Asset Protection: Difference between revisions

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The best way to prevent the loss of your ship is not to take any unnecessary risks. As a Pusher you have the right NOT to take any contracts where you believe there is a significant chance of losing your ship 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. Having your alt corporation war dec'd is a valid reason.
The best way to prevent the loss of your ship is not to take any unnecessary risks. As a Pusher you have the right NOT to take any contracts where you believe there is a significant chance of losing your ship 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. Having your alt corporation war dec'd is a valid reason.


Other ways to prevent the loss of your ship is not to carry 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 is another way to avoid being ganked. Avoiding low sec short cuts is also another way to avoid unnecessary risk.  
Other ways to prevent the loss of your ship is not to carry 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.  


== Failing Contracts ==
== 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|Failing Contracts]] for more information on how to fail a contract correctly.
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|Failing Contracts]] for more information on how to fail a contract correctly.

Revision as of 05:15, 29 January 2013

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 JF Pilot you will be flying a jump freighter worth much more in dangerous space. The safety of the assets you use to deliver contracts (your ships) is more important that completing any contract.

Dangers

It is important to understand the different dangers for hauling.

High Sec

In high sec there is a minor danger of a "freighter gank" where a group of players aim to immobilize and destroy your freighter before CONCORD destroys all of their ships. Immediately afterwards they will use other characters in Tech 2 industrials to try and loot your freighter wreck. Recent examples of this have happened in Niarja and Uedama. However, since the release of Retribution this has stopped and the risk is considered to be minimal.

Low Sec

In low sec there are the dangers of gate camps and for jump freighters there is also the danger of having your cyno destroyed before, during or after your jump, being bumped off station, or being station camped.

Null sec

Null sec has all the dangers of low sec, but has the added danger of interdiction 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.


Prevention

The best way to prevent the loss of your ship is not to take any unnecessary risks. As a Pusher you have the right NOT to take any contracts where you believe there is a significant chance of losing your ship 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. Having your alt corporation war dec'd is a valid reason.

Other ways to prevent the loss of your ship is not to carry 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.

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.