Posts Tagged ‘HighSec’

Dandy Highwaymen: Part 1

So as I mentioned in the monthly update, last month I decided to try out suicide ganking as an effort in profit, and to sample the darker side of Eve’s lifestyles. This is an attempt to write up the experience, as I found it an interesting endeavor both in the learning curve and in the psychology.

So what started it all? I think I can best attribute it to the fact that I’ve always said that eve is a harsh game, and that I enjoy it because of that. So I have always wanted to see what it felt like to be the sharp edge of that curve, could I cope causing the damage which I claim holds my interest so well? To be honest I expected it to be a short endeavour, something done just to say I had. I’m still not sure where I stand on that. So when early last month I decided that it was time to give it another shot, I started my research.

We have tried to suicide gank once before, but to be honest it was a spur of the moment thing, with no planning or research, and so went as well as you might think. This time however I spent at least a week looking for locations to gank in, and looking at people who were doing it successfully, and what they were doing it in. I soon found a prime system, and a fit which I thought would do the job. I also had what I thought was the blueprint for a standard heist:

Three Operatives: The Lookout, The Highwayman and the Getaway Driver. The lookout sits innocently on a gate somewhere on a trade route (preferably a one way pipe) and quietly peaks through the windows of parsing Haulers. If he spots something worth stealing, he lets the Highwayman and the Driver know, who make best speed to the ambush point. For the Highway man this is on the other side of the next gate the mark is about to jump through. For the Driver it’s 200+km off the same gate. As soon as the Mark jumps through the gate, and begins the spool up process to warp to the next gate, the Highwayman pounces. Unleashing everything he has on the Mark and, hopefully, destroying his vehicle. As soon as its destroyed, the Driver warps to the freshly smoking wreck, grabs whatever survived the explosion, and warps out as quickly as possible to the safety of a station. A short while later the Highwayman does something illegal elsewhere in the system, to pull the lingering police force away from the ambush gate.

That’s pretty much it. The advanced version uses an Orca as a “Fence”. To do this The Driver steals the loot (which marks him a suspect, and thus a free target to world + dog), and Immediately offloads it into the Orca’s Corp Hanger. This means that even if someone does catch the Driver, killing him only loses the ship, not the newly acquired loot.

Sadly I only had the skills, and the characters for the basic version, so I tooled up a character with each of these roles, and started moving towards my Target system. At this point I mentioned my plans to the Dirties, and they being them, elected that this was a “good idea” and begun making their own plans to join me.

This is where tragedy one occurred. Traveling to a nearby trade hub, with three characters, while looking at possible fittings distracted me from the Highwayman’s screen and I left her pod on a gate for slightly longer than I should have. A few moments later, I was relived of my pod (and life) by an enthusiastic local. -1 pod, and a now in a clone further away than where I started from. Great.  Looking at who did the dead, I realised the fullness of my error, the clone was outfitted with low-grade Crystal Implants. Facepalm, I shouldn’t have been trying to gank in a Crystal set anyway. The irony, losing a 500m pod to a gank, while on the way to a gank. I’m pretty good at taking a loss like this, so I laughed a bit and set myself a goal to make the money back through ganking. At least it proves I can take as good as I intend to give.

After making it successfully to the target system, I returned to looking at fittings. Eventually I elected to go with a Rupture, with the Highwayman’s specialism in Projectile Weapons (and lack of skills in much else). The fit was something along the lines of, Guns, Gyrostabilisers, Disruptor and a Sensor boosters (more on that fit in a bit). Ex Elected to bring a scramble web vexor.

At this point Ex turned up with his own Highwayman, and we began our hunt for targets. We decided that as I was running both the Driver and the Lookout, Ex would be the primary Highwayman, with mine acting as backup. Before long we got our first test. A hauler carrying ~800m of equipment. We undocked the highwaymen, and the Driver, and they all warped to their positions. Ex was ganking in a short range “DPS” style ganker, and unfortunately was still trying to close range as the hauler warped out. Miss 1.

A little while later we spotted a second hauler carrying about 300m worth of kit. This time we had the Highwaymen and Hauler ready at the gate. But he still slipped through. Miss 2.

The next time we saw a 500m hauler, we were ready. Drones were out, guns were pre overheated, and this one was not getting away. Ex opened fire, and the hauler warped out before he could close to Scramble range. Concord however wasn’t, late and promptly removed the ship from around Ex. Miss 3. This is the point that we learned that losing your ship to concord doesn’t remove the suspect timer gained from ganking. Having missed the gank Ex, typed a standard “oops” kinda message in local, and we further learned that Suspect timers make a pod a valid target when an Eve-Uni Legion podded him. Second pod down, and it turned out that Ex was running a +5 set.. Another 500m isk we needed to make back.

Now in a pair of no implant clones, and having swapped the ill-advised scramble for a disruptor, we looked at other way to improve our odds. To double our chances of finding targets, Ex used some free SP on another account to create a secondary Lookout, allowing us to cover both side of the system we were in. We also realised that with kill rights available on us, we were free targets sat on a gate. Knowing that we could be needed at either side of the system,  and that we needed to be hidden away, we made a safe spot midway between the gates, and set up base there.

At this point Ex spotted a 500m hauler auto piloting away from our location (we think he came from a station), and Ex gave chase. With his Highwayman burning into the distance, and my Driver running to catch up, we thought we might have a free kill. Eventually catching him three jumps away, Ex engaged… and promptly died to gate guns before he could finish the job. Miss 4. It was at this point we elected to put a stop to the attempts for the night, quitting while your behind and all.

We restructured our fittings (more tank), and promised that we would continue the next day. After all we reasoned, we had a 50% success rate at Suicide ganking. We had the suicide down pat, now we just needed to get the ganking sorted.

Fly like a bad,


Tuesday Training: Mining Foreman V (Multi-Purpose)

Every so often on Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

This week’s Choices:

      • Em Shield Compensation V
      • Mining Foreman V
      • Hull Upgrades V
      • Amarr Industrial V

This week’s Tuesday training I am picking not because it’s an interesting skill, but because it’s an interesting insight into the gameplay of Eve, as well as the peculiarity of the Skill system. As always I will begin with the in game description:

Mining Foreman (x2) Char, Will

Basic proficiency at coordinating mining operations. Grants a 2% bonus to fleet members’ mining yield per level. Note: The fleet bonus only works if you are the assigned fleet booster.

Why do I claim this is a peculiarity? and why am I suddenly training Mining skills? Firstly let me stress, I am not planning any mining (although I do find the Prospect of hot dropping Nullsec Ore a cool idea). No, I am training MF because it is a requirement to fly the Orca. In the next few days I will be posting a piece on Suicide Ganking (a pursuit the Dirties have been enjoying for the last few weeks), and in this I make some notes on how the use of an Orca can greatly reduce the risks of  loot scooping during a Gank, referring to it as a “Fence”. As such one of my characters is now training to fill that support role.

The Orca has always been the best friend of the Criminal and the Carebear. I find it a wonderful reflection on Eve, that a ship designed explicitly to aid the more Carebear of activities (mining) has, throughout its history, been used equally by those who hunt bear-pelt. Gankers, Ninjas, War-deckers, all these professions can be aided by the use of an Orca. Which makes me wonder, should CCP recognise the multiple uses of some ships in their training?

I accept that there are not many ships which would qualify (there are few which are used so diversely as the Orca), but what if there were multiple options on how to unlock certain multi-use ships?

For example, with the Orca, I am forced to unlock it by training Mining skills I never intend to use. What if, instead, I had the choice, either unlock it by training the Mining Leadership skills (If I were a miner), or by training skills for Gank/Wardec support? Say, Shield/Armor leadership skills, or something which will actually benefit my usage of the Orca?

It’s really not something I’d develop out into a full proposal, but I do find it interesting food for thought.


 Fly Diverse,


F1 Warrior

I read an article which really Gandered my goat a little while ago. It’s a subject which has irritated me for a long while now, like the errant grain of sand stuck in a sandal. The Article is on the subject of “Fleet Bears”  by Gevlon, and discusses how close to PvE, Fleet PvP is in eve. The main purpose of the article is another of Grevlon’s hair brained schemes to try and prove his significance in anything that isn’t simply grinding cash via the eve equivalent of rubbing your face on a cheese grater and selling the result as stem cells: the money is good, but its not worth the grind.


The premise of creating a “Fleet Bear Corp” is so comedic that it’s not that which greases my cake-tin. No what does that is the underlying perception that all you have to do in a fleet fight is press F1 (by the way, even if it were true, “Fleet bears” still wouldn’t work for social psychological reasons, but I digress). That concept, held by so many ignorant people, who are looking to degrade others who they know nothing about, urks me to a fair degree.


Now let’s not go too far on this one, I accept that there are a fair number of F1 warriors out there; who do turn up to fleets with the express purpose of mashing a pudgy finger down on F1 when the FC commands it. Unfortunately that is likely the same member who asked at the start “Can I bring a drake?”. These are not the majority, and they are certainly not the average. They are the low outliers in the chart, the anomalies at the bottom of the grid. For every F1 warrior in the fleet, who flies while resisting the urge to lick the nearest window, there is another extreme: The skilled players. They are working to ensure the fleets success, they are the specialists providing essential skills. We all know them, but lets look at a couple of examples:


Logistics. It’s the obvious one I know, especially as I am known to have a soft spot for these priests of space (commonly being one and all). Logi pilots need to be constantly on the ball, predicating primaries, prioritising reps, all the while ensuring they stay alive long enough to do their job.


Tackle. Without a good hold on the enemy, you’re not going to get many kills. Hictors, Dictors, intys and frigs. These pilots need to be shit hot, on the ball and fast, so fucking fast they arrive in among the enemy before or at the same time the damage starts coming down. Most of these pilots only get one or two shots per fleet to do their jobs as they will likely die in their success; by my gods do they make it count.


Oh Hark, you say, Tackle and logistics are only a small part of a fleet, and even including other examples of high player skill pilots like ECM and Firewall pilots, you still only account for a small number! What about the rest? That’s true. But like I said about the “Turn up and press F1” crowd, these are outliers, these are the few dots at the top of the graph showing us all what heroes they are (excuse me while I jump back in my Scimitar and pat myself on the back a little more). So let’s talk about the middle of the pack, the group of core pilots who make a fleet work.


The average line pilot doesn’t Just turn up and press F1. Firstly before they can even arrive in a fleet, they have to prove their metal by simply existing in 0.0. Living in null is a lot harder than many give credit for. You have to understand the subtle laws of Nullsec, and indeed Lowsec to keep yourself supplied with ships and equipment. If I had a million isk for every Carebear who has joined a null sec alliance and sailed into null sec with a hauler filled with “pvp gear”, Or the Nullsec industrialist who has tried to ship their goods out via realspace, I too could attempt to buy my way into the upper echelons of Test Alliance (actually I think the price of that has dropped a bit now). The average Nullsec pilot is self-sufficient, and although their alliance might help them out (via SRP and a transport backbone) they can and will in a pinch supply themselves with little to no fuss. A Highsec PvEer by comparison only knows the way to the nearest trade hub.


But let’s talk about the fleets themselves, what makes a average line member stand out from the fellow mouth breathing on his voice activated microphone? What are they doing other than pressing F1? A good fleet member is managing their overheating, watching for the optimal time to take the drugs (and getting ready to mitigate some of the side effects that might cause). They are checking to see if they are tackled, and watching for opportunities to clear tackle off the fleet. They are also ready for the unexpected, if a bubble suddenly goes up on the fleet, they are ready to MWD out. If the FC calls a route, they know how to escape without orders. Ok so the average member likely isn’t doing all of these things, but the majority will be doing at least a few. I dislike the idea that a fleet is like a hive mind, with drones just following what an FC says. The fleets I have participated in during my Null career have been more like a pack of hyenas. Individuals under a clear leader, working as individuals towards a common goal (and laughing like crazy men while doing it).


Another theory which sprouts from this same growth of thought (as mentioned by Grevlon)  is that “Your skills don’t matter in a fleet”. To which I laugh Heartily. I love sheer stupidity of this statement, it’s incredible. Because it relies on the fact that the fleets collective skills will dwarf your own and this make them insignificant. Which works fine when convincing yourself that you’re good enough for a fleet. But when you are applying that individual logic to every pilot in the fleet. “If my pilots skills don’t matter, then no ones do”… Tosh. A minimum skilled pilot in a Rokh does 410 DPS with blasters, whereas a well skilled pilot like my own does 579 DPS, a difference of 169. Yes a single player could hide in a fleet of well skilled pilots and it likely wouldn’t matter. But it only takes four minimum skilled pilots, before you are effectively a man down. A hundred man fleet of just-above-minimum-required skilled pilots will have the same DPS as only 82 well skilled pilots. If they were to bring equal numbers to the low skill fleet, they will have almost 10k extra DPS easily enough to make the difference between coping, and broken logistics.


Now you may try to tell me that I am taking the average of “elite” PvP

Where do you stand?

Where do you stand?

groups and applying it to all of Nullsec, but if you check my history I’ve served in elite, average and what many would consider the pubbiest of Publords (or whatever your colloquial term is), they have all to a lesser or greater degree had more than just F1 mashers filling their ranks.


So here is the meat of it. Yes there are people who turn up to fleet and just mash F1, but they are not the average. Yet Highsec Denizens, who are eager for reasons to not be in Nullsec, love a reason to down play their Nullsec cousins. Of course its popular to say “skills don’t matter” or “all you have to do is turn up and press F1” because it makes the people too scared to join Nullsec feel better about the fact they haven’t tried it. You can just picture it, out on a mining opp the corporation pvp pilot is guarding the miners from gankers. One of the miners asks “hey xxxkiller99xxx why have you never been to Null? Being so amazing at pvp and all?”. He laughs at the ignorance of his mining friend and sets his navy Raven to orbit the orca at 10km “don’t be silly friend, they just turn up and press F1”.


Any yes people like Gevlon, who do “just turn up” will always be trying to project their own shortcomings on the entire group, as they desperately attempt to justify their existence (although they generally have the decency to do it quietly). But all they are really doing is fooling themselves into projecting their own weakness onto others. You show me a Mission runner who exerts the same amount of effort in his average playtime, that a Nullsec fleet participant produces just to live in Null even before a fight starts, and I will show you a liar.


I leave you with a final proof of the idiocy in this belief of low skilled (real and sp) fleet members. If Fleet PvP is the same as Running a mission (or incursion as mentioned by Grevlon) why have we never seen any PvE alliance convert into a Sov holding alliance? Why is: Mission Running > incursion running > Nullsec Sov not the natural progression of an alliance? Why do evicted Nullsec alliances go to Faction Warfare or Lowsec to recuperate rather than practicing their fleet action running Incursions. Why do we infact see the opposite where high grade PvP alliances rest upon their laurels, and become soft and complacent running plex’s? Why? Because the supposition that fleet PvP is just like PvE is pure A grade Bullshit.


Fly hopping on one foot trying to clear the sand from your shoes,



Ctrl-Alt: Split Personality

Hello every one. My name is Harkonan, and I’ve been an altoholic for three years.
It all started back in August 2009 when I decided to experiment with my first alt. It all seemed so harmless at first; me and a few friends wanted to see if we could get some kills with fresh of the press characters, you know, just a few days training and already killing. We were just messing around, and it worked to. 3 days of training and we got our first kill T2 as well! It kinda went on from there really, oh we never went out roaming again, we had proved our point you see. But after that first taste it was so hard to stop. When the first few months subscription ended, and we still hadn’t gone out roaming again, I should have given it up, and un-subbed the account. But I couldn’t, month after month, I made excuses to keep the account subbed: I need a scout for gate camps, I need a salvager for my ratting, its good to be able to scan down systems without fitting a probe on my main. Its so easy you see. And once you get a capital, well its just a slippery slope from there. That’s the ultimate reason for an alt, because without it, your capital ship cant move anywhere. Oh you could rely on others to light a cyno for you, but who wants to hassle your friends every time you want to go shopping in high-sec? Eventually she became my dirty little secret hidden away in high-sec, where my friends eyes couldn’t see my filthy habit festering and growing. It was so useful by now. I had trained her to cloaky Haulers and Freighters, and that was just so seductive: I could buy things in High-sec with her ship them to a low sec entry point and then slip in and light the cyno for my main. Then it was just a matter of transferring the goods and jumping the carrier away again. My friends thought I was so amazing, so efficient, so organised; they didn’t know the reason was that I was really an altaholic using my addiction to make me look so much better than I was. 
It was about then I started thinking about the harder stuff. I took a few months out of training the alt to create another on the same account. It was just to make a trader, you know, softcore stuff, but it always starts like that doesn’t it? That little trickle of weakness lead to the damn bursting. Before I knew it I had like, 9 more Characters across 3 accounts, every time I justified it to myself with stupid reasons;
“I need a cyno chain now I’m in deep null sec”
“I wonder if I can make billions mulit-boxing miners?”*
“I want to try RvB”
“My first alt is too busy to do freighter runs, I need another hauler alt”
But I was kidding no one by myself. That was the lowest point of my altaholism, I’ve cut it back a bit these days. Just 2 accounts and 3 alts, you know, borderline. Its not my fault though, its the way the system works. They want you hooked, and the dealers, they make it so attractive. The problem is that every step of the way on your main, every decision made in this world means you cant do something else. Null-sec pilots need hauler alts, pirates need traders, every one needs a money maker. Everything is geared to make you work with other people, buts so much easier to give into the cravings and just roll an alt. They say that in eve, every action has a consequence but lots of them can be ignored if you have an alt or two. 
The thing is, although I am here confessing my dark addiction, I don’t intend to ever give it up, its part of who I am now, disgusting as it maybe, I cant be me without my alts any more. That’s just the way it is now.
Fly 4 accounts at once,
*The answer is “No” by the way

Stimulus Package for Null

Today I want to take a look at the economic situation in nullsec and what we could do to encourage industrialists to dive into the big bad world of nullsec. It should note that I really am no an economist, nor am I by any means an expert on, well pretty much anything, but this is merely attempt to expose and analyses (perhaps more for me than anyone else) the issues facing nullsec as it currently stands. It should also be observed that I am attempting to hold CCP true to their statements about nullsec producing more, and indeed will analyze this from the point of view that this is not working. I will be ignoring LowSec during this analysis as I honestly don’t know it well enough to be anything other than insulting to its residents.

My opinion on the current situation of nullsec (lists are ordered by volumes involved):
Imports: Ships, Modules, Static Structures, Fuel, Ammo
Industrial Products: Wrecks, Corpses, Super Capitals, fuel, ammo
Natural resources (ordered by amount harvested): ISK (bounties), Faction Modules, ABC minerals, normal minerals
Exports: Moon goo, Faction Modules, ABC minerals

My opinion on where we should be based on this dev blog(lists are ordered by volumes involved):
Imports: T1 ships, T1 Modules, Static Structures, Ammo
Industrial Products: Wrecks, Corpses, T2 ships, T2 Modules, Fuel, Super Capitals, ammo
Natural Resources (ordered by perceived amounts harvested): ISK (bounties), ABC minerals, normal minerals, Faction Modules
Exports: T2 ships, T2 Modules, Faction Modules, Moon goo, ABC minerals

The biggest difference between these two lists is the T2 conundrum. Currently to produce T2 ships and modules there are several direct inputs to the production line;
– Minerals (high volume, high mass)
– T2 products (high volume, high mass)
– Blueprints (low volume, low mass)
– Production slots (immovable, but available in stations)

During the Industrial Age, Sheffield was the heart of British production. Why? Because it was situated in the center of the mineral deposits needed to produce the Steel (mainly Coal and Iron Ore) and had excellent transport links to its buyers and export centers (Canals and rivers).  The comparison to a nullsec station is uncanny; i.e They are population and production hubs located right next to the Moon goo and ABC mineral (un-minable in any other place), and with jump bridge networks able to export the products much faster than a highsec freighter run. Yet our industrialists still insist on moving the raw materials light-years out of nullsec (where the light, non-volume materials are), manufacturing the product, and then shipping a large percentage of it back out to null sec. Lunacy, shear unadulterated lunacy.

So why? What is different between the real world and eve?

My first thought was towards the shipping costs of heavier materials in the real world; there steel as the end product is easier to transport than moving the raw materials  most of which will become waste product(coal 100% waste, Iron ore 30-50% waste): why pay to ship something you’re only going to throw away at the other end. Similarly in eve we do have “waste product” from in some parts of the industrial process (we don’t ship ore, we ship minerals). However unlike the real world, in eve the transport cost of an item is based around its volume rather than it’s mass. Volume becomes a secondary consideration.
So although we use “size reduction” to force us to refine minerals before we consider shipping them, we cannot use the same method to force us to produce items near to their source. As we would either have to make minerals incredibly large (a nightmare for the actual extraction process, a mackinaws bays would need to be bigger than a jump freighters), or we would end up with hundreds of ships being able to fit in a single hauler.
As a result, the guardian (for example) has to be, and is, bigger (and thus less efficient to haul) than the equivalent amount in minerals. The exact numbers assuming PE4 is 2652.456 m3 for its raw materials vs 115,000 (un-packaged) or 10,000 (packaged), in layman’s terms you can get 3.7 times more guardians in a cargo hold if you just take the minerals.
This seems like a very likely candidate for the difference to me, especially when you consider the mentality of the parties involved. Nullsec dwellers, are by and large not industrialists (there are exceptions to this). They don’t welcome industrialists into their folds, as they are preceded as “Carebears”. All they care about is finding the most efficient and quick method of creating money from their harvested goods i.e. shipping them to high sec and selling them. Industrialists only care about getting their raw materials (as cheap as they can) and selling them preferably quickly. As a result, as the least powerful of the chain, the customer is lumped with putting up with the least efficient part, buying the product miles away from its material source and shipping it back in its  least efficient form.
Nobody cares about the inefficiency of the customer’s part of this transaction. The Alliances don’t care enough to start mining ores and bringing in other highsec materials to produce them for their members (and likely don’t want to bring in carebears to do it for them, so as to not cause resentment against “the guys who don’t help defend our space”). Industrialists don’t care enough to go out to nullsec and produce items, they don’t like it and they don’t feel welcome there, the profit isn’t worth the risk.
In my opinion the only way to move tech 2 production to nullsec is to make it such a pain to move the raw materials out (i.e. like meat space where weight affects transport…). This would force 0.0 alliances to bring industrialists in to their space instead. Food for thought? Or just my ramblings? Who knows.

Hark industriously¬

Transport: A Guide to getting shit into null

Before I even start with a preface, I’m going to hit you in the face with a fact. Don’t use Blockade Runners or Covert Haulers to move things into NullSec; it will get you killed. Period. The only worse idea is a normal Transporter. Seriously it’s a really bad idea. Just about the only good way to get things into Null (en mass) without using a jump drive, is a covert T3 (interdiction Nullified, Covert Reconfigured, Warp Stabilised to hell and back).
So how do I advise you get things to NullSec? Well there are three options which scale with your wallet capacity. If you have a few billion to spare, buy a Jump Freighter (if you have that much ISK you should know what you’re doing so this guide won’t cover you). If you reasonably well off, and have the skills, use a Carrier (this guide is for you). If your new to NullSec, or low on cash (or skills), ask someone you trust (lol) to move your things for you. If you’re in the last category, your alliance may well have a logistics solution for you to fall back on.
So this guide is all about the Suitcase Carrier. Although it can’t carry as much as a Jump Freighter, nor move to NullSec directly from HighSec, it does have a few advantages over its distant Cousin:
               – Better Tanked
               – Faster Jump Time
               – Has Drones
               – Costs less
               – Jumps Further
               – Can carry full fitted ships (although nowhere near as much volume)
               – Can be re-fitted to fulfil a combat role once it arrives in 0.0
If you do have the option of picking which Carrier to train towards, there is very little difference between them for the purpose of transport; the Nidhoggur has the fastest jump time, the Chimera has the best natural tank. In all honesty, you should pick the one which makes the most sense to you; what you intend to fly in combat, what you can train into first, or as in my case, what your alt can fly as well.
Now you have your carrier, let’s talk about fitting. I don’t need a complex fitting diagram for each carrier, nor a stats page from eveHQ. It goes like this:
Anything you want + the best cloak you can fit + a cyno
Cap Rechargers; as many as you can fit
Capacitor Power Relays; as above.
Large Capacitor Control Circuits x3
Before you start talking about fail fits, this is a preventative tank. You can tank your carrier with dead space mods, and if you get in trouble there is a chance that your alliance will be able to drop capitals to protect you (that’s what the HighSlot cyno is for). But your tanked carrier will take at least 6 minutes to recharge in-between jumps. Mine will be in and out again in about 60 seconds. Of course the best middle ground is to jump with a friend for added protection and the ability to re-fit from travel fit to combat fit if you get engaged.
That is perhaps a point to emphasise, although this is a guide to solo travel, it is always better to travel with a friend. It’s more efficient, and safer. I don’t personally like Alliance cyno chains (spys), but its another point worth considering when picking your route.
Next up you’ll need a home to keep your carrier in. Again it’s worth checking with your alliance/corporation if they have a capital staging point in HighSec as there is always safety in numbers. The basic requirements for a Staging system are usually:
               – Has a gate that leads to HighSec (check it’s not an island by setting auto pilot to Jita from it)
               – Has at least one station (check it’s not a kick out station, see Q&A at the end)
The depth of your destination comes into a play a bit here. If you intend to go to shallow NullSec you might find you can easily jump to a variety of systems which meet the above criteria (if you need to check go to Dot Lan Maps Range checker). You may even just find a single matching system in range. Use your common sense, Check Dot Lan maps, or you in game map for activity (jumps and ship kills are a good measure), you don’t want to house your Carrier, in a system teaming with pirates. If you find a system which looks ok, send an alt ahead of you to check it out; that quiet LowSec system which matches all criteria for your new home could already be the staging system of another Alliance, and you don’t want to be the only blue jumping in a sea of reds.
If you’re unlucky enough to be jumping to deep Null, with no hope in hell of a single Jump chain, fire up the map and pick a matching system on the boarder of HighSec near your destination. If your jumping that deep out, the most optimal location doesn’t matter much, use the luxury of choice to pick the safest home system you can (use the same safety checks mentioned above).
With you carrier now housed and fitted in your new staging system we can start to look at getting your goods actually out of highsec. This, unfortunately, is the part where we start to need alts, or indeed a few friends. As you’re just one gate away from HighSec, getting your things in will mean minimal risk, and having a scout of some sort watching the LowSec side of the gate you intend to jump through will help even more. Here is how I advise doing it:
Get your scout/friend on the gate to HighSec in your staging system. Ideally get them in a cloaked ship 200km of the gate. This should be done around 30 minutes before you start moving things into LowSec. 30 minutes without a kill is the statistically proven time it takes an “ebill” pirate in a cloaked tackler to get bored and give up*. Get all the goods you want to move into the HighSec system next door (or the nearest station if it doesn’t have one). Ships should be assembled and fitted (you may want to consider Warp stabs/Frag Warping Kits if they are slow to align). If you have modules which won’t fit in the cargo of the ships, get a transport ship, preferably a Covert Hauler and shove them in that. Now rinse wash and repeat the following starting in HighSec:
               – Check scout (if no hostiles)
               – Undock in ship
               – Check scout (if no hostiles)
               – warp to the out gate
               – Check scout (if no hostiles)
               – Jump into LowSec
               – Warp to station and dock
               – Leave ship
               – Undock
               – Warp Pod to Gate
               – Dock in Highsec, pick next ship
Note how often you should be checking your scout? Yeah safety first, this is the green cross code of eve. You should also be checking the directional scanner on the scout to make sure someones not in warp to the gate as well. Between Frag Warping, the scout, and cloaked transport ships, you shouldn’t ever get caught, but always be ready for a surprise, and use your gut to tell you if the pirates have noticed you and are planning an ambush.
Planning the Route
It’s now time to actually plan your route. If you’re the lucky sole within jump range of your destination, you can pretty much skip over this section until we get to the bit about jumping to friendly stations, as the next bit is on setting up Mid-points. Mid-points are the places where you are going to be setting up cynos to jump to on the way to your destination. Again I advise that you use Dot Lan Maps Jump Planner to look at your options. Add your destination and staging system into the planner, give it your skills and click go. You should get a nice map of its advised jump route. DONT USE IT. The first plan rarely, if ever works. There are a thousand factors which it doesn’t know or understand. Instead scroll down a bit and look at the Jump Route. At the mid-point you will notice a little symbol that looks like thisClick it and look at the “Select Alternative Jump System” section which has just appeared. Handily this section will tell you two main factors in picking a mid-point, Kills and Jumps. Find a system which has a nice low number for both of these and open a new Dot Lan window, check the system, like the look of it? If so that’s your new mid-point; well scout it later just to be sure, if not find a new one.
Things to avoid (in rough order of priority high to low):
               – Enemy/Neutral capital Systems
               – Enemy/Neutral Station systems
               – Enemy/Neutral Ratting/staging systems
               – Enemy/Neutral systems
               – Systems with large numbers of Residents (cloaky/POS’d)
               – Systems with Stations in which you do not have docking rights to
Ideally you mid-point will have NONE of these.
Some other points might also affect your mid-point: If you have allies’ in-between staging and destination, consider jumping to their station (check you have docking rights!). Find out if your alliance has safe POS’s along a pre-set route, they may even have Cyno Generators on them.  Remember when you scout of these systems on your mid-point to make the correct book marks in advance. If you find that one is unsuitable find another, but remember to re adjust your fuel plans if you’re making a longer jump.
If you’re so deep in Null you have to do more than one mid-point, do this for each step in the route, slowly adding the systems you want to jump to into the planner until you have a set route from start to finish, once you have this make a note of how much fuel Dot Lan states you need for a run. Write down each system in your route and make a note next to each if they have a POS or Station you are jumping to (friendly ones!). If the mid-point location has neither, we will refer to it as a “Deep Space” mid-point. I will now go through what you will do in each system so you can understand how to set up ready for when you do it for real. If you have enough Cyno alts/friends so that you have one in each mid-point, you can set this all up in one go, and hopscotch along the chain at speed, this is probably the safest way to do it! If you don’t have this, the guide will tell you what to do with the carrier while you move the cyno onto the next system.
Jumping to a friendly station
Using an alt in a frigate, find out the docking radius of the station you’re in. To do this, undock and turn on the Tactical Overlay. Now fly your ship out until the distance column on the overview starts to count up from 0m. All the time your overview reads 0m from the station you are in docking range. When a capital ship jumps to your cyno at a station, it will land somewhere within 5km of your ship. therefore, you want to place your cyno so that it is over 5km inside the stations docking range, but still more than 5km away from the physical edge of the station itself. A good way to judge this is to have a Salvager on your cyno ship. Hovering over this when the tactical overlay is up will give you a sphere in which the carrier will land. If it’s not touching the station, and not outside of where you judge the docking range is, you have your position.
Why do we pick a point like this? If your Carrier lands outside of 0m on the station it will have to move within docking range. In a carrier, this can take a very long time; long enough for an enemy to use their ship to bump you out of range continuously until his fleet arrives. If on the other hand your carrier lands inside the physical walls of the station (or sometimes just close to them) physics has a little hissy fit and hurls your carrier away from the station at a speed which will take it quite a long way off station… generally not far enough to quickly warp back to the station (you’ll be facing the wrong way anyway), but definitely far enough that an enemy fleet will have a long time to get ready to kill your slow arse. Neither of these options are pleasant or safe, so it’s always best to have a good margin of error. If in doubt motoring to docking range is better than bouncing, and always have a book mark for a deep safe for emergency’s. We fit that cloak for a reason you know…
As a side note, some people prefer jumping to POS rather than a station (and Cyno Towers can save you fuel and ships), if you want to jump to a POS and then warp to a station, follow the section on Jumping to a friendly POS, but when you land, immediately warp to the station instead.
When jumping to a station system, if you don’t already have a Cyno ready for your next jump (if there is one), just dock up and get the cyno ready at your leisure.
Once your exit Cyno is ready, undock and immediately turn your carrier left or right to stop your momentum from pulling you out of docking range. Hug the station until the session timer is up and jump onwards. If enemies appear on grid, simply re dock and do not aggress.
Jumping to a friendly POS
This is pretty simple if your POS has a cyno generator. Get a scout in the system to check it’s clear and jump in. If there is no Cyno Gen, use your tactical overlay to place a cyno 10km outside of the towers shields. Remember cyno’ing to a tower doubles the space your carrier can land in to 10KM. Also landing a carrier inside the shields of a POS (even if you have permissions) will incur the same physics hiccups as landing inside a station, be careful; Once your carrier arrives in system, slow-boat your arse inside the shields.
Again when jumping to a POS system, if you don’t already have a Cyno ready for your next jump (if there is one), just sit safely inside the shields and get the cyno ready at your leisure. Remember if you’re alt tabbing away from your carrier at a POS, tell it to keep distance from the Tower at 500m. This stops any enemies with access to your POS from bumping your carrier out of the shields and having their wicked way with it while you’re setting up the next cyno.
Once your exit cyno is ready, you can simply jump from within the safety of the POS shields.
Jumping to deep space
This is the most dangerous jump of all and thus requires the most preparation. The first step is to get your cyno in the system and make a deep space safe (a backup one at the other end of the system is also a wise idea). Once you have this you will need to make four more deep safes. A quick point on directions;  When your in a system you should centre your directions on the only constant; the sun. Where ever you are in space, towards the sun is “sunward”, away from the sun is “out”; pointing you camera at the sun, and turning 90 degrees right is anti-clockwise, and 90 degrees left is clockwise.
From the location of your deep space safe, make another safe in each direction; sunward, out, clockwise and anti-clockwise, reasons for this will follow. You should now have a central safe point (in deep space), and four safes around it, one in each direction stipulated. Before you jump into a Deep Space system, your cyno will need to check that there are absolutely no neutrals or reds in the system; None, zip, zilch, if there is even a suspicious friendly in the system, don’t do it. Once you are convinced the system is safe, light your cyno and jump in the carrier. This is where the extra safe’s come in. Because now anyone entering the system can instantly see and warp to your cyno, you don’t want your carrier sitting next to it like a lemon. Instead you’re going to warp away to a safe point. But why do you have four? Well carriers are very slow to align, and we cannot predict which way you will be facing when you land on grid (you might be able to guess after you’ve done it a few times in the same system). By having four safes at 90 degrees to each other, our carrier will only have to align through 45 degrees in order to be pointing at the nearest one. When your carrier lands on grid, point your camera at the sun, and looking at the direction your ship is pointing in you should be able to guess which safe is closest and initiate warp to it. Once you’ve landed at the safe, cloak up.
In a worse case scenario an enemy (fleet) will jump into the system at the same moment you click jump on your carrier. The enemy will most likely warp to your cyno immediately. If you’re quick you should be able to warp way to the safe before they land. If for any reason you’re paranoid that the enemy got a probe scan off at the moment you landed at your safe, before you got your cloak on, align to your backup safe and warp there before re-cloaking. If you think any of your safes have been compromised for any reason, burn it and never use it again. Personally I won’t even share these safes with alliance mates.
When jumping to a Deep Space System, if you don’t already have a Cyno ready for your next jump (if there is one), just get to your safe and cloak up then get the cyno ready at your leisure. If there was ever a case for having more than one cyno alt this situation is it, if you make the non-cyno point safes far enough away, a good travel carrier can recharge for the next jump in warp, and exit the system immediately upon landing.
Once your exit cyno is ready, uncloak (if safe) and immediately jump to it.
The Final Jump Prep
Now you have all the tools ready for your move, and you’ve rehearsed exactly what you need to do at each stage of the route. If you’re an organised fellow, you may have even made a jump list so you can’t get confused. It’s time to do the Final Check list before setting off; here we go;
               – Jump Fuel loaded
Remember to 2x if you’re going there and back. Also 2x again if it’s the first time you have done the route. Most Carrier pilots will hold a full fuel bays worth of isotopes in the corporate hanger, just for emergencies.
               – Cynos in position
As per the guide above, with  cyno ship (cloaked where needed) and cyno fuel enough for you needs. Again remember they may need to light it twice if you’re going there and back again.
               – Cargo Loaded
Check your Corporate Hangers and your Ship Maintenance Bay as well as your cargo hold. Check you have all the spare fuel you need, and any spare liquid Ozone to replenish the Cynos.
               – Drones in bay
Last line of defence, don’t expect it to be there, check it is.
               – Cyno Chain ready
Final check to make sure nothing has been blow up then you weren’t looking.
               – First cyno in position
All Cynos, if you’re doing the hopscotch method.
Time to undock. Jump through the Cynos as we rehearsed earlier, and remember safety is key. If you’re unsure, get safe and wait until you know it’s safe. Good luck Pilot.
A: you didn’t plan this properly. Check the local market (if you’re at a POS or docked), otherwise, it’s time to beg an alliance mate to save you, or get a hauler with some fuel out. Sorry bud you’re on your own, learn from it.
Q: my cyno got killed moving to the next jump point….
A: Every type of jump has a safe point stay in it until you can replace a cyno.
Q: I’m at a deep space safe, when is it better to log off than stay cloaked?
A: Most of the time, if you’re staying for anything longer than the length of time to cap up, you might want to consider logging off, unless the enemy are almost on top of you. Its a personal preference though and you need to judge each situation yourself.
Q: I’m at a POS when is it better to log off than stay here?
A: Again if your staying longer than it takes to cap up, and there isn’t an enemy in the POS trying to bump you, almost always. Your own judgement is key again.
Q: Is there any tool in game to find a nearby jump point?
A: Yes the Jump Tool can. Its unbound by default but check in the menu and set it to a key, its a great tool.
Q: What’s a kickout station?
A: Kickout stations are evil things. Certain station models will deposit your ship outside of docking range as soon as you undock. These stations should NEVER be used to jump a capital from.
Q: Hey are you writing a guide when you lost your first carrier in a really stupid way?
A: Yup, deal with it. I lost a carrier jumping blind into a system with PL in it. It was stupid and I deserved to die. I did however learn from my mistake, and this guide is a result of the learning. You’ll note I heavily suggested having eyes in any system you jump to ;).
* Not true, but if they are willing to wait that long, they probably deserve the kill anyway, always bring something cheap through first though