User:Piscine Martin Yu/Draft

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Added in the Havoc update, Insurgencies add a third faction to both the Gallente-Caldari and Minmatar-Amarr Faction Warfare zones by including the Guristas Pirates and Angel Cartel as active participants.

Insurgent Factions

Pirate Faction Warfare Corporations
Faction FW Corporation At War With
Guristas Pirates Commando Guri Gallente Federation, Caldari State
Angel Cartel Malakim Zealots Minmatar Republic, Amarr Empire

Both the Guristas Pirates and Angel Cartel are participants in Faction Warfare alongside the 4 Empires of New Eden. Like the Empire factions, both pirate factions have an NPC Faction Warfare corporation that players can pledge themselves to. The Guristas fight under Commando Guri and are at war with the Gallente Federation and the Caldari State. The Angel Cartel fights under Malakim Zealots and is at war with the Minmatar Republic and the Amarr Empire.


Example of an in-progress Pirate Insurgency. In this case we can see the Corruption and Suppression values for the effective system. We also can tell that for this Insurgency to end, either the Empires need to fully Suppress 7 systems or that the Guristas Pirates need to Corrupt 20 Systems as a result of the Pirate's having an Ambition modifier.

Joining an Insurgent Faction

Players may pledge themselves to a Faction Warfare pirate faction by going to any station controlled by said faction in addition to The Fulcrum in the Zarzakh system. Any player who wishes to pledge themselves to a pirate faction will need a standing of at least -2.0 with the faction.

Guristas Pirate stations can be found in the region of Venal.

Angel Cartel stations can be found in the region of Curse.

Insurgency

Insurgencies are centered around a pirate Forward Operating Base (also referred to as a Pirate FOB) that spawns near a frontline system in the Faction Warfare zone. The FOB spawns during an Insurgency's Forecasting phase. During the Forecasting phase the Insurgency sites do not spawn and the FOB remains invulnerable however players may still dock at the FOB or use the Zarzakh shipcaster to travel to the FOB.

At the start of an Insurgency 4 systems near the pirate FOB become vulnerable to the Insurgency and begin spawning sites.

Corruption and Suppression

Main article: Corruption and Suppression

Completing Insurgency activities for either the Pirates or the Empires will add to a system's Corruption or Suppression meter respectively. Each level of System Corruption or Suppression adds effects to the system or effects the system's security posture. Once a system reaches Corruption level 3, an adjacent system with a security status between 0.0 and 0.8 will become vulnerable to the Insurgency and will begin spawning sites.

Victory Conditions

See also: Ambition modifier

An Insurgency ends when either the Insurgency or Empires have Corrupted or Suppressed a number of systems equal to their Ambition Modifier. The baseline number of systems to claim victory is 7, increasing for each victory and decreasing for each defeat.

If the Insurgency reaches their ambition, all systems currently effected by the Insurgency increase their corruption by 1 level (up to a maximum of 5) and the FOB system becomes controlled by the pirates. This will cause the neighboring systems to become frontlines. After a period of time the FOB will despawn and the system will return to it's last owner's control at minimum control levels and with a vulnerable infrastructure hub.

If the Empires reaches their ambition, the pirate FOB will become vulnerable to destruction. The pirate FOB has a single armor reinforcement timer and it's destruction will mark defeat for the pirates. When the pirate forces are defeated, all systems effected by the insurgency will increase their suppression by 1 level (up to a maximum of 5) for some time.

Insurgency Activities

Insurgency Activities
Activity Description Group Size
Corporate Outpost Raid Players attack or defend corporate structures defended by Mordus Legion NPCs 1-5 players
Mining Op Ambush Players attack or defend an ORE Rorqual that pirate forces have tackled 1-10 players
Ice Refinery Heist Players must escort fuel tankers to either a pirate loading scaffold or an ORE fuel loading dock 5-30 players
Pirate Laundering Facilities Pirate-aligned players can submit special loot items for reward crates 1 or more players
Counter-Insurgency Outposts Empire-aligned players can submit special loot items for reward crates 1 or more players

Insurgencies generate Insurgency Sites that influence a system's Corruption or Suppression. These sites are equivalent to the Advanced sites of Faction Warfare and allow appropriately sized Pirate and T2 hulls to participate.

Completing activities for the Insurgency or the Empires adds to a system's Corruption or Suppression level respectively. Some activities may only spawn at later corruption stages, in pirate FOB systems or in systems with an Empire Interstellar Shipcaster.

Corporate Outpost Raid

The Corporate Outpost Raid has players enter the complex and maintain supremacy to claim the complex for their faction.

Mining Op Ambush

The Mining Op Ambush sees players attacking or defending an ORE Rorqual for a timer duration. During this activity NPC Insurgent and Mordus Legion ships will warp in to tackle the Rorqual or attack the tackling ships.

Ice Refinery Heist

The Ice Refinery Heist has players escort automated Fuel tankers to their score zone while preventing the opposing team from doing the same.

Pirate Laundering Facilities and Counter Insurgency Outposts

Pirate Laundering Facilities and Counter Insurgency Outposts allow redemption of special loot from defeating NPCs in an Insurgency system for reward crates.

External Links