Surviving the Trip: Gate Camps, Ganks, and Safe Travel in EVE Online
Nobody is owed a safe trip in EVE — but almost every hauling loss was preventable. These are the habits that make you a bad target.
Know who is hunting you
Different space kills travellers in different ways, and the defence differs for each. In high-sec, the threat is suicide ganking: attackers know CONCORD will destroy their ships, and they attack anyway because your cargo is worth more than their losses. In low-sec, gate camps of fast-locking ships — sometimes rings of smartbombing battleships that need no lock at all — sit on busy gates. In null-sec, warp disruption bubbles catch everything that flies through, and in wormhole space the danger is simply that you cannot see who is watching.
Gank economics: be a bad investment
Suicide ganking is a business with a simple ledger: the attackers lose their ships to CONCORD every time, roughly half your cargo survives the explosion as loot, and the gank happens when expected loot exceeds the cost of the sacrificed fleet. You cannot make ganking impossible. You can make yourself unprofitable, and unprofitable targets get passed over.
- Cap the value per trip. Decide a maximum cargo value for each hull you fly and stick to it — two modest trips beat one juicy one.
- Tank raises the price of killing you. Every extra attacker the gank needs is another ship they must sacrifice.
- Assume you have been cargo scanned. Gankers scan freighters and haulers at chokepoints all day; your cargo value is not a secret.
- Do not stack someone else's courier contracts with your own goods — the collateral math that protects the contract does nothing for your cargo.
- Remember the only unbreakable rule: never fly what you cannot afford to lose. It applies to cargo twice over.
Pick the right hull for the job
- Ship
- Tech I hauler
- Best for
- Cheap bulk in quiet high-sec
- The catch
- Paper tank; a fitted T1 hauler with a modest cargo is fine, a full one is bait
- Ship
- Deep space transport
- Best for
- Valuable cargo through risky space
- The catch
- Strong tank and a protected fleet hangar, but slow and visible — still gankable if you overload the value
- Ship
- Blockade runner
- Best for
- Small, precious loads anywhere
- The catch
- Covert cloak and speed instead of tank; tiny hold, and sloppy piloting around gates still gets you caught
- Ship
- Freighter
- Best for
- Massive bulk between hubs
- The catch
- The number one gank target in the game; fly it boring, capped in value, and never on autopilot
- Ship
- Fast frigate or shuttle
- Best for
- Moving yourself, not cargo
- The catch
- Sub-two-second align times make you effectively uncatchable by normal camps
| Ship | Best for | The catch |
|---|---|---|
| Tech I hauler | Cheap bulk in quiet high-sec | Paper tank; a fitted T1 hauler with a modest cargo is fine, a full one is bait |
| Deep space transport | Valuable cargo through risky space | Strong tank and a protected fleet hangar, but slow and visible — still gankable if you overload the value |
| Blockade runner | Small, precious loads anywhere | Covert cloak and speed instead of tank; tiny hold, and sloppy piloting around gates still gets you caught |
| Freighter | Massive bulk between hubs | The number one gank target in the game; fly it boring, capped in value, and never on autopilot |
| Fast frigate or shuttle | Moving yourself, not cargo | Sub-two-second align times make you effectively uncatchable by normal camps |
Align time is the stat that decides whether camps can even threaten you: a ship that enters warp before hunters can lock it is safe from everything except smartbombs and bubbles. For personal travel, a fast-aligning frigate is close to untouchable. For cargo, you trade align time for capacity — which is why habits and routing have to cover what the hull cannot.
Habits that keep haulers alive
- Never autopilot with cargo. Autopilot drops you well off the gate and crawls the rest at sub-warp — it is a written invitation. Warp gate-to-gate manually.
- Use insta-undock bookmarks at stations you trade from, so you are in warp the moment you leave the station instead of drifting in front of a scanning ganker.
- Learn the cloak-and-MWD trick for slow haulers: cloak immediately after gate cloak drops, pulse the microwarpdrive once, then warp as the cloak ends — you spend almost no time lockable.
- Jump into low-sec and null-sec gates aligned to a celestial, and check the far side first when you can — a scout alt in a shuttle one jump ahead is the cheapest insurance in EVE.
- Fly at quiet hours when you can choose. The same route at peak time and at dawn are different routes.
- Check recent kills on your route before undocking with anything expensive. Camps show up in kill data long before you reach them.
Plan the route, not just the destination
The in-game autopilot line optimises for jump count, which quietly routes billions of ISK through the same famous chokepoints every day. Shortest is not safest. A route two jumps longer that avoids the known gank systems, or trades a low-sec shortcut for a high-sec detour, is usually the better expected value once you price in the occasional loss.
This is exactly what the EVE-HUB Route Planner is for: it supports shortest, safest, and avoid-null routing modes with gank-awareness built into the scoring, plus waypoints and security filters. Pair it with the Threat Intel tool, which turns live activity data into per-system risk scores and recent kill intel — so you can see that a border system went hot before you are sitting in its bubble. Thirty seconds of planning per trip is the cheapest tank you will ever fit.
If you get caught anyway
Sometimes the trap is good and you are in it. What you do in the first seconds matters more than your fit: spam warp to a celestial in the direction you are already aligned, overheat your propulsion module if burning back to the gate is plausible, and if you jumped into a camp, hold your gate cloak and take the ten seconds to look — warping immediately into a bubble is how most catchable losses happen.
And if the ship dies anyway: pods are a separate kill. Spam warp the moment the hull goes, because an empty pod on the far side of the explosion is an annoyance, while a pod full of expensive implants is a payday. Lose the ship, learn the lesson, check what the killers usually fly on their killboard, and route around them next time. Every veteran hauler you meet has a loss story — the difference is they only have one or two.
EVE-HUB is an independent fan-made tool and is not affiliated with or endorsed by CCP hf. EVE Online and related marks are property of CCP hf.
