User:Gant Stryker
A carrier pilots best friend is the cyno pilot. If you have a carrier and two accounts it might be a good idea to build a few alts up in the extra slots on the non capital acccount so that you can move independantly if needed. So, what does a cyno alt need? At minimum it needs cyno theory I which requires electronics V. No current character template comes out of the box able to train cyno theory right away.
If you search the EVE-O forums you can find a fast cyno alt build using Caldari Achura prospectors. Its about 7 days but the character that results flys cludgy slow ships and can do nothing besides cynos. I prefer a build that yields a more mobile and stealthy character on the presumption that you may want to sneak it around a bit and be able to move rapidly when needed. The addition of a protocloak makes your cyno alt into a scout as well, particularly useful if in the probe setup given later in this post.
I prefer Minmatar since you can get a build with high navigation skills out of the box and get high enough int/mem that the skills train fast. The build costs about 20mil isk between skills, implants and fitting the first cyno ship.
I start out with the following:
Minmatar
Sebastior
Tinkers (for the +4 int)
+3 int +2 mem
Miltary
Special Forces
Then I train the following:
Instant Recall I
Analytical Mind I
Instant Recall II
Analytical Mind II
Science II
Science III
Cybernetics I
Then plug in +2 implants for int and mem only. Can go with +3 if you want to save half a day more, or skip the implants entirely and spend more time.
Then I train:
Learning II
Instant Recall III
Analytical Mind III
After that the order is unimportant:
Shield upgrades I (optional)
Propulsion Jamming I (optional but may let you hold a target long enough for the carrier to cyno in, lock and kill)
Infomorph Psychology II (optional but 2 JC's is handy)
Energy grid upgrades II (cap rechargers, PDU's)
Mechanic I
Hull Upgrades I (cargo expander, speed mods)
High speed Maneuvering I (MWD's for mobility)
Destroyers I (Thrasher is a great cyno ship)
Electronics V
Cloaking I
Cynosure Field Theory III (lets you get 3 cynos worth of fuel in a Thrasher or Probe and reduces fuel to 350 per cyno)
Total training time is 8-9 days. So its a bit longer than the Achura build but gives a character that can move around better, cloak when afk, or scouting gates and even run 2 fighters if you want .
Ships:
Probe: (holds 1050 liquid ozone, enough for three cynos)
High: Proto Cloak, Cyno Field Generator (have to disable MWD to enable this)
Med: 1mn MWD I, Cap recharger I
Low: Expanded Cargo I, Nanofiber I
2 light drones
Thrasher: (holds 1050 ozone, enough for 3 cynos)
High: Proto Cloak I, Cyno Generator, 6 200mm Auto Cannon I (might be able to kill a tackler frig)
Med: 1mn MWD I, 1 cap recharger and a 20k scram
Low: Nanofiber I, Expanded Cargo I
As an aside, the character has all the pre-reqs for industrials and can be in the wreathe or Hoarder (low end minatar haulers) in a very short time, but is not optimized for a fast trip to industrial 4 for the Mammoth. Still even a Wreathe makes a handy multi-purpose cyno alt/Alloy hauler and give you a third good cyno ship.
Another good add-on is salvager, since it can be used to tell the distance from structures.