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WTB/WTT indy/invention alt "main" - 5-8 bill budget

Author
Sarah Nakama
Hagkaup
#1 - 2015-03-03 00:23:55 UTC
I'm trying to get a team of invention alts going and I'm currently looking for a starter "main" for that bunch.

I have set myself a 5-8 bill budget (can possibly stretch a bit further for "the right" toon), but I also have a 17,5 mill Amaar focused booster/starter character I'm looking to get rid of. His EVEboard link will be distributed via forum mail/EVE mail in private to those interested. The reason for doing it this way is that I don't want to leave the corps with him needlessly.


The Character I'm looking for:
- Must be able to fly blockade runners (freighters/jump freighters is a bonus)
- Decent enough core skills for basic transport of blueprints and hauling (navigation skills, spaceship command etc)
- Doesn't need perfect science/industry skills, but I'd like at least the basics. Plan is to do T2 invention, but I also account for having to train him some.
- Trade skills for contracting/managing orders.
- Corp/anchoring skills isn't strictly needed as they are fairly easy to train, but I won't hold it against you if you have them.

Basically everything that's needed to run/supply/operate a small POS manufacturing/research setup.




Sarah Nakama
Hagkaup
#2 - 2015-03-03 08:21:52 UTC  |  Edited by: Sarah Nakama
EDIT (got an error when trying to edit my own post):

Some extra info about the character I'm willing to trade:

- 4 Days away from injecting Legion (Only needs Navigation 5)
- Amarr Battlecruiser, Cruiser and Frigate 5
- Logistics 4 (can fly guardians)
- Command ships 3 (absolution, damnation)
- Can jump right in to any Amar frig except interceptors (Covert ops 4, electronic attack ships 3, assault frigates 3)
- Decent enough missile skills (Missile Launcher Operation 5, Rockets 5, rest of the support skills at 3 or 4).
- Decent enough drone skills (Drone Avionics, Light Drones, Medium drones all 5; Interfacing 4, the rest at 2/3)
- Leadership 5/armored warfare links 5
- Decent gunnery skills (Gunnery 5, Small Energy turret 5; rest at 3 or 4)
- Good fitting skills: CPU/Energy grid 5, Electronics Upgrades 5, Weapon Upgrades 5 done in 18 hours.
- Pilgrim is ready to be injected.
- Hull upgrades 5/Mechanics 5.
- Command Center Upgrades/Interplanetary Operations 4, remote sensing 3.

2 Bonus remaps available.

As stated earlier. EVEboard link is given via private mail for those interested in trading.
Benjamin Baltimore
School of Applied Knowledge
Caldari State
#3 - 2015-03-03 20:39:42 UTC
Sarah Nakama
Hagkaup
#4 - 2015-03-04 11:28:27 UTC
Benjamin Baltimore wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=5545558#post5545558


I see you are already sold. Quickly went out of my price range anyways. Thanks for stopping by though :)

Also; daily BUMP