Asset Protection: Difference between revisions

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Asset protection - keeping your hauling ships and cargo alive - is the most important cornerstone of being a successful hauler. Due to our extremely wide range of services, ships, and collaterals, Pushers are expected to be experts in all areas of hauler asset protection. If there is any area you are uncertain about, take the time to consult with a more experienced Pusher.
Asset protection - keeping your hauling ships and cargo alive - is the most important cornerstone of being a successful hauler. Due to our extremely wide range of services, ships, and collaterals, Pushers are expected to be experts in all areas of hauler asset protection. If there is any area you are uncertain about, take the time to consult with a more experienced Pusher.
= '''Risk''' =
Risk is part of EVE Online. No matter what you are doing or where you are there is always some risk in Eve, even if it is very minimal. Risk is an unavoidable component of hauling and one reason why clients turn to PushX for their hauling needs. As such, Pushers are expected to be experts at assessing and handling the risks a contract may include.
== Minimizing Risk ==
The most effective way to minimize risk while hauling is to follow the best practices of asset protection and be competent in the essential techniques used by each ship type. Pushers are also encouraged to self-assess when they may be too tired - or otherwise impaired - to haul safely.
== Refusing a Contract Due to Risk ==
Hauler safety is PushX's top priority and Pushers will NEVER be penalized for refusing to accept or run a contract due to '''significant''' risk.
*Pushers are expected to consult a PushX Senior, Manager, or Director when they believe a contract is too dangerous for them to complete.
*Pushers are expected to have concrete - not anecdotal - evidence that a contract is dangerous. This can include recent kills on [https://zkillboard.com/ zKillboard], [http://evemaps.dotlan.net Dotlan] statistics, live footage, or in-game scouting.
*Significant risk does not include routine, circumventable risks such as a freighter gank fleet in Uedama.
*Inexperience with a particularly dangerous route is a valid risk; however, Pushers are expected to seek to improve and overcome a lack of experience.
*It is always appropriate to ask a more experienced Pusher for advice.
*Approval to skip a contract applies specifically to that contract at that time. This does not automatically apply to future contracts on the same route.


= '''Basic Asset Protection''' =
= '''Basic Asset Protection''' =
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{| class="wikitable" style="text-align: left;"
{| class="wikitable" style="text-align: left;"
|-
|-
| Ship Class || Areas of Service || Primary Defenses || Collateral Limits
| '''Ship Class''' || '''Areas of Service''' || '''Primary Defenses''' || '''Collateral Limits'''
|-
|-
| T1 Industrial || Not Used || N/A || N/A
| T1 Industrial || Not Used || N/A || N/A
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=== Triglavian Invasion Content ===
=== Triglavian Invasion Content ===


In the aftermath of the Triglavian Invasion, 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.
In the aftermath of the Triglavian Invasion, pilots need to be aware of the Triglavian and EDENCOM threat to ensure safe passage of their personal assets and PushX Freight.


You need positive EDENCOM standing to safely travel through EDENCOM systems and positive Triglavian standing to safely travel through Triglavian systems.
You need positive EDENCOM standing to safely travel through EDENCOM systems and positive Triglavian standing to safely travel through Triglavian systems.
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By default - with no standings - your hauler is considered hostile to Triglavians and neutral to EDENCOM.
By default - with no standings - your hauler is considered hostile to Triglavians and neutral to EDENCOM.


==== EDENCOM and Triglavian Systems and Fleets ====
Systems affected by the Triglavian Invasion content are divided into EDENCOM and Trig Systems. Both are heavily defended by the corresponding faction with aggressive, heavily armed fleets and turrets on stations and gates.
*There are two kinds of EDENCOM systems in HS and LS: EDENCOM Fortresses and EDENCOM Minor Victory systems. They are defended by EDENCOM and faction fleets and Gunstar turrets.
*There are two kinds of Triglavian systems in HS and LS: Triglavian Minor Victories and Triglavian Major Victories. They are defended by Triglavian fleets and Entropic Disintergrator Werpost turrets.
*Both Triglavian and EDENCOM Fleets can spawn outside of Triglavian and EDENCOM affected systems and will be hostile to capsuleers without the appropriate standings.


It is possible to navigate Triglavian and EDENCOM systems and roaming fleets using the same techniques (e.g. Cloak/MWD, Cov Ops Cloaking, Scouting and Webbing, bookmarks, etc) that are used to avoid capsuleer gankers; however, '''this is not best practice, and is not acceptable for PushX haulers.
'''
==== Achieving Standing ====
==== Achieving Standing ====


Achieving standings of 0.0 or greater will make EDENCOM neutral towards you.
Achieving standings of 0.0 or '''greater''' will make EDENCOM neutral towards you.
Achieving standings '''greater''' than 0.0 will make Triglavians neutral towards you.
Achieving standings '''greater''' than 0.0 will make Triglavians neutral towards you.
This is the mandatory best practice for PushX haulers.
This is the mandatory best practice for PushX haulers.


*Kill credit on an Edencom ship will give Trig standings and lose Edencom standings.
* '''Do NOT''': 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.
* '''Do NOT''': Kill credit on a Triglavian ship will give Edencom standings and lose Trig standings.
*Kill credit on a Rogue Drone, Sleeper, or Drifter will give both positive Edencom and positive Trig standings.
* '''Do''': Kill credit on a Rogue Drone, Sleeper, or Drifter will give both positive Edencom and positive Trig standings.


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


===== Set Up =====
*Swap to a blank clone (no implants)
# Swap to a blank clone
*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+
# 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]
  [Vigil, Pochven Diver]
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  Targeting Range Script x3
  Targeting Range Script x3


===== Procedure =====
*Grab a Pochven Filament (Border/Internal ideally)
# Grab a Pochven Filament (Border/Internal ideally)
*Use the filament to go to Pochven
# Use the filament to go to Pochven
*Warp at 100km to every warpable object (planet/moon/station/gate/beacon/etc) in the system until you find Drifters, Sleepers, or Rogue Drones, ideally that are actively fighting Trigs or Edencomm
# 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
*Use D-Scan to help you find Drifters or Rogue Drones. Ensure that these entities are enabled in your overview settings.
# Use D-Scan to help you find Drifters or Rogue Drones
*If you cannot find any Drifters, Sleepers, or Rogue Drones, you can try moving to another system.
# If you cannot find any Drifters or Rogue Drones, you can try moving to another system.
*Target a Drifter/Sleeper/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.
# 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.
*Warp off to drop aggro
# Warp off to drop aggro
*You can wait at a bookmark in cloak, or watch them from cloak
# You can chill at a bookmark in cloak, or watch them from cloak
*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
# 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
*You should receive standings for kill participation within twenty minutes of the Rogue Drone/Sleeper/Drifter dying
# You should receive standings for kill participation within twenty minutes of the Rogue Drone/Drifter dying
*You can either use an out (Extraction/Glorification) filament, or you can suicide your pod to get out of Pochven
# You can either use an out (Extraction/Glorification) filament, or you can suicide your pod to get out of Pochven


== '''Universal Best Practices''' ==
== '''Universal Best Practices''' ==
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=== Stay Within Value Limits ===
=== Stay Within Value Limits ===
A hauler’s total cargo value should never exceed the PushX collateral limit for that ship class. Excessive freight value raises your gank profile.
A hauler’s total cargo value should never exceed the PushX collateral or value limit for that ship class. Excessive freight value raises your gank profile.


=== Disable Duel Invitations ===
=== Disable Duel Invitations ===
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*The Vigil Fleet Issue is generally the best "rookie" webber to use while training to fly a Rapier.
*The Vigil Fleet Issue is generally the best "rookie" webber to use while training to fly a Rapier.
*Your webber is often also your scout.
*Your webber is often also your scout.
*Do NOT web every warp - this massively raises your gank profile.


=== No Assembled Containers or Double Wraps ===
=== No Assembled Containers or Double Wraps ===
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*If you use "Warp to 0" instead of "Jump" to initiate warp, and do not hit "Jump" to queue the gate jump command while in warp, you will have an additional few seconds of post-warp invulnerability in which you can jump to your e-cyno.
*If you use "Warp to 0" instead of "Jump" to initiate warp, and do not hit "Jump" to queue the gate jump command while in warp, you will have an additional few seconds of post-warp invulnerability in which you can jump to your e-cyno.


=== Stop, Align, Warp Method ===
=== Stop, Align, Warp (S.A.W.) Method ===
''This is the correct way to warp a JF to a gate from a station in Low Sec. This is also a safer way to warp a JF in High Sec when you think there is a gank risk.''
''This is the correct way to warp a JF to a gate from a station in Low Sec. This is also a safer way to warp a JF in High Sec when you think there is a gank risk.''
*Immediately upon undocking, press Ctrl+Space to start stopping your JF. This will not break the undock invulnerability. ''(This step is not necessary when initiating a warp from gate cloak).''
*Immediately upon undocking, press Ctrl+Space to start stopping your JF. This will not break the undock invulnerability. ''(This step is not necessary when initiating a warp from gate cloak).''
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*If you are undocking from a station with a small docking radii, inertial stabilizers and expanded cargohold modules will reduce how far your JF travels while slowing down and aligning.
*If you are undocking from a station with a small docking radii, inertial stabilizers and expanded cargohold modules will reduce how far your JF travels while slowing down and aligning.
*Information on station docking radii can be found here: http://go-dl.eve-files.com/media/1105/Stations_undock_range.pdf
*Information on station docking radii can be found here: http://go-dl.eve-files.com/media/1105/Stations_undock_range.pdf
= '''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 [https://zkillboard.com/ zKillboard], [http://evemaps.dotlan.net 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):
{| class="wikitable" style="text-align: left;"
|-
| 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 DSTs can carry high value in high sec. They can also be used with a scout in Thera and Pochven.
|-
| BR|| Designed to tackle the dangers of low security and lawless space, these ships can be used in High Sec, Low Sec, Thera, and Pochven.
|-
| Jump Freighters || These ships can go anywhere in HS, LS, or NS that 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 [[Asset Protection#Acceptable Risks|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.
Bureaucrats, push, push-admin, push-director, push-manager, push-senior, Administrators
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