These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Market Discussions

 
  • Topic is locked indefinitely.
12Next page
 

New to game/trading. How to prevent this?

Author
Buzz Madullier
The Essence of Nike
#1 - 2013-10-18 00:59:52 UTC
http://i.imgur.com/9UC3Sgw.png

It was instant. 1 shot and I was dead. I didn't think people suicide ganked for so little and a mixture of just a whole bunch of modules that they would probably have trouble selling if they didn't know the market I was heading to. Well luckily they only got about 200mil worth of my cargo, but being new to the game, this put me back at square one.

Any tips on how to prevent this? I don't think any defense modules would of helped me since he did all my health in one shot.
Ernest Erkannen
Imperial Shipment
Amarr Empire
#2 - 2013-10-18 02:06:20 UTC  |  Edited by: Ernest Erkannen
700mill worth of cargo + ship
iteron V

there is your problem

use an orca ,freighter or freight services or split the cargo
Zycorax II
Beyond Divinity Inc
Shadow Cartel
#3 - 2013-10-18 02:23:18 UTC
First of all, never haul that much ISK value in a t1 hauler.
Second, fit some sort of buffer tank. A Damage Control, a shield extender or two and some shield resist mods could save your ship if you're being attacked.
Huttan Funaila
Caldari Provisions
Caldari State
#4 - 2013-10-18 02:39:28 UTC
First thing first, don't undock with what you cannot afford to lose.

Second, don't overfill an industrial ship. It becomes a loot piƱata. I'd strongly recommend not putting more than say 50M in an industrial ship. Some may go higher, but basically the other person makes a calculation based on what they think they can gain and how much it costs to get there. 750M buys a lot of ships. 70B lost in an iteron buys you eternal mocking.

Third, fit some tank. That means shields, resist modules. From the loss-mail, you had nothing in midslots.

You will eventually encounter someone with a fast locking ship that is frequently called an "instacane" (a hurricane with artillery and sensor boosters - targets very fast and hits very hard with a first volley, but long time before second shot). Many folks sit outside of the warp gates from trade hubs with cargo & ship scanners along passive targeting systems so you don't know they've been picking through your pockets and checked your fittings.

From your loss-mail, it looks like you have most of the skills for this, with my skills is 31,000 EHP (about 15x your loss' EHP):
Quote:
[Sigil, Brick Hauler]
Inertia Stabilizers II
Inertia Stabilizers II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Warp Core Stabilizer I
Damage Control II

Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

[empty high slot]
[empty high slot]

Medium Low Friction Nozzle Joints I
Medium Polycarbon Engine Housing I
Medium Core Defense Field Extender I

You can use meta-4 modules until you get there. If anyone starts targetting you, hit the adaptive invulnerabilities and damage control. With my skills (evasive maneuvering 5, mostly), it warps in 5 seconds.

Cargo capacity is a lot lower, but then that will help with avoiding the big neon "shoot me" on the side.
Buzz Madullier
The Essence of Nike
#5 - 2013-10-18 02:43:42 UTC
Thanks for the tips guys. Definitely a hard lesson learned for me.
Sabriz Adoudel
Move along there is nothing here
#6 - 2013-10-18 03:04:23 UTC  |  Edited by: Sabriz Adoudel
Buzz Madullier wrote:
Definitely a hard lesson learned for me.


Those are the lessons we remember.

The public courier contract feature is extremely useful as it lets you outsource the entirety of the risk of hauling to a useful idiot (sorry, freighter pilot) who will then do the actual carting of the goods for you.

I recently needed to move a shipment of 5 Ishtars, 2 Oneiroses, 2 Hyperions and some tech 2 modules (total value ~1470m) through highsec (just two jumps from where I build to where I sell). Due to my lack of hauling skills, I could only move those ships one at a time (by piloting the Hyps and Ishtars, and with the Oneiroses in the cargo bay of an Iteron). Using the contract feature, I posted a contract whereby someone takes my shipment and puts down a deposit of 1.62 billion ISK, then upon completing the contract, receives their 1.62b back plus an extra 8 million.

The contract was accepted within 5 minutes and completed within two hours. Had they been ganked, I would have MADE 150m out of the deal.

Of course, I have also been known to use the contract feature for slightly more deceptive purposes too. Two PLEX (to make pirates that cargo scan the useful idiot go gaga), several low value deadspace modules to make it even more appealing, and enough tritanium and/or unpackaged ship hulls to require a freighter, and you've got a parcel everyone wants to gank. Put a 9 billion collateral on it, and just send it from trade hub to trade hub until a useful idiot loses the lottery (and you win it).

I support the New Order and CODE. alliance. www.minerbumping.com

Vanchelon
State War Academy
Caldari State
#7 - 2013-10-18 05:55:50 UTC  |  Edited by: Vanchelon
If you yourself don't have a freighter (which you can load appropriately, same principle applies here, never afk autopilot and never assume you are 100% safe), I would suggest using RFF: http://red-frog.org/jumps.php
You can of course use public courier contracts as well, but RFF are extremely reliable and pretty cheap.

If you do haul in a freighter, I would suggest a) keep an eye on killboards for the high risk systems (0.5 and 0.6 mainly, such as Niarja or Uedama). b) Move your stuff at an appropriate time of day, say... noon on a thursday over prime time sunday :)
c) Use a webbing alt if possible (for near-instant warps)
Rhivre
TarNec
Invisible Exchequer
#8 - 2013-10-18 07:44:24 UTC
in addition to the freighter stuff...for the love of bacon, do not overfill it. 1bn is usually the max for a freighter...flying a freighter with 5bn or whatever in it is like saying "shoot here please!".

On the other hand, while paranoia is good in eve, do not be overparanoid.
virm pasuul
Imperial Academy
Amarr Empire
#9 - 2013-10-18 10:03:10 UTC  |  Edited by: virm pasuul
I'd also like to add some advice for you.

If you fit any active modules that you need to press to activate - e.g adaptive field doo-hickys - run them ALL the time when you are hauling. Going through a system gate turns them off so you will need to re-activate them after each jump - which means being at keyboard. When you activate these modules they produce a graphical effect on your ship which a potential pirate/ganker can see. It instantly makes you a less attractive target. The opposite is also true - if the pirate can see you have no graphical effects active then they are attracted to that and will investigate you more as a possible target.
Imagine two freighters flying through space, both passing a pirate looking for a kill, the pirate instantly sees one freighter is running active tanky modules from the graphical effects, the other is not. Which freighter do you think is going to get further attention from the pirate? Which one would you rather be?
Also in the event you are attacked the attacker will have the element of surprise on you and as a newer player you will probably panic. All this means it will longer for your brain to turn your active modules on. If they are permanently running you can panic in safety with your active modules protecting you from before the attack even happened. I wouldn't be surprised if some people die in a gank without even switching their modules on in the panic of the moment. Running your modules permanently as a matter of practice will probably save your life.

Don't haul on autopilot Away From Keyboard. In fact don't do anything in Eve AFK. If you are obviously AFK some people will blow you up just for being AFK. If you haul AFK you can't activate your modules as above. Autopilot also has one massive drawback over manual piloting - each time you autopilot warp to the next stargate you drop out of warp 15Km from the stargate and slowboat to the gate - if you do it manually you warp onto the stargate. This 15Km slowboat to the gate is prime ganktime - it gives the pirate plenty of time to scan you and decide if you are worth the gank. Lets put it this way. The 15km slowboat to the stargates in Eve compared to the manual warp to 0 on a stargate is specifically in the game for the benefit of pirates. That's the ONLY reason it exists. I personally wouldn't even move an EMPTY hauler through highsec on autopilot, as it's such a lulz kill target. Imagine the autopilot button as being connected to a massive neon "kill me now" sign on the outside of your ship that flashes continually as your ship plods through space. Even using autopilot in a shuttle is risking all your implants for a lulz kill. Never use autopilot.

Avoid - or at the very least be aware of the where the favoured gank systems are. On the Jita to Amarr run for instance there is one system on the route that is 0.5 security, and has no stations to dock up at in the event of trouble. The system is Niarja. Every trader hauling between Jita and Amarr ends up going through there. If your hauler is going to get ganked on that trade run, that's where its going to happen. Knowing that system is where it's going to happen is half the battle. You could for instance scout it out first, or look up the kill density, see if miniluv is active there right now, etc... my point being when you know where the problem is you can take action and prepare.

Understand pirate ganker maths. They use a very simple equation to decide who to hit. They compare the value of what you are hauling to the cost of the ships needed to break your tank. The higher your tank the more it costs them to break it. They will also look for holes in the different resistances - assume they will always know the right ammo to use to kill you the quickest.
If your cargo is worth more than the cost to them of suicide ganking you then you are dead before you even undock, it's that simple. Do the maths yourself, make sure you aren't worth killing before undocking.

It's impossible to be in total safety in Eve, if someone really wants to get you they will, but your job as a hauler is to make yourself a less attractive target than the moron next to you. The low hanging fruit gets picked first, don't be the lowest hanging.
Each step you take to protect yourself and reduce your attractiveness as a target means some other hauler who can't be bothered looks like a much more juicy target than you.
Nanatoa
#10 - 2013-10-18 10:23:58 UTC
If you're moving very valuable or irreplacable cargo, in addition to using a properly tanked, relatively agile, preferably cloakable industrial ship, try moving the first (or last) 2 jumps near a trade hub in the last couple of minutes before daily downtime, or the first minutes after downtime.

"Stay the course, we have done this many times before." - (CCP) Hilmar, June 2011

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#11 - 2013-10-18 11:09:08 UTC
As long as you stay in connected highsec, use courier contracts with collateral. No effort or risk is required on your part, and if the hauler gets blown up, you get money. If you collateralize properly, you make more money than you would selling the items.
Oska Rus
Free Ice Cream People
#12 - 2013-10-18 13:13:37 UTC
Take into consideration taht value of one tornado is about 70mil. Its alpha goes around 10k. About half of the cargo is dropped. So for every 140mil isk worth of cargo you intend to haul you should have on your ship at least 10k EHP not to become profitable gank target.

You might consider also that freighter guys never haul more than 1Bil of cargo. Try to scale it to your iterons EHP.
Silvetica Dian
Imperial Shipment
Amarr Empire
#13 - 2013-10-18 13:21:59 UTC
Oska Rus wrote:
Take into consideration taht value of one tornado is about 70mil. Its alpha goes around 10k. About half of the cargo is dropped. So for every 140mil isk worth of cargo you intend to haul you should have on your ship at least 10k EHP not to become profitable gank target.

You might consider also that freighter guys never haul more than 1Bil of cargo. Try to scale it to your iterons EHP.


Freighter guys often haul more than 1 bill. my 2 contracts today were to move 1.8 bill and 1.3 bill. both were moved within an hour.
OP suicide ganking is not one of my hobbies but if i heard that someone had 700 mill in a t1 indie i would rush to my tornado and head after it asap. people are passive scanning ships around trade hubs all the time. The only challenge you presented with that loot pinata was the scooping of your loot after up popped.......way way way too much for a ship with that EHP.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Vis Aldent
Quafe Art
#14 - 2013-10-18 14:09:45 UTC  |  Edited by: Vis Aldent
Buzz Madullier wrote:
http://i.imgur.com/9UC3Sgw.png

It was instant. 1 shot and I was dead. I didn't think people suicide ganked for so little and a mixture of just a whole bunch of modules that they would probably have trouble selling if they didn't know the market I was heading to. Well luckily they only got about 200mil worth of my cargo, but being new to the game, this put me back at square one.

Any tips on how to prevent this? I don't think any defense modules would of helped me since he did all my health in one shot.


I can't see your fitting right now, but the Transport ship Occator is more solid than the Iteron Mark V to carry precious cargo.
That is not half the battle however. The Occator does cost more to run, and if losses are to be expected, an additional liability.

The first thing you did wrong was to try to move worthwhile items in a industrial ship with little to no defense.
All industrial ships have weak defenses and are not meant to fight.
Those ships are ideally meant to be escorted by reasonable defense.


The best solution to avoid suicide gankers is the choice of your trips in the mentioned industrial or transport ship.


Most of the T2 modules effiiciency can be achieve with lower end T1 modules for a fraction of the benefit which outweight the potential loss value.
The only time those become useful is if you beat the competition by having them fitted which is less than the benefit percentage.

If you only contracts safe courier contracts and not the free public courier you can avoid most of the loss risk.
The free public courier contract is a way for the competition to make money from Collateral.
1.2b + collaterals can be spotted from Locator Agents, and if you don't repack your Plastic Wraps, be targeted.
Repackaging Plastic Wrap is time consuming and can not be worthwhile.
Repackaging Plastic Wrap can allow you to use another pilot to hide the carrier.
Repackaged Plastic Wrap cannot be scanned for content, which also sometimes triggers or leads to yet more enmities.

Again, the best solution to these problems is to choose safe cargo haul trips.
The definition of Safe cargo haul being, safer than the free courier ganks ones.
The cost of the loss mostly goes into the loss of collaterals.
Expensive collaterals are most often required to acquire access to higher rewards, even in High Sec.

Freighter hauling losses can be even more devastating since it requires 3b ISK to even more initial costs + the training, freighter pilot costs.

1. You can more safely carry your own cargo than someone else's cargo.
No one knows what you carry then since there is no contracts.
They'd have to scan you or hunt for you via Locator Agents for that.
Hauling with a high bounty of over 1b ISK can be dangerous.

Due to the cost of hauling, ships, fitting, learning, etc., it can be easier to subcontract hauling to someone else.
I have never ever done it and never ever planned to do it but I am starting to consider it.

2. You can use a cloak in the high slot but I can't see if you did or not.
3. I don't see a Plastic Wrap in your Cargo so I can assume that it wasn't a Courier haul.

Do not go to low sec, which is more dangerous and has more gate camp.
The same applies to Null sec.
The only way to go there is to know by intelligence or other means what is to be expected to be dealt with.

I am busy calculating my internet costs compared to the relative ingame income to manage my hauler(s) / trader.

4. One of the way to make the most income from hauling / trading is to carry your own items for sale.
I use a specialist trader to sell (or buy) my items when I can.
It helps to increase the profit margin.
All the losses and other costs have to be included in the ingame income to know the profit.

I have to buy most of my ship equipment and implants except for some reused loot.
I sell my loot, salvage and mining (ore and/or Minerals) and extra ships if any.

(Almost forgot, you can get snippered by a Battleship with a Carrier hidden behind and on top the station to boost in low sec from up to 120km away in one shot.
Possibly even in an Occator as well.)
Mossyblog Barnes
Federal Navy Academy
Gallente Federation
#15 - 2013-10-19 04:09:44 UTC
As someone who is new and this week (on my alt) made approx 1.2bn ISK my advice is simple

  • Learn the Cloak Trick technique and learn it to the point it becomes second nature (even in High Sec - get used to the habit)
  • At first try to haul low volume m3 until your skill books can get you closer to larger *tank* ships. Invest early in EVEMON skill plans and optimise your characters attributes to suite your plan (saves you days in learning etc). Now its all well and good for people to poke fun at you or mock your ship selection(s) when you start out, as its not as if you can rush the skill books. So you play with what hand your dealt and what skills you have.

  • My advice is to keep the volume m3 low and avoid the 5000m3+ cargo(s) until you have more skills / experience as enticing as the profit margins are.

    Should you manage to snipe a good deal that requires a large amount of cargo space, as others have said outsource it and factor the outsourcing into your profit margins. I made around 50m ISK and paid out about 20% of that and sitll walked away with a hefty profit margin (approx 43% from what EVE Mentat transactions tell me).

  • Low Sec = death. I've even had folks take pot shots at me in level 0.5 but 4 to 1 ... its just begging for the kill especially if people look at your character bio and see the time stamps as being "~1yr old" as that screams "I am taking a high risk, come see". I Lost 15m isk for trying to run the gauntlet ...i knew the risk but i did it anyway and I have had some wins on the board for playing with LowSec fire... just be prepared for your heartbeat to race and a lot "**** **** **** jump **** **** ****" moments..

  • Again don't attempt this until you have the Cloak trick working and definitely don't auto pilot..

  • Do not jump on a forum like this and let everyone know your character is hauling cargo. I specifically choose my fighter character to type this response on and not my hauler/courier... as you also may as well advertise to everyone in EVE your intent right now .. "Look i'm having issues, so if you see me in game, help me develop further issues'.

  • The thing I have learnt so far about my EVE experience is that this is what the human population would be like 10yrs after the earths self destruction and how people have become detached from all forms of morality. This entire behavior has been specifically engineered by the games ability to basically abandon people once they level High Sec (but even then inside High sec players are still prone to scams etc).

    Basically - Survival is for the fittest and right now, you don't look healthy (I myself don't either). So we need to build some muscle before we really see the ISK profits :)
    Kaivar Lancer
    Doomheim
    #16 - 2013-10-19 11:09:53 UTC
    Sorry to hear that, OP.

    I lost 1.4B isk while hauling in an Itty 4 a few years ago. Just like you, I learned the hard way. Always use courier contracts when hauling 100m+ worth of goods.
    Tau Cabalander
    Retirement Retreat
    Working Stiffs
    #17 - 2013-10-19 16:04:44 UTC
    Vis Aldent wrote:
    Most of the T2 modules effiiciency can be achieve with lower end T1 modules for a fraction of the benefit which outweight the potential loss value.

    The only T2 module I use on a T1 industrial are cargo expanders. It doesn't make sense fitting millions of ISK of modules on a cheap and fragile Industrial hull.
    Vis Aldent
    Quafe Art
    #18 - 2013-10-19 19:24:33 UTC  |  Edited by: Vis Aldent
    Tau Cabalander wrote:
    Vis Aldent wrote:
    Most of the T2 modules effiiciency can be achieve with lower end T1 modules for a fraction of the benefit which outweight the potential loss value.

    The only T2 module I use on a T1 industrial are cargo expanders. It doesn't make sense fitting millions of ISK of modules on a cheap and fragile Industrial hull.


    This is what you do and what you are suggesting.

    http://eve-central.com/home/quicklook.html?typeid=31117
    Small Cargohold Optimization I - Market Browser - 546,000.06
    https://wiki.eveonline.com/en/wiki/Expanded_Cargohold_I

    http://eve-central.com/home/quicklook.html?typeid=31123
    Small Cargohold Optimization II - Market Browser - 9,880,000.00
    https://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II

    https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Hull_Upgrades:Expanded_Cargoholds

    http://games.chruker.dk/eve_online/item.php?type_id=5489
    Variations
    Group Name - Cargo Capacity - Velocity - Structure HP
    Tech I
    Expanded Cargohold I +18 % -15 % -25 %
    Beta Hull Mod Expanded Cargo +25 % -12 % -22 %
    Local Hull Conversion Expanded Cargo I +28 % -11 % -21 %
    Mark I Modified SS Expanded Cargo +20 % -14 % -24 %
    Type-D Altered SS Expanded Cargo +23 % -13 % -23 %
    Tech II
    Expanded Cargohold II +28 % -10 % -20 %
    Your solution gives 1% Velocity and 1% Structure HP for 9m risk of loss multiplied by the number of units.
    5 units in the case of the 'Itty V'.

    http://eve-central.com/home/quicklook.html?typeid=5489
    Local Hull Conversion Expanded Cargo I - Market Browser - 189,999.00
    Meta IV (the best in fact).
    https://wiki.eveonline.com/en/wiki/Local_Hull_Conversion_Expanded_Cargo_I
    Meta Level
    4 Level

    Almost forgot to mention:
    for the same cargo hold capacity in fact which is what those so called expander are intended to do.

    + ok, granted , the 45m difference may only be 5% or 10% of the potential loss risk but I wouldn't give my competition a 1% or -1% jump if I can.
    Elizabeth Norn
    Nornir Research
    Nornir Empire
    #19 - 2013-10-20 00:31:40 UTC  |  Edited by: Elizabeth Norn
    Vis Aldent wrote:
    Tau Cabalander wrote:
    Vis Aldent wrote:
    Most of the T2 modules effiiciency can be achieve with lower end T1 modules for a fraction of the benefit which outweight the potential loss value.

    The only T2 module I use on a T1 industrial are cargo expanders. It doesn't make sense fitting millions of ISK of modules on a cheap and fragile Industrial hull.


    This is what you do and what you are suggesting.

    http://eve-central.com/home/quicklook.html?typeid=31117
    Small Cargohold Optimization I - Market Browser - 546,000.06
    https://wiki.eveonline.com/en/wiki/Expanded_Cargohold_I

    http://eve-central.com/home/quicklook.html?typeid=31123
    Small Cargohold Optimization II - Market Browser - 9,880,000.00
    https://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II

    https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Hull_Upgrades:Expanded_Cargoholds

    http://games.chruker.dk/eve_online/item.php?type_id=5489
    Variations
    Group Name - Cargo Capacity - Velocity - Structure HP
    Tech I
    Expanded Cargohold I +18 % -15 % -25 %
    Beta Hull Mod Expanded Cargo +25 % -12 % -22 %
    Local Hull Conversion Expanded Cargo I +28 % -11 % -21 %
    Mark I Modified SS Expanded Cargo +20 % -14 % -24 %
    Type-D Altered SS Expanded Cargo +23 % -13 % -23 %
    Tech II
    Expanded Cargohold II +28 % -10 % -20 %
    Your solution gives 1% Velocity and 1% Structure HP for 9m risk of loss multiplied by the number of units.
    5 units in the case of the 'Itty V'.

    http://eve-central.com/home/quicklook.html?typeid=5489
    Local Hull Conversion Expanded Cargo I - Market Browser - 189,999.00
    Meta IV (the best in fact).
    https://wiki.eveonline.com/en/wiki/Local_Hull_Conversion_Expanded_Cargo_I
    Meta Level
    4 Level

    Almost forgot to mention:
    for the same cargo hold capacity in fact which is what those so called expander are intended to do.

    + ok, granted , the 45m difference may only be 5% or 10% of the potential loss risk but I wouldn't give my competition a 1% or -1% jump if I can.


    What are you talking about? Industrials use medium rigs and it was clear he was talking about the low slot Expanded Carghold II modules which cost ~450k.
    Vis Aldent
    Quafe Art
    #20 - 2013-10-20 01:35:45 UTC  |  Edited by: Vis Aldent
    Elizabeth Norn wrote:
    What are you talking about? Industrials use medium rigs and it was clear he was talking about the low slot Expanded Carghold II modules which cost ~450k.


    You are right, I made an error on the price by putting the wrong equipment item.
    I meant to include the Expanded Cargohold II and not the Small Cargohold Optimization II.
    It would have been too easy for me not to make a mistake...

    http://eve-central.com/home/quicklook.html?typeid=1317
    Expanded Cargohold I - Market Browser - 2,949.98
    https://wiki.eveonline.com/en/wiki/Expanded_Cargohold_I

    http://eve-central.com/home/quicklook.html?typeid=1319
    Expanded Cargohold II - Market Browser - 425,000.00
    https://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II

    https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Hull_Upgrades:Expanded_Cargoholds

    http://games.chruker.dk/eve_online/item.php?type_id=5489
    Variations
    Group Name - Cargo Capacity - Velocity - Structure HP
    Tech I
    Expanded Cargohold I +18 % -15 % -25 %
    Beta Hull Mod Expanded Cargo +25 % -12 % -22 %
    Local Hull Conversion Expanded Cargo I +28 % -11 % -21 %
    Mark I Modified SS Expanded Cargo +20 % -14 % -24 %
    Type-D Altered SS Expanded Cargo +23 % -13 % -23 %
    Tech II
    Expanded Cargohold II +28 % -10 % -20 %
    Your solution gives 1% Velocity and 1% Structure HP for 9m risk of loss multiplied by the number of units.
    5 units in the case of the 'Itty V'.

    http://eve-central.com/home/quicklook.html?typeid=5489
    Local Hull Conversion Expanded Cargo I - Market Browser - 189,999.00
    Meta IV (the best in fact).
    https://wiki.eveonline.com/en/wiki/Local_Hull_Conversion_Expanded_Cargo_I
    Meta Level
    4 Level

    So it is a 1.18m difference instead of 45m.
    Worth the two 1%s and change with multiples.
    The trade off being less than the percent gained.

    751m x 1% = 7.51m.

    +
    The more Collateral you loose doing courier the better target you become for gankers, hunters, etc.
    It is best to remain covert or hidden to avoid raising suspicion and to make yourself a harder target to lock onto.
    That includes the communication channels.
    I lost more than 1.4b although my first losses were smaller, 30m, 300m, up to over 500m.
    Those are only collateral losses.

    Also, use EVEWalltetAware:
    http://eve.basicaware.de/EVEWalletAware/index.html
    to save your market data, including the Journal and Transactions.

    That way you can keep track of your rewards, ship fitting costs, repairs, and collateral paid, returned, and losses.

    IMPORTANT:
    That EVE Wallet ingame data is not static and CCP purges it out of their databank servers periodically leaving only 1 or 2 months remaining.
    12Next page