Asset Protection

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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."

Wormholes

Our only wormhole serviced is Thera which has a mix of lowsec and nullsec risks. Entrances can be heavily camped at times, especially when they are near trade hubs. There are also interdiction spheres as in nullsec which usually occur around stations. DST pilots should also be advised that highsec wormholes will not accept your ship through if its stability has been compromised.


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, 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 utilised for moving Push Industries contracts. If the Pusher deems something like a covert ops ship or a tanked orca with a webber acceptable then any loss would be on the pusher. 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. The advice of the Push Directors is stay with the insured ship types only.

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, not using low sec short cuts and not using the autopilot feature are 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


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

Insurance

Push Industries has an insurance system in place that should the worst happen, we will have your back. Currently 10% of all rewards goes towards this insurance system. It is however important that you are aware of what is covered and more importantly what is not.

BR/DST Coverage

  • Will cover the cost of the BR/DST lost according to the lowest sell price in Jita at the time.
  • Will cover upto 2B of collateral onboard. (2B+ covered at 50%)
  • Will not cover the loss of ship or collateral from utilising lowsec shortcuts when there is a highsec alternative availiable.
  • Will not cover the loss of any ship in highsec unless it is proven conclusively that it was not the pushers fault.
  • Will not cover the loss of ship or collateral for ships found to be inappropriately fit. (No cloak or MWD on a DST for example.)
  • Will not cover fittings. (In game insurance should cover that.)

Freighter Coverage

  • Will cover the cost to insure a new freighter with platinum insurance.
  • Will provide a replacement freighter for platinum insurance payout.
  • Will cover upto 2B collateral (2B+ covered at 50%)
  • Will not cover the loss of ship or collateral in any lowsec system.
  • Will not cover the initial cost to insure your freighter with platimum insurance.
  • Will not cover any further insurance payments after the first has expired.

Jump Freighter Coverage

  • Will cover the full cost of a replacement JF minus the default insurance payout amount.
  • Will cover upto 2B collateral (2B+ covered at 50%)
  • Will not cover losses in any highsec system that is not on the Push Industries JF route plan for your contract (either getting to or during delivery of).

General Exclusions

  • Being found to have been AFK hauling will invalidate the policy.
  • Being found not to have done everything reasonable to prevent the loss occuring (see acceptable risks and prevention above)
  • Being found to have accepted a duel or any losses due to wardecs.
  • The maximum payout in any rolling 28 day period is 4B for Non-JF payouts and 11B for JF, whichever is lowest. (Multiple losses adding up to these amounts are entirely acceptable)
  • The insurance will only cover for any losses incurred for ships on the way to and in the process of delivering contracts for Push Industries.
  • The insurance will only cover BR/DST/Freighter or JF ships.
  • The insurance is only valid if the gank is reported by evemail to Nasantha, Radu Lupescu or Willry Raye within 24 hours of it occuring.

Reporting a loss

When reporting a loss to the requisite directors included must be a killmail, an evepraisal link if possible and a description as to exactly what happened. You may well be contacted to elaborate on the story or to answer questions as to why certain actions were done. Final decisions will be down to the directors as to whether a payout happens or not.