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{{update| | <!--{{update|System upgrades and all rewards details need updates according to the significant changes from the Loyalty to Lowsec and [[Expansions#20.10 Release (Uprising)|Uprising]] updates.}}--> | ||
{{hatnote|This page deals primarily with the mechanics of faction warfare. For tips on how best to take advantage of these mechanics, see [[Factional Warfare strategy and tactics]].}} | {{hatnote|This page deals primarily with the mechanics of faction warfare. For tips on how best to take advantage of these mechanics, see [[Factional Warfare strategy and tactics]].}} | ||
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== Joining Factional Warfare == | == Joining Factional Warfare == | ||
There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance. | There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance. You do not need to be a part of Faction warfare to fight those who are enlisted. | ||
{{note box|[[EVE University]] does not participate in Factional Warfare; members of the University have to leave the University to participate in Factional Warfare (or create an [[alt|alt character]] specifically for Factional Warfare). EVE University used to have affiliated corporations which participated in Factional Warfare, but this is no longer the case.}} | {{note box|[[EVE University]] does not participate in Factional Warfare; members of the University have to leave the University to participate in Factional Warfare (or create an [[alt|alt character]] specifically for Factional Warfare). EVE University used to have affiliated corporations which participated in Factional Warfare, but this is no longer the case.}} | ||
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Players must be in a corporation flagged for Factional Warfare to participate. Therefore, it's not possible for individuals in a player-run corporation to either join Factional Warfare on their own – they have to leave their corporation, and join a different one which is operationally flagged for FW, such as the NPC ones listed above. Conversely there is no way for an individual in a FW corp to opt out – if the corporation changes their flag to join the militia, every member of that corporation automatically joins with the corp. | Players must be in a corporation flagged for Factional Warfare to participate. Therefore, it's not possible for individuals in a player-run corporation to either join Factional Warfare on their own – they have to leave their corporation, and join a different one which is operationally flagged for FW, such as the NPC ones listed above. Conversely there is no way for an individual in a FW corp to opt out – if the corporation changes their flag to join the militia, every member of that corporation automatically joins with the corp. | ||
=== Third-partying === | |||
It is possible for third parties (those not enrolled in Faction warfare directly) to fight those who are. Sliding into a complex or aggressing a capsuleer enrolled in faction warfare will generally give a [[Timers#Suspect_Timer|Suspect Timer]] (see that page for exceptions). It will also decrease security status and decrease standing with the targeted faction. Third-parties will not receive Faction warfare rewards like Loyalty Points (LP). | |||
Third-partying on faction warfare is a common way to find PvP content in lowsec space for those not enrolled in Faction warfare themselves, such as Eve University members. | |||
== Factional alliances == | == Factional alliances == | ||
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! style="text-align: left; padding: 0.2em 0.5em;" | Constellations | ! style="text-align: left; padding: 0.2em 0.5em;" | Constellations | ||
|- | |- | ||
| rowspan=2 | [[image:Logo_faction_amarr_empire.png| | | rowspan=2 | [[image:Logo_faction_amarr_empire.png|64px|link= Amarr Empire|Amarr Empire]] | ||
| style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/Devoid#const Devoid] | | style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/Devoid#const Devoid] | ||
| style="padding: 0.2em 0.5em;" | Semou and Jayai | | style="padding: 0.2em 0.5em;" | Semou and Jayai | ||
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|- | |- | ||
| rowspan=2 | [[image:Logo_faction_minmatar_republic.png| | | rowspan=2 | [[image:Logo_faction_minmatar_republic.png|64p|link= Minmatar Republic|Minmatar Republic]] | ||
| style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/Heimatar#const Heimatar] | | style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/Heimatar#const Heimatar] | ||
| style="padding: 0.2em 0.5em;" | Hed and Huvilma | | style="padding: 0.2em 0.5em;" | Hed and Huvilma | ||
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|- | |- | ||
| rowspan=2 | [[image:Logo_faction_caldari_state.png| | | rowspan=2 | [[image:Logo_faction_caldari_state.png|64px|link= Caldari State|Caldari State]] | ||
| style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/The_Citadel#const The Citadel] | | style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/The_Citadel#const The Citadel] | ||
| style="padding: 0.2em 0.5em;" | Ieyama and Isoma | | style="padding: 0.2em 0.5em;" | Ieyama and Isoma | ||
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|- | |- | ||
| rowspan=3 | [[image:Logo_faction_gallente_federation.png| | | rowspan=3 | [[image:Logo_faction_gallente_federation.png|64px|link= Gallente Federation|Gallente Federation]] | ||
| style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/Essence#const Essence] | | style="padding: 0.2em 0.5em;" | [https://evemaps.dotlan.net/map/Essence#const Essence] | ||
| style="padding: 0.2em 0.5em;" | Jeon and Vieres | | style="padding: 0.2em 0.5em;" | Jeon and Vieres | ||
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Factional Warfare Complexes, commonly known as "Plexes" (not to be confused with [[PLEX]]) are small areas of [[deadspace]] in war zone star systems. They are a type of [[Cosmic Anomaly]], which means that they show up on the system scanner (but do not need [[Probe scanning|scan probes]] to find), although once someone has warped to a complex, they will also show up on the [[Overview]] (even if someone initiated a warp to them, but cancelled it immediately). | Factional Warfare Complexes, commonly known as "Plexes" (not to be confused with [[PLEX]]) are small areas of [[deadspace]] in war zone star systems. They are a type of [[Cosmic Anomaly]], which means that they show up on the system scanner (but do not need [[Probe scanning|scan probes]] to find), although once someone has warped to a complex, they will also show up on the [[Overview]] (even if someone initiated a warp to them, but cancelled it immediately). | ||
Like most other [[Deadspace]] Complexes, you cannot warp directly into them, but must first use an [[acceleration gate]], after which you will land at the complex' beacon ( | Like most other [[Deadspace]] Complexes, you cannot warp directly into them, but must first use an [[acceleration gate]], after which you will land at the complex' beacon (Open Complexes (see below) do not have an acceleration gate, but are still a deadspace grid); you cannot light a [[cyno|cynosural field]] inside or on grid outside a complex. As of the Loyalty to Lowsec Update in March 2020, pilots who are not active Faction Warfare participants will have to go suspect in order to take the gate<ref name="loyalty to lowsec">[https://www.eveonline.com/article/q6z2qy/patch-notes-for-march-2020-release Patch Notes for March 2020 Release]</ref>. The gate may be activated from up to 100km away (but warpins are measured from the beacon and may vary as all warps do, so warping at 100km does not guarantee you will be a ble to slide immediately). | ||
At the center of each complex, a few kilometers away from the beacon, is the capture point (sometimes called a "button"). An NPC ship belonging to the faction controlling the star system defends the complex. | |||
==== Capturing complexes ==== | ==== Capturing complexes ==== | ||
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==== Complex types ==== | ==== Complex types ==== | ||
Complexes come in | Complexes come in a variety of types<ref name="patch notes uprising">[https://www.eveonline.com/news/view/patch-notes-version-20-10#SNS Uprising patch notes]</ref>. They vary in: | ||
* What kinds of ships are allowed to enter | |||
* What NPC defends them | |||
* How long it takes to capture them | |||
* How many capsuleers the reward scales to | |||
The name of a complex contains all information about its type. Names are formed as: | |||
{{quote|[Rank / Size] + [ADV / NVY] + "-"[Number] OR [Open Complex]}} | |||
* NVY - Short for "Navy". Indicates site only allows T1 and Navy ships to enter, no pirate faction, T2, or T3. | |||
* ADV - Short for "Advanced". Indicates site allows T2 and Pirate Faction ships. SoCT and Triglavian ships are limited to these complexes. | |||
* Number - This number indicates the number of characters the site reward scales to. | |||
* Open Complex - This is an open site, a site without restrictions or an acceleration gate. | |||
* Rank/Size - Controls which ship sizes are allowed in, capture times, and the NPC defenders, according to the following table. | |||
{| class="wikitable" style="font-size:90%" | {| class="wikitable" style="font-size:90%" | ||
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! style="padding: 0.3em 1em" | NPC defender | ! style="padding: 0.3em 1em" | NPC defender | ||
|- | |- | ||
| style="background-color:#333333;padding:0.3em;" | | | style="background-color:#333333;padding:0.3em;" | Scout | ||
| style="text-align:center;" | 10 min | | style="text-align:center;" | 10 min | ||
| style="padding:0.3em;" | | | style="padding:0.3em;" | Frigates and smaller | ||
| style="text-align:center;" | Frigate | | style="text-align:center;" | Frigate | ||
|- | |- | ||
| style="background-color:#333333;padding:0.3em;" | Small | | style="background-color:#333333;padding:0.3em;" | Small | ||
| style="text-align:center;" | 15 min | | style="text-align:center;" | 15 min | ||
| style="padding:0.3em;" | | | style="padding:0.3em;" | Destroyers and smaller | ||
| style="text-align:center;" | Destroyer | | style="text-align:center;" | Destroyer | ||
|- | |- | ||
| style="background-color:#333333;padding:0.3em;" | Medium | | style="background-color:#333333;padding:0.3em;" | Medium | ||
| style="text-align:center;" | 20 min | | style="text-align:center;" | 20 min | ||
| style="padding:0.3em;" | | | style="padding:0.3em;" | Cruisers and smaller | ||
| style="text-align:center;" | Cruiser | | style="text-align:center;" | Cruiser | ||
|- | |- | ||
| style="background-color:#333333;padding:0.3em;" | Large | | style="background-color:#333333;padding:0.3em;" | Large | ||
| style="text-align:center;" | 20 min | | style="text-align:center;" | 20 min | ||
| style="padding:0.3em;" | | | style="padding:0.3em;" | Battleshipers and smaller | ||
| style="text-align:center;" | Battlecruiser | | style="text-align:center;" | Battlecruiser | ||
|- | |- | ||
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<small>* [[Venture]]s are no longer able to capture Faction Warfare Complexes.<ref name="Patch Notes For September 2019 Release">[https://www.eveonline.com/news/view/patch-notes-for-september-2019-release Patch Notes For September 2019 Release]</ref></small> | <small>* [[Venture]]s are no longer able to capture Faction Warfare Complexes.<ref name="Patch Notes For September 2019 Release">[https://www.eveonline.com/news/view/patch-notes-for-september-2019-release Patch Notes For September 2019 Release]</ref></small> | ||
For example, Amarr Medium NVY-5 would indicate a site where the rewards scale to 5 capsuleers, and Tech 1 or Navy ships of size Cruiser or smaller are allowed inside. | |||
While each type of complex contributes the same amount to capturing a system (measured in [[#Victory points|victory points]]), capturing larger complexes result in higher [[#Rewards|rewards]]. Additionally, capturing complexes in enemy-held systems gives higher rewards than capturing complexes in friendly-held systems. | |||
Complexes are defended by a single NPC (in rare cases, two); it's designed to be killed without too much trouble by a player ship of similar size. Once killed, the NPC defender will respawn after between 90 and 180 seconds for novice and small complexes. In medium and large complexes, the NPC respawns after between 90 and 300 seconds.<ref>[https://forums.eveonline.com/default.aspx?g=posts&t=343137 Eve forums: Kronos Factional Warfare Complex Improvements]</ref> | Complexes are defended by a single NPC (in rare cases, two); it's designed to be killed without too much trouble by a player ship of similar size. Once killed, the NPC defender will respawn after between 90 and 180 seconds for novice and small complexes. In medium and large complexes, the NPC respawns after between 90 and 300 seconds.<ref>[https://forums.eveonline.com/default.aspx?g=posts&t=343137 Eve forums: Kronos Factional Warfare Complex Improvements]</ref> | ||
Which systems have complexs and which complexes a system has available can both be found in the [[Agency]] window under Encounters > Faction Warfare. | |||
=== Battlefields === | |||
Along with normal Complexes, there are also much larger Factional Warfare sites called Battlefields.<ref name="patch notes uprising part 2">[https://www.eveonline.com/news/view/patch-notes-version-20-10-2 Uprising patch notes part 2]</ref> | |||
Battlefields have a number of unique capture mechanics: | |||
* Battlefields include multiple capture points (on grid with each other) | |||
* Holding a capture point earns capture points for your faction when it ticks down | |||
* Enemy faction NPCS and players block capture | |||
* Pods cannot capture | |||
* Winning a Battlefield provides a large amount of Loyalty Points to the winning side | |||
* Winning a Battlefield provides a very large amount of Advantage to the winning faction's Advantage system level | |||
Battlefields also have unique mechanics for capsuleers sliding in. The inside and outside are both full, normal [[Deadspace]]. The acceleration gate is further off the beacon than normal FW complexes (10-20km), and only allows T1 and Navy ships. | |||
In contrast to normal Faction Warfare complexes, capture points are typically about 75-125km from the landing point for capsuleers who are not enrolled in Faction Warfare. Those enrolled in Faction Warfare may land closer to capture points. | |||
=== Operation Centers === | === Operation Centers === | ||
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=== Victory points === | === Victory points === | ||
Formally, how "contested" a system is is measured in how many victory points have been accumulated by the attacking faction for that system. If the attacking faction has not yet accumulated any victory points for that system, then the system is [[#Capturing systems|"stable"]], and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref name="GamerChick42">[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing] (2013)</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of 100 victory points<ref name="patch notes inferno 1.3">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.3 Inferno 1.3 patch notes]</ref>; this is to give themselves some breathing room while they attack the [[#Infrastructure Hub|i-Hub]]. | Formally, how "contested" a system is is measured in how many victory points have been accumulated by the attacking faction for that system. If the attacking faction has not yet accumulated any victory points for that system, then the system is [[#Capturing systems|"stable"]], and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref name="GamerChick42">[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing] (2013)</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of 100 victory points<ref name="patch notes inferno 1.3">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.3 Inferno 1.3 patch notes]</ref>; this is to give themselves some breathing room while they attack the [[#Infrastructure Hub|i-Hub]]. | ||
=== Advantage === | |||
Advantage in a system makes it easier to capture and defend a system. Advantage can be increased by winning Battlefields, deploying several deployable structures, or completing Rendezvous Point combat sites<ref name="patch notes uprising advantage">[https://www.eveonline.com/news/view/patch-notes-version-20-10#advantage Uprising patch notes]</ref>. | |||
== System upgrades and warzone tier == | == System upgrades and warzone tier == | ||
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* [https://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009) | * [https://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009) | ||
[[Category:Faction Warfare]] | <!--[[Category:Faction Warfare]]--> | ||