Hakonen blab and run! - New Player! #tweetfleet
Channel: Inari The Scot
Date: 2017-08-20

NEW TO EVE ONLINE so please don't judge me! :)

Good day to die

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    |.....The BEER TRUCK...........||||'""|""\__,_
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Essential hauling skills and equipment

To get started as a hauler, the absolutely required skills you need are:

Racial Industrial I
Spaceship Command III

You should plan to train additional levels of Industrial skill to unlock access to more advanced vessels of that type.

Additional skills that are invaluable to a beginning hauler include:

Cargo capacity expansion skills:
Hull Upgrades II - needed for Expanded Cargohold II modules, to maximize your industrial's capacity.
Mechanic III - needed for Expanded Cargohold II modules, and for Cargohold Optimization rigs.
Jury Rigging III, Astronautics Rigging I - to fit Cargohold Optimization rigs.

Ship piloting skills:

Warp Drive Operation: Helps with long warps. Each skill level reduces the capacitor need of initiating warp by 10%.
Spaceship Command: Reduces align time. 2% improved ship agility for all ships per skill level.
Evasive Maneuvering: Increases ship agility and acceleration. 5% improved ship agility for all ships per skill level.
Because you will most likely be filling your low slots with cargohold expansion modules, you will need to develop sufficient skills to enable you to shield tank your hauler's ship. 

Essential shield tanking skills include:

Shield Management IV: 5% extra shields per level
Shield Upgrades: 5% reduction in shield upgrade powergrid needs per level; level IV allows use of T2 shield extenders
Engineering II & Tactical Shield Manipulation IV: Allows use of Adaptive Invulnerability Field II.
Optional: Shield Operation III or IV: 5% reduction in shield recharge time per level; level IV allows use of T2 shield boosters, though their value to a hauler is limited at best.

A note about tanking your industrial: in truth, if someone decides to suicide gank you in high security space, there is probably very little you can do about it in your Tech I industrial ship. All that your tank will do is slow down or discourage a casual attacker. If a suicide ganker scans down your ship, and decides that your valuable cargo should be theirs, they will almost certainly kill you, and there is virtually nothing you can do about it. Don't expect CONCORD to save you!

You will also need your hauler alt to exchange ISK and goods with your main character, and also to buy and sell items on the market. Therefore, you will need a modicum of trade and social skills:
Social I and Contracting I - at a minimum, so you can execute contracts and speak to NPC agents Trade I - so you can set buy and sell orders

As you develop your hauler alt, you may want to invest in additional social and trade skills, so that you can speak to more agents and increase the number of orders, at lower costs. But these are all you need to get started and to be a functional hauler.

Your starting industrial ship should be optimized for hauling in high security space, with the following equipment and fitting:

Low slots: Cargohold Expansion II modules - as many as you can fit. You may be tempted to also include a Damage Control module, so that you increase your resists and give you more time to escape an attack. In general, the trade-off of more tank for less cargo capacity is probably not worth it if you are trading in high-security space, to which most haulers will operate. To maximize your ISK, you need to be able to carry as much cargo as you can.

Mid slots: Shield tank modules - at a minimum, a passive tank consisting of as many shield extenders as you can fit. You may also want to increase your resists with an Adaptive Invulnerability Field module - fit one of these for every two or three extender modules.
High slots: Weapons are useless on an industrial - don't even try it. You may want to fit a tractor beam and salvager to help clean up wrecks or collect jetcans on mining operations, though that means training Survey III and Salvaging I skills.

Rigs: Cargohold Optimization rigs - buy only the Tech I variety, as Tech II versions are ridiculously expensive.

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