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Despre
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Posted - 2009.03.31 05:42:00 -
[1]
I had a few questions regarding the best way to move ships from one station to another:
Basically when you start out at your first station and go through the three sets of agent missions as kind of a tutorial, you're given a bunch of ships to work with. Then you are asked to move stations to one that is 15 or so jumps away to report to another agent. Are you expected to just leave all your stuff at that one station and just take a frigate for combat and then come back if needed?
Well here's my scenario, I pretty much left everything there and have been doing more missions and salvaging for cash. However, I'm starting to get into ammunitions manufacturing for some small side cash, which is working out great. The only problem is that the one frigate I brought with me (Merlin), can't hold very much in terms of cargo. I don't really want to buy another Badger or Bantam because I have them at the original station I started out in. I know I could go back and get the Badger and then repackage my Merlin, but then I lose my insurance, and then will just have to reinsure when I come back.
So my questions are: Is there a better way to transport ships from one station to another? Can I tow a ship somehow? Is there any easy way to manage assets? (i.e. not having your stuff scattered across 10 different stations) Is there any way to move something from one station to another without physically going and picking it up?
Thanks for your time and your help.
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Grista
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Posted - 2009.03.31 05:47:00 -
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You can repackage your frigates and haul them in your badger. Alternatively, you can sell those you aren't going to use. Finally, you can pod-jump to cut down on travel time. To pod-jump:
1. Be sure your clone is up to date (that it holds more skillpoints than you currently have) 2. Set your clone to the station you want to travel back to. 3. Travel to your new station 4. Leave your ship, undock, and self destruct your pod 5. Update your clone, then move another ship
As your clone costs increase, this becomes expensive and impractical. It is recommended you only set your clone to stations with a medbay, but once you join a player corp you can set them anywhere your corp has an office.
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Agent Known
Apotheosis of Virtue
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Posted - 2009.03.31 05:52:00 -
[3]
Edited by: Agent Known on 31/03/2009 05:52:54 If you have insurance on a T1 ship, just self-destruct it outside the station if you have 100% insurance. Obviously make sure it's unfitted before doing so.
I recently had to move everything to a new corp 20 jumps away, and that's what I did for a merlin that I couldn't take with me. The reset was packaged in my badger or sold.
Edit: NEVER self-destruct rigged ships. Always try to fly them with you. Rigs are too expensive to waste like that. If you really want to, you can contract the rigged ship too and see if someone will buy it.
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Despre
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Posted - 2009.03.31 05:52:00 -
[4]
Edited by: Despre on 31/03/2009 05:55:46 Edited by: Despre on 31/03/2009 05:54:38 Thanks for the quick response.
If I repackage though, is there any way to avoid losing your insurance? Basically if I repackage I lose 100K for the insurance I paid for, then another 100K to rebuy the insurance. I might as well just pay a little extra and buy another ship?
EDIT: Agent Known thanks for the tips. I posted this before I saw your reply.
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Agent Known
Apotheosis of Virtue
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Posted - 2009.03.31 05:54:00 -
[5]
Originally by: Despre Thanks for the quick response.
If I repackage though, is there any way to avoid losing your insurance? Basically if I repackage I lose 100K for the insurance I paid for, then another 100K to rebuy the insurance. I might as well just pay a little extra and buy another ship?
Yes, hence why I said just self-destruct. 
Repacking voids the insurance, so there's no purpose. You CAN trade it to someone in the corp for them to move it for you, since the insurance sticks (unless the buy insurance, which is stupid tbh). It's not a very effective method though.
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Bran Breege
Minmatar Shimago Domingas Corporation
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Posted - 2009.03.31 11:57:00 -
[6]
If you want to keep your current ships and do not want to destruct either your pod or your ships the best way is simply to go fetch your ships and bring them to your new area of operations. When in station right click your ship and select leave ship, you are now in your pod, assuming you are only travelling in high sec you can now undock and go and fetch your other ship by docking at the station it is in and right clicking on the ship and select make active.
In my experience when first starting out you hav little cash or resource but lots of time, so afk jumping 20 jumps maybe preferable to losing the insurance or the cost of a replacement clone.
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Keln Gadik
Amarr Royal Amarr Institute
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Posted - 2009.03.31 12:30:00 -
[7]
Also go ahead and trash any starter frigates you might have. If you feel nostalgic you just need to fly a pod into a station that you have no ships at and poof you get a new starter frigate. Since they are a free ship there is no reason to transport them.
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Cipher7
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Posted - 2009.03.31 12:56:00 -
[8]
right click merlin leave ship undock warp to a DIFFERENT station dock get rookieship fly to badger, fly stuff to new home ~~~~~~ Don't bother insuring stuff you're just gonna fly around hisec.
Insurance is welfare for pvp'ers basically. Insure what you earmark to lose.
Even if you don't insure, you still get %40 insurance for free.
Don't rig t1 ships unless its for a specific, money-making purpose and its gonna pay itself off. ---
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Despre
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Posted - 2009.03.31 21:58:00 -
[9]
Thanks for your help guys. Yeah I actually insured all my ships because I got killed by some guy right as I undocked from my station in a .6 sec area. I lost almost everything I had at that point (I was in a different badger and had all my trade goods with me). Anyway, it's all good now.
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Mara Rinn
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Posted - 2009.04.01 01:00:00 -
[10]
Other options include packaging unrigged ships and creating a bunch of courier contracts for them. If you limit your contracts to less than 10k m3, you'll be in the market of those people who can fly low-skilled industrials. If you limit your contracts to less than 80k m3, you'll be in the market of those people flying low-skilled Orcas. After that, you're trying to convince people who fly Orcas or Freighters for a living to haul your goods for you.
Note that an Orca pilot can carry your rigged ships anywhere in empire, as long as total volume is less than 400k m3. Another option is to leave your stuff behind and come pick it up later when you can fly your own industrial or Orca.
Then there's always the option of repackaging and listing for sale on the market, or posting a contract for the rigged ship.
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Tryptomine
Minmatar Sexy Pirates
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Posted - 2009.04.01 01:23:00 -
[11]
Wow um, why don't you just hop into a shuttle, run to your badger, sell the shuttle, take badger to your new home. Shuttles are cheap as chips... and you get to keep your frig.
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Tkar vonBiggendorf
Gallente Snake Eyes Inc
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Posted - 2009.04.01 02:12:00 -
[12]
Originally by: Tryptomine Wow um, why don't you just hop into a shuttle, run to your badger, sell the shuttle, take badger to your new home. Shuttles are cheap as chips... and you get to keep your frig.
...and depending on how much space is in your Badger, you might even be able to package up the shuttle and toss it in the cargohold. Packaged shuttles only take up 500m3.
I promise nothingÖ. --CCP Prism X |

Toshiro GreyHawk
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Posted - 2009.04.01 02:41:00 -
[13]
Various options to fetching ships:
1) You can buy a shuttle almost anywhere for not very much, fly it somewhere else and sell it.
2) You can buy a shuttle fly it somewhere and bring it back in the hold of the ship you fetched if there's enough room.
3) You can buy a shuttle fly it somewhere and reprocess it - selling the Tritanium or bringing it back.
4) You can buy a shuttle blue print (they are very cheap) - make your own shuttles and do any of the above. If you reprocess the shuttle at the other end, you can bring the trit back and make another one. If you have a series of ships you need to fly from one place to another this works very well as almost anything can bring back the amount of trit it takes to make a shuttle in it's hold.
5) Rookie ships - fly to any base you don't already have a ship in the ships hangar in your pod - and you will be given a free rookie ship. Fly it to where you want, then bring it back, leave it there or trash it.
It's to bad you lose the insurance when you repackage a ship - but that is one reason for not insuring your ships. The tutorial gives you the impression that you should insure all your ships at the Platinum level but that couldn't be more wrong. I have spent vastly more in insurance premiums (every three months) than I ever spent replacing lost ships that were uninsured. How you lost that Badger full of stuff I've no idea unless it was a small scale suicide gank. If you have your industrial tanked well enough you stand a good chance of fending off most profit making suicide ganks until Concord shows up as their ships probably cost more than you are carrying. Being new, having no support skills or the experience to tank your ship and flying in .6 space may have been factors in that. Also they could have just ganked you for the hell of it despite what they lost. If they had an aggression timer on you ... cause you took some thing from a can they left as bait ... you should have stayed in the base until that expired (not to mention not taking the bait).
Anyway ... there's the old sweat/money ratio. The more money you have the less you have to sweat. If you don't have the money to absorb losing the insurance or just buying new ships then you have to just put in the sweat to fly over there and get them. If I was going to fly 20 jumps though ... I'd think really hard about how badly I wanted to go fetch those particular ships as opposed to just buying new ones.
GL
Orbiting vs. Kiting |

Despre
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Posted - 2009.04.01 18:41:00 -
[14]
The shuttle idea is a great one. I guess I never really thought of it (more because I didn't know you could even get shuttles). I'll definitely try that next time. For now I'm just leaving all my ships uninsured so I can repackage and move whenever I want to. I ended up flying back and doing the self destruct thing to get my insurance money, and then purchasing another ship so I could carry it in my badger. It actually worked out in my favor because the insurance money was 100K more than I needed to buy another ship. I suppose it wouldn't have been a great loss to just leave all my stuff at that station and just buy everything again. I only have ~5 million ISK, and the cost of the ship + fittings would have been around 3-400K. I guess it was worth it. Anyway thanks again for all the great suggestions.
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MeigsYan
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Posted - 2009.04.02 17:48:00 -
[15]
Remember you can reprocess anything but your rookie ship and civilian gear, so if you don't need it or don't want to make a additional trip back for it, then just reprocess it and take the minerals with you (they will occupy much less space) or sell them at current stations prices. As to the rookie ships and civilian gear, just trash them so they don't keep showing up in your Assets list in an old station.
Hope this helps. Master of the (Orca Class) Deep Space Exploration And Mining Vessel "Long Shot" |
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