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[[File:FW faction alliances.png|thumb|200px|The Amarr and the Caldari fight against the Minmatar and the Gallente.]] | [[File:FW faction alliances.png|thumb|200px|The Amarr and the Caldari fight against the Minmatar and the Gallente.]] | ||
Some pilots may be concerned that joining [[Factional Warfare]] will result in irreparable damage to some of their [[Faction Standings|faction standings]], either excluding them from | Some pilots may be concerned that joining [[Factional Warfare]] will result in irreparable damage to some of their [[Faction Standings|faction standings]], either excluding them from a quarter of [[Empire]] space for the rest of their EVE career, or forcing them to [[Gaining faction standings fast|grind their standings back up]]. This page aims to clarify how your standings are affected by participating in Factional Warfare. | ||
== Actions that affect standings == | == Actions that affect standings == | ||
Participating in Factional Warfare can impact your standings with the four NPC militia corporations ([[24th Imperial Crusade]], [[State Protectorate]], [[Federal Defence Union]], and [[Tribal Liberation Force]]) as well as the four NPC empire factions (Amarr, Caldari, Gallente, and Minmatar). Your actions affect your standing with your NPC militia corporation change irrespective of whether you are a member of the NPC corporation or not (i.e. whether you enlisted in Factional Warfare as a solo player or as part of a player corporation). | Participating in Factional Warfare can impact your standings with the four NPC militia corporations ([[24th Imperial Crusade]], [[State Protectorate]], [[Federal Defence Union]], and [[Tribal Liberation Force]]) as well as the four NPC empire factions (Amarr, Caldari, Gallente, and Minmatar). Your actions affect your standing with your NPC militia corporation change irrespective of whether you are a member of the NPC corporation or not (i.e. whether you enlisted in Factional Warfare as a solo player or as part of a player corporation). | ||
Note that even though you are at war with | Note that even though you are at war with one of the four empire factions, your standings with them don't actually drop merely by joining Factional Warfare; they only drop through actions you might perform (see table). Since all the standings-affecting mechanics are purely optional (e.g. you are not forced to capture complexes just because you have enlisted in Factional Warfare), you can control how much you want to affect your faction standings. | ||
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=== Promotions === | === Promotions === | ||
When your standings with your NPC militia corporation reach an integer number (i.e. 1.0, 2.0, 3.0 etc), you receive a "promotion", which is reflected in a higher [[Ranks|rank]] (visible on your character sheet). The first time you reach a new rank, you also receive a one-off bonus to your standings with your faction (and a corresponding drop in your standings with the enemy | When your standings with your NPC militia corporation reach an integer number (i.e. 1.0, 2.0, 3.0 etc), you receive a "promotion", which is reflected in a higher [[Ranks|rank]] (visible on your character sheet). The first time you reach a new rank, you also receive a one-off bonus to your standings with your faction (and a corresponding drop in your standings with the enemy faction). | ||
== Joining Factional Warfare == | == Joining Factional Warfare == | ||
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== Maintaining enemy faction standing == | == Maintaining enemy faction standing == | ||
If, while enlisted in Factional Warfare, you find your standings with the enemy | If, while enlisted in Factional Warfare, you find your standings with the enemy faction slipping, you can raise them by running missions for corporations belonging to that faction (the storyline mission you get after running 16 regular missions raises your faction standing). However, most agents reside in space controlled by their faction, and the [[Factional Warfare#Permanent war|NPC faction navies]] make it unfeasible to run missions in enemy-controlled [[high-sec]] space. Therefore, there are two options: | ||
* Find agents in friendly high-sec space. A number of agents reside in high-sec space not controlled by their faction (for instance, the Minmatar corporation [https://evemaps.dotlan.net/npc/Core_Complexion_Inc./agents Core Complexion Inc.] has agents in Amarr space, such as three in the [https://evemaps.dotlan.net/system/Knophtikoo/agents Knophtikoo system]). To find these, make a note of which [https://evemaps.dotlan.net/map regions are controlled by friendly factions], then use the in-game [[The Agency]] to find agents belonging to the enemy faction in those regions. | * Find agents in friendly high-sec space. A number of agents reside in high-sec space not controlled by their faction (for instance, the Minmatar corporation [https://evemaps.dotlan.net/npc/Core_Complexion_Inc./agents Core Complexion Inc.] has agents in Amarr space, such as three in the [https://evemaps.dotlan.net/system/Knophtikoo/agents Knophtikoo system]). To find these, make a note of which [https://evemaps.dotlan.net/map regions are controlled by friendly factions], then use the in-game [[The Agency]] to find agents belonging to the enemy faction in those regions. | ||
* Run missions in [[low-sec]] space. As the NPC faction navies only patrol high-sec systems, you have unfettered access to agents of the enemy faction in low-sec. While low-sec mission running is more dangerous than high-sec mission running, active Factional Warfare players should be reasonably proficient at staying safe in low-sec. | * Run missions in [[low-sec]] space. As the NPC faction navies only patrol high-sec systems, you have unfettered access to agents of the enemy faction in low-sec. While low-sec mission running is more dangerous than high-sec mission running, active Factional Warfare players should be reasonably proficient at staying safe in low-sec. | ||