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Deep Space Transport and Lots of high value trips

Author
Miss Negotiatrix
Science and Trade Institute
Caldari State
#1 - 2016-12-26 05:14:24 UTC
I plan on moving some high value PI on a semi regular basis... profit margins are such that it would kill my profits to use a hauling service so I plan on doing this myself.

at an estimate if I use a deep space transport and load up the fleet hanger I would be moving about 1.6b worth of merchandise and I'll need to do that like 20+ times per month so I need to do it as efficiently as possible.


so assuming I use an impel how would you fit it? I also am assuming the best thing to do here would be the mwd/cloak warping to avoid people scanning me and ganking me.

now having said that, that really only tells me I need a mwd in mids and a cloak in high. for the rest what would you guys do?

Mids a few ECMs maybe?

as for the lows would you go for extra cargo space, warp stabs or go for agility? I can see the merits in each... cargo space would make my overall trips go down from like 30 to 20 or so (just guessing on actual number of trips but its a lot)

The stabs would make it so I could warp if I did end up getting caught with my pants down.... and the agility would make me warp faster


Currently Im leaning to cargo expanders on both my lows and my rigs since if I do the mwd/cloak right then I should already be safe but I wanted other peoples opinions on the matter.

Thanks :)
Miss Negotiatrix
Science and Trade Institute
Caldari State
#2 - 2016-12-26 05:18:08 UTC  |  Edited by: Miss Negotiatrix
oh also... being I'll be doing this long term I also would consider implanting the transporting character for more agility or armor or whatever else would make this operation have the highest probability of success.



so probably warp speed or agility..... leaning toward agility though so nomads. but again, unsure so advice would be nice.
ShahFluffers
Ice Fire Warriors
#3 - 2016-12-26 06:07:56 UTC
How much cargo (in m3) do you think you will be carrying?

The reason I ask is because that alone will decide what transport ship will be most ideal for you.


If it is below 12,000 m3 then a Blockade Runner may be more ideal for you.
These ships are geared to cloak up, stay cloaked, and warp fast (cutting down travel time).

If it is between 15,000 to 60,000 m3 then a Deep Space Transport is ideal.
Because their true "cargo space" is in their Fleet Hanger, you can pretty much overtank a DST without a second thought.

If you are moving 70,000 to 120,000 m3 (and want very high tank as well as some ancillary benefits) then an Orca will be the ship you want.
Even a half-ass tank on an Orca is about 350,000 to 400,000 effective hitpoints... meaning it can take a serious beating (which dissuades casual bankers).

If you want to move around 500,000 to ~1,000,000 m3 then you are looking at Frieghters.
You will definitely need support of some kind to ensure the safety of this ship as it has minimal capabilities beyond "put stuff inside and move it."

And then there are Jump Frieghters. They carry half as much as regular Frieghters but can tank a bit more and can literally "teleport" across vast distances of space.
The catch? To "teleport" you NEED a friend to light a beacon that your ship can lock on to.
This technique is also limited to low-sec and null-sec (there are tricks around this though).
Miss Negotiatrix
Science and Trade Institute
Caldari State
#4 - 2016-12-26 06:21:18 UTC
Ill be moving a lot.... once i get my alts set up and finish training ill go through 756m3 per hour so 18144 a day so 544k or so a month

But as i said it will be high value... i think i figured the 60k i could fit into the dst was close to 2bill isk

I cant afford the whole month up front but i was thinkin a few days, cash in then add a day then cashh in till i could afford to do the whole month up front.

But anyway you get the idea, so considering the value per m3 a freighter and orca would be inviting a gank wouldnt it
Apex Bex
Princess Aiko Hold My Hand
Safety. Net
#5 - 2016-12-26 08:34:24 UTC
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Corpii A-Type Thermal Plating
Corpii C-Type EM Plating
Corpii C-Type Kinetic Plating
800mm Steel Plates II

Medium Micro Jump Drive
Burst Jammer II

Improved Cloaking Device II
Core Probe Launcher II

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

It's about 120k EHP. No one's going to gank that in a hurry.
Salvos Rhoska
#6 - 2016-12-26 10:20:56 UTC
Cargo expanders and safety do not fit in the same sentence (or fit).

Im not going to give you advice on this till you delete that notion from your OP.
Miss Negotiatrix
Science and Trade Institute
Caldari State
#7 - 2016-12-26 12:43:41 UTC
Lol i know expanders offer no safety my point was that if the mwd and cloak and say agil implants offered enough saftey then i could throw in less safe cargo expanders

I think theres a line there everyone, or at least i am always tempted by that would balance the safe with the unsafe cargo size.


I wont do the xargo expanders since all it would do is make me even jucier... better to take 1 or 2 more trips, ... i cant be the only one tempted at times to increase cargo size though lol


As for the responses though.... thank you, however why is the increases eft better than say increased warp stability or increased agiloty? I have no issues going the way suggested, just am curious as to why, and if an increase in effective hit points is better then should i go slave implants as opposed to nomads?

I assume also acendency would be similar to cargo expanders... something to temp you closer to that line of unsafe additions vs increased surviveability. Which in my case of high value cargo i should just suck it up and resign myself to a lil longer warp time and 1 or 2 more trips.

Thanks again
Caterpil
Amanina Avada Corporation
#8 - 2016-12-26 12:57:11 UTC
ShahFluffers wrote:
take a serious beating (which dissuades casual bankers).


Confirming that casual bankers are dissuaded by serious beatings :D
Ralph King-Griffin
New Eden Tech Support
#9 - 2016-12-26 13:10:26 UTC
Apex Bex wrote:
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Corpii A-Type Thermal Plating
Corpii C-Type EM Plating
Corpii C-Type Kinetic Plating
800mm Steel Plates II

Medium Micro Jump Drive
Burst Jammer II

Improved Cloaking Device II
Core Probe Launcher II

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

It's about 120k EHP. No one's going to gank that in a hurry.

I have something broadly similar to this.
Donnachadh
United Allegiance of Undesirables
#10 - 2016-12-26 15:38:53 UTC
Apex Bex wrote:
It's about 120k EHP. No one's going to gank that in a hurry.

Keep thinking this way and you will become the gankers favorite target especially if you are hauling high value cargo.
Even in high sec the gankers can go through a freighter in less than 20 seconds and most of them if fit properly are well above 150,000 EHP.

There is nothing in high sec that cannot be ganked, what keeps you off the target list is carefully controlling the value of your cargo versus the cost to the gankers in lost ships. When trying to work this out in your head remember that they are building the ships and modules they loose themselves, usually they do not by them off the markets.
Chainsaw Plankton
FaDoyToy
#11 - 2016-12-26 20:27:29 UTC
you need a certain amount of agility to be able to MWD+cloak effectively, practice it a few times without cargo to make sure you are set up right. I remember trying a full tank setup and it was a bit slow to say the least.

I wouldn't cargo expand, it doesn't get you that much more space and it eats up your EHP. To be fair if you are in backwater systems it probably doesn't make a difference, heck if you are in trade hubs and good at mwd+cloak and using instas you are probably fine. But now that DC are passive mods just having that extra buffer seems worthwhile to me.

also in highsec I would avoid a burst jammer, it will just get you concorded at some point.

@ChainsawPlankto on twitter

Ralph King-Griffin
New Eden Tech Support
#12 - 2016-12-26 20:54:21 UTC  |  Edited by: Ralph King-Griffin
Donnachadh wrote:
Apex Bex wrote:
It's about 120k EHP. No one's going to gank that in a hurry.

Keep thinking this way and you will become the gankers favorite target especially if you are hauling high value cargo.
Even in high sec the gankers can go through a freighter in less than 20 seconds and most of them if fit properly are well above 150,000 EHP.

There is nothing in high sec that cannot be ganked, what keeps you off the target list is carefully controlling the value of your cargo versus the cost to the gankers in lost ships. When trying to work this out in your head remember that they are building the ships and modules they loose themselves, usually they do not by them off the markets.

Yeah but your not trying to out tank the Gankers, we know you can't.

You just have to out tank the dumbass next to you with his life in the back of his expanded freighter .

An active piloted DST is a lot smaller, a lot faster, and can mjd away if you're quick.
Sure you can be caught and popped but the harder you make it the more you're offsetting the value of your cargo.
ShahFluffers
Ice Fire Warriors
#13 - 2016-12-26 21:08:48 UTC
^^ What Ralph said.

I will also add this:

There is a big difference between "casual lol-gankers" and a professional ganking outfit.

"Casual gankers" are often small groups that do not have the firepower or resources to take on overtanked ships like Deep Space Transports, Orcas, or super-tanked Freighters.
Instead, these kinds of players will go after ships that are more within their capabilities (see: untanked barges, industrials, shuttles, auto-piloting pods, etc).


If you can put your ship out of reach of the general rabble, you have only to worry about "professional groups" that are quite selective over who they choose to make an attempt on.
And "professional groups" are not as common as some may think.

It takes a fair bit of logistics to get all the ships needed to gank a target in the right places and a lot of effort (and anti-boredom chatter) to herd more than 15 guys together and have them wait around indefinitely for a potential target of opportunity.
ShahFluffers
Ice Fire Warriors
#14 - 2016-12-26 21:27:43 UTC  |  Edited by: ShahFluffers
Miss Negotiatrix wrote:
Ill be moving a lot.... once i get my alts set up and finish training ill go through 756m3 per hour so 18144 a day so 544k or so a month

But as i said it will be high value... i think i figured the 60k i could fit into the dst was close to 2bill isk.

Hmmmmm... you may want to consider saving up for a Jump Freighter then (provided you can rope in a friend to light a cyno or two one day of the month)

Yes, yes... the cost for such a ship is high... but you would be able to move all your goods in one go and bypass many "risky" systems.
The catch, as I mentioned before, is that a jump drive will only be able to "land" the ship in a low-sec or null-sec system.

What many Jump Freighter pilots do is jump to station in a low-sec system bordering high-sec, then warp to the high-sec gate and carry on as normal to the trade hub.



In the interim, I would suggest getting an Orca as it would have the cargo capacity (for once a week runs) and the tank you would need to get through high-sec with relatively low risk of being molested.

Miss Negotiatrix wrote:
But anyway you get the idea, so considering the value per m3 a freighter and orca would be inviting a gank wouldnt it

Tank is also a consideration.

As I mentioned before, a tank on an Orca would be around 300,000 to 400,000 effective hitpoints (more if you overtank it).
On a Freighter that has been fitted with Reinforced bulkheads you will averaging around 400,000 to 450,000 hitpoints (more if you use implants to boost the HP values of the ship).

To gank through that (under ideal circumstances**) would require...

- 50 to 67 Catalysts (Destroyers) or 23 to 30 Talos (Battlecruisers) to kill the Orca
- 67 to 75 Catalysts (Destroyers) or 30 to 34 Talos (Battlecruisers) to kill the Freighter


I don't know about you, but that is A LOT of manpower to bring one person down.


** "ideal circumstances" = being in a 0.5 system (15 second CONCORD response time) and applying damage perfectly (not of range, good damage type selection, no tracking difficulties).
Miss Negotiatrix
Science and Trade Institute
Caldari State
#15 - 2016-12-26 22:01:20 UTC
An orca would need someone webbing you for fast warps right? Or can you manage a mwd cloak trick with an orca

Id assume not but cant hurt to ask

And thanks again for all the advice everyone, i appreciate it
Ralph King-Griffin
New Eden Tech Support
#16 - 2016-12-26 22:22:10 UTC
definitely want a webbing alt for a high value orcha.

granted though you can get an obscene tank on one of those now, like upwards of 500k ehp obscene.
ShahFluffers
Ice Fire Warriors
#17 - 2016-12-26 23:12:26 UTC
Miss Negotiatrix wrote:
An orca would need someone webbing you for fast warps right? Or can you manage a mwd cloak trick with an orca

You can do either.

My Orca has a 500 mn Microwarpdrive on it. As soon as I initiate warp (from a "cold stop") I turn it on and then off. Once the MWD cycle is done, I shoot off into warp.
This means I am in-warp in about 10 seconds... giving little time for anyone to get a good scan of me.

If you have a friend who can web you, you can go into warp in half that time (which is faster than most ganking crews' "point men" can react).
Specia1 K
State Protectorate
Caldari State
#18 - 2016-12-27 06:44:12 UTC
Cargo expanders do not increase the Fleet Hanger capacity. Don't bother with them on a DST.

All DSTs get a 100% overheat bonus to active resists, local repair, and AB/MWD. This can massively increase your tanking, but requires your attention (active is the appropriate term). I typically fly shield DSTs, but the same application should work for armor too. Enough buffer to survive alpha attacks, and high resists to survive dps attacks. Overheat if you see blasters incoming!

EHP is 137k omni (250k with heat)
I use the Dark Blood modules because they are cheap and save alot of CPU.

[Impel, Test]

Federation Navy 800mm Steel Plates
Dark Blood Armor Thermal Hardener
Dark Blood Armor Kinetic Hardener
Dark Blood Armor Explosive Hardener
Dark Blood Armor EM Hardener
Energized Adaptive Nano Membrane II
Damage Control II

50MN Y-T8 Compact Microwarpdrive
Burst Jammer II

Improved Cloaking Device II

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

Champion of the Knights of the General Discussion

Thunderdome

Specia1 K
State Protectorate
Caldari State
#19 - 2016-12-27 06:46:31 UTC
ShahFluffers wrote:
Miss Negotiatrix wrote:
An orca would need someone webbing you for fast warps right? Or can you manage a mwd cloak trick with an orca

You can do either.

My Orca has a 500 mn Microwarpdrive on it. As soon as I initiate warp (from a "cold stop") I turn it on and then off. Once the MWD cycle is done, I shoot off into warp.
This means I am in-warp in about 10 seconds... giving little time for anyone to get a good scan of me.

If you have a friend who can web you, you can go into warp in half that time (which is faster than most ganking crews' "point men" can react).


You can also use the shield command bursts on your 1-man orca fleet and increase your tank even more!

Champion of the Knights of the General Discussion

Thunderdome

Tam Arai
Mi Pen Rai
#20 - 2016-12-28 10:10:17 UTC
if youre doing in excess of 30b PI a month but using a hauling service to transport it to hisec would use up your profits, you are doing something very wrong
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