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Sarah Nakama
Imperial Academy Amarr Empire
0
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Posted - 2015.03.03 00:23:55 -
[1] - Quote
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.
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Sarah Nakama
Imperial Academy Amarr Empire
0
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Posted - 2015.03.03 08:21:52 -
[2] - Quote
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. |

Benjamin Baltimore
The Creative Assembly
12
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Posted - 2015.03.03 20:39:42 -
[3] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=5545558#post5545558 |

Sarah Nakama
Imperial Academy Amarr Empire
0
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Posted - 2015.03.04 11:28:27 -
[4] - Quote
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 |
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