Asset Protection: Difference between revisions

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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 destroys all of their ships (usually seconds on both counts.) Immediately afterwards they will use other characters in Tech 2 industrials to try and loot your freighter wreck. Long standing examples of this have happened in Niarja and Uedama and any 0.5/0.6 system on the major trade routes can be problematic at times.
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 destroys all of their ships (usually seconds on both counts.) Immediately afterwards they will use other characters in Tech 2 industrials to try and loot your freighter wreck. Long standing examples of this have happened in Niarja and Uedama and any 0.5/0.6 system on the major trade routes can be problematic at times.


It is recommended that if a contract is worth less than 2 bil, DO NOT double wrap it. This makes you marginally less of a target (you are never safe in New Eden). To single wrap a package you must item exchange or trade the customer's package to your hauler. To double wrap it make a courier contract to your hauler with the customer's package in it.
It is recommended that if a contract is worth less than 2 bil, DO NOT double wrap it. This makes you marginally less of a target (you are however never safe in New Eden). To single wrap a package you must item exchange or trade the customer's package to your hauler. To double wrap it make a courier contract to your hauler with the customer's package in it.


Gankers are attracted to certain conditions and they are usually (but not exclusively), if a cargo is worth more than 2 bil or if it is double wrapped (Thus potentially being over 2B). If a contract is double wrapped then they will likely assume that you have something valuable and usually take the risk of ganking you. If a contract is the kind that could be attractive to gankers, the use of a webbing alt is highly recommended. A webbing alt (or webber) can be any ship with 3 or more stasis webbifiers 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: https://www.youtube.com/watch?v=CjrbDMh3BHY&list=PLIOM-qilFsoQZyhpxd7bsx5DQCEM0EiiQ&index=3 . To web your freighter without getting CONCORDed your webber must be in the same corp as your hauler or your hauler must accept a duel from your webber.
Gankers are attracted to certain conditions and they are usually (but not exclusively), if a cargo is worth more than 2 bil or if it is double wrapped (Thus potentially being over 2B). If a contract is double wrapped then they will likely assume that you have something valuable and usually have a go at popping you.  
 
The use of a webbing alt is highly recommended at all times, especially when moving loads of more than 2B collateral or where you are moving double wrapped contracts. A webbing alt (or webber) can be any ship with 3 or more stasis webbifiers 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: https://www.youtube.com/watch?v=CjrbDMh3BHY&list=PLIOM-qilFsoQZyhpxd7bsx5DQCEM0EiiQ&index=3 . To web your freighter without getting CONCORDed your webber must be in the same corp as your hauler or your hauler must accept a duel from your webber.


Some ships have bonuses to webbing range such as the Huginn, Rapier, or Hyena making them ideal for use as a freighter webbing ship. Also a fast frigate with a MWD will do well in most cases.
Some ships have bonuses to webbing range such as the Huginn, Rapier, or Hyena making them ideal for use as a freighter webbing ship. Also a fast frigate with a MWD will do well in most cases.

Revision as of 13:05, 19 November 2014

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 (usually worth around 1.7 billion ISK) 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.

Dangers

It is important to understand the different dangers for hauling.

High Sec

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 destroys all of their ships (usually seconds on both counts.) Immediately afterwards they will use other characters in Tech 2 industrials to try and loot your freighter wreck. Long standing examples of this have happened in Niarja and Uedama and any 0.5/0.6 system on the major trade routes can be problematic at times.

It is recommended that if a contract is worth less than 2 bil, DO NOT double wrap it. This makes you marginally less of a target (you are however never safe in New Eden). To single wrap a package you must item exchange or trade the customer's package to your hauler. To double wrap it make a courier contract to your hauler with the customer's package in it.

Gankers are attracted to certain conditions and they are usually (but not exclusively), if a cargo is worth more than 2 bil or if it is double wrapped (Thus potentially being over 2B). If a contract is double wrapped then they will likely assume that you have something valuable and usually have a go at popping you.

The use of a webbing alt is highly recommended at all times, especially when moving loads of more than 2B collateral or where you are moving double wrapped contracts. A webbing alt (or webber) can be any ship with 3 or more stasis webbifiers 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: https://www.youtube.com/watch?v=CjrbDMh3BHY&list=PLIOM-qilFsoQZyhpxd7bsx5DQCEM0EiiQ&index=3 . To web your freighter without getting CONCORDed your webber must be in the same corp as your hauler or your hauler must accept a duel from your webber.

Some ships have bonuses to webbing range such as the Huginn, Rapier, or Hyena making them ideal for use as a freighter webbing ship. Also a fast frigate with a MWD will do well in most cases.

Low Sec

In low sec there are the dangers of gate camps, having your cyno ship destroyed before, during or after your jump, having your freighter bumped off station, or being station camped.

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 of 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 "Sucker Bubbles" and "Punch Bubbles."


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.
T2 Industrials (BR/DST) Designed to tackle the dangers of low security and lawless space, these ships are built to move through hostile space (low sec).
Jump Freighters These ships can go anywhere there is a station to freely dock at.

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. However, high sec possesses very little risk, so refusing to do high sec contracts out of fear of random chances to be ganked is not considered a valid reason. A valid reason would be having your alt corporation war dec'd.

Other ways to prevent the loss of your ship include not to 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, avoiding low sec short cuts and not using the autopilot feature are also all very good ways to minimize risk.

High sec systems to be careful of:

  • Niarja
  • Uedama
  • Aufay

Low sec systems that are very dangerous:

  • Amamake
  • Egghelende
  • Hagilur
  • Kemala
  • Kinakka
  • Old Man Star
  • Rahadalon
  • Rancer
  • Tama

Failing Contracts

There are some situations where you may accept a contract only to discover afterwards that you cannot deliver the contract because the route to the destination or the destination itself is too dangers. In this case it is permitted to fail the contract rather than risking your ship to try and complete it. Please see the article on Failing Contracts for more information on how to fail a contract correctly.