EVE Pro Guides: EVE Uni Mining Page: EVE-Marketdata.com: In this video.
If you've got a job you can probably afford one with one or two hours work. Just think how many hours you'd 'work' for the 1.2bil ISK. I know which I'd rather do.I never liked this example, because you can't compare work hours with 'game' hours. I play Eve while others watch TV and both activities are not something I would call 'being productive'. So while one hour of RL work can buy you let's say 1 bil isk, it can also buy you stuff you can't buy with isk. On the other hand, farming 1 bil isk for a few hours might sound long, but in my country people spend an average of 4 hours per day in front of their TVs.
CCP's intention is not to make it viable for the average person to be able to PLEX. Every time someone buys a PLEX with Isk, it means someone else had to create that PLEX by paying CCP real money. It is not realistic for a new/casual player to PLEX, and it never will be. Some people need to pay CCP cash to keep the game running.I've been PLEX'ing 3 accounts for years now, and the result is that I'm fairly space poor compared to my friends. A new player that decides to PLEX is going to spend a ridiculous amount of hours making that Isk, and they would be much better off paying the $15.
Watch some of the videos or read the reddit posts of some of the guys doing the 5k to 1b isk challenge, there is some good info there on picking things. Markeedragon videos have a lot of info on it too, but honestly it seems to me like the more time you have to dedicate to it the exponentially greater your returns will be. Im not a trader as my main source of income but often ill find something i need is missing from markets near me (in null) so i bring in 10 of them and add 5-10 mil to the HS price. Going ok so far. Skillbooks are a decent seller ive found.People claiming they make 12-18b isk/month didnt start out making that, they stuck at it and built their 5-10b capital into 100b+ capital, which they can leverage.
I make between 500mil and 1bil a week doing relic and data sites in null sec. My ship costs no more than 30mil and takes less than 2 months to train nearly perfectly. You can get into the basic explore set ups for a few hundred thousand isk and a few minutes of training.
If that's not your thing I know plenty of guys who make 100mil an hour ratting in cruisers. Other people do industry, mining, station trading or PI for cash. There are plenty of ways to make enough isk to Plex. Just have to try things out, practice for a while, and eventually you'll be making enough.
Industry PortalProductionResource CollectionTradeHaulingOtherOther ResourcesEVE University offersa on:.Hauling is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance.
This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players.This page describes how to carry cargo ('hauling') in EVE.
For specific advice on moving your own items, see. Contents.Hauling Craft Main article:There are a few classes of ships designed for hauling. Each fills a type of niche, and what ship to use depends on the type of hauling.T1 IndustrialsThe first hauling ships a player can use are industrial ships. These are relatively cheap and fast, and can haul a moderate amount of cargo. They are however also very fragile and can be destroyed by just one ganker if the cargo they carry is valuable enough. These ships can be sorted into three different classes:.
Fast transports, which are used to move low-volume, high-value goods quickly and safely. Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less. Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition or minerals)Tech 1 industrials have the lowest skill requirements of all hauling craft.
Even can fly them, though they can only train the Spaceship Command skills to level 1.Blockade Runners Main article:Blockade runners are tech 2 industrial ships. They are the fastest and most agile industrial ship by quite a margin.
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They can align as quickly as a, are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the in nullsec and w-space.They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m 3 of cargo (enough to carry a ) at the cost of reduced agility and/or speed.Deep Space TransportDeep Space Transports (DSTs) are tech 2 industrial ships with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000m³ (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or.Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. This probably won't work against a determined and well-prepared gatecamp, and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.FreightersFreighters are the ultimate cargo carrying ships, with vast cargo holds.
They are often seen flying between high sec trading hubs. All freighters have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. A freighter pilot's only other way of enhancing their ship's performance is via.Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably some EW).The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely not immune to suicide ganking - organised and prepared groups of gankers can and do kill freighters.All four freighters get 5% bonuses to cargo capacity and velocity per level of their pilot's racial freighter skill (, and so on).
![Otto_phalanx Eve Isk Otto_phalanx Eve Isk](/uploads/1/2/5/3/125383874/459561463.jpg)
Since you must train the freighter skill to at least level 1, the base capacity of the ship is only used to calculate the actual capacity. It is worth noting that the Caldari freighters with Caldari Freighter 4 can hold more than any other freighter, even with their respective freighter skills trained to 5.Jump FreightersThe Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec.Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though.Jump freighters have much larger potential tanks than Tech 1 freighters when properly fit, but at the cost of a much reduced cargo bay. All jump freighters can exceed 500,000 EHP in tank, which makes ganking them in highsec extraordinarily difficult and expensive.OrcaThe offers 5 different cargo holds:.
30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules. 200 m³ Drone Bay which hold just drones. 40,000 m³ Fleet Hangar which can also hold assembled ships. 400,000 m³ Ship Maintenance Bay for assembled ships.
150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills (, )All holds, hangars and bays except the Drone Bay can be scanned by a Cargo Scanner. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning.However, the Orca requires a completely different skill set to most haulers. After the Odyssey skill changes, it will take 18d 19h 6m to train.
This is a significant cut in training time from the old requirements pre-Odyssey.Other OptionsThere are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo.
One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a, which can provide near-perfect safety if handled correctly.Using a or untanked frigate to move through lowsec with high-value cargo is not recommended due to the danger of smartbombing battleships. An interceptor is the best option for moving through nullsec, assuming it is. Even in highsec, frigates are very safe but if you carry valuable cargo (the Perimeter gate in Jita is the most scanned point in the game).A is another option: fast, quick-aligning, and immune to bubbles in nullsec. A can warp cloaked, ignores nullsec bubbles, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo.The is a special edition destroyer that was given out to all pilots a few years back. Various fitting options as a hauler exist, with one fitting it can align in less than two seconds, hold 900m3 +, and warp at 7AU/s.Faction ComparisonAmarr have the largest capacity T1 Industrial but otherwise tend to be outperformed by other races.
Minmatar haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best industrials overall. Caldari have the largest capacity freighters, and unquestionably the tankiest T1 industrials. The specialized Gallente T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/minerals/PI/ammo.To maximize flexibility, it's recommended that all new haulers train Gallente and Minmatar industrals to at least 3, and from there decide which race to train to 5 depending on what exactly it is you want to do.Hauler Type ComparisonThe best hauler is situational; it depends on where you are (high, low, null security space) combined with how large and valuable the cargo is. For example, using an Occator to move a cargo small enough to fit in a Viator is sub-optimal, as is using a Viator to move large amounts of tritanium around in high sec when you could use a Kryos instead.Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.The Orca is also a very interesting option for high security space.