matter what you are doing or where you are there is always some risk, even if it is very minimal. Hauling involves risk too. Protecting your ships means understanding and managing the amount of risk involved when you accept and try to complete contracts. Where the risk is not considered to be "significant" for the type of ship you are piloting you are expected to complete courier contracts appropriate for the ship(s) that you fly unless an exception for you has been explicitly granted by a member of the Push Executive.
In the eyes of Push Industries "significant risk" applies only to situations where you are 80% sure that you WILL lose your ship trying to complete a contract. Risk is assessed on a contract-by-contract basis, not on a general level. Your assessment of risk MUST be based on recent kill mails from EVE Kill, Dotlan statistics, in-game map statistics or in-game scouts. In other words you must have hard evidence to justify not accepting contracts.
The following table provides a general overview of what amount of risk specific hauling ships can take on (by security status):
T1 Industrials These should not be used in Push Industries as their tank is paper thin
Freighters Slow and expensive, these ships should stay in high security space.
DST Tanky and quicker than a freighter. Can carry high value in high sec. Can be used to go into scouted Thera systems.
BR Designed to tackle the dangers of low security and lawless space, these ships are built to move through hostile space (low sec, Thera).
Jump Freighters These ships can go anywhere there is a station to freely dock at.
Any other ship not listed in the table above should not be utilized for moving Push Industries contracts. Other ships such as covert ops ship or a tanked orca with a webber are not endorsed by Push and are not acceptable. There may also be a risk of removal from the corp if the risk was inappropriate for the route and collateral and a loss occurs.

Prevention

The best way to prevent the loss of your ship is not to take unnecessary risks. As a Pusher you have the right NOT to take any contracts where you believe there is a significant risk of losing your ship (see Acceptable Risks for a corporate definition of "significant risk") or that you feel are too difficult to complete. As a member of Push Industries you will never be punished for trying to protect your ships.
Other ways to prevent the loss of your ship include not carrying extra freight or cargo that could make the value of your total cargo really high, double-wrapping so that random ships cannot scan your cargo (not in freighters), not using low sec short cuts and not using the autopilot feature are all very good ways to minimize risk.
Thera is a system where the general threat is usually low but can catch Pushers out. Utilizing a scout is highly recommended to prevent landing in a bubble or undocking into a station camp that has just materialized. Having your own bookmarks in addition to the corp ones is recommended.