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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 (offensive plexing) gives higher rewards than capturing complexes in friendly-held systems (defensive plexing). | 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 (offensive plexing) gives higher rewards than capturing complexes in friendly-held systems (defensive plexing). | ||
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 | 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 scout and small complexes. In medium and large complexes, the NPC respawns after, between 90 and 300 seconds.<ref>EVE forums: [https://forums-archive.eveonline.com/topic/343137 Kronos Factional Warfare Complex Improvements] (2014)]</ref> | ||
Which systems have complexes and which complexes a system has available can both be found in the [[The Agency|Agency]] window under Encounters > Faction Warfare. | Which systems have complexes and which complexes a system has available can both be found in the [[The Agency|Agency]] window under Encounters > Faction Warfare. | ||
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==== Supply Caches ==== | ==== Supply Caches ==== | ||
Supply caches, also called supply depots, are NPC faction structures that, when destroyed, will remove 2% advantage in the system from that faction. These structures are guarded by a small NPC fleet of frigates, destroyers, and cruisers. Each faction has their own supply caches that will spawn in frontline systems in friendly and enemy faction warfare space. | Supply caches, also called supply depots, are NPC faction structures that, when destroyed, will remove 2% advantage in the system from that faction. These structures are guarded by a small NPC fleet of frigates, destroyers, and cruisers. Each faction has their own supply caches that will spawn in frontline and command operation systems in friendly and enemy faction warfare space. | ||
Supply caches grant | Supply caches grant 15,000 LP to every player who damaged the structure. There is no limit on the amount of time between damaging the structure and the structure being destroyed for you to qualify to collect the reward. In other words, every pilot who had ever damaged a supply cache would get an LP payout if the supply cache were destroyed. One method of generating LP is to warp to a supply cache, damage it, and warp off before the NPCs can kill you, leaving the job of finishing off the structure to a bigger fleet. | ||
'''For Example''': If a Gallente Supply Cache is destroyed every pilot who damaged the Supply Cache will be granted the full LP payout and the Gallente faction will lose some advantage in the system. | '''For Example''': If a Gallente Supply Cache is destroyed every pilot who damaged the Supply Cache will be granted the full LP payout and the Gallente faction will lose some advantage in the system. | ||
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The amount of LP in a system's pool is reduced every time a player from the attacking faction captures a complex in that system; 10% of the LP [[#Rewards|reward]] they receive is subtracted from the system's LP pool<ref name="dev blog fast forward" />. | The amount of LP in a system's pool is reduced every time a player from the attacking faction captures a complex in that system; 10% of the LP [[#Rewards|reward]] they receive is subtracted from the system's LP pool<ref name="dev blog fast forward" />. | ||
{{example|A Gallente pilot captures a | {{example|A Gallente pilot captures a scout complex in a Caldari-held system. The Gallente pilot is rewarded (say) 10,000 LP for her efforts, and hence, the Caldari LP pool for that system is reduced by 10% of that (1,000 LP in this case). | ||
}} | |||
If the amount of LP in the pool drops below the threshold required for the current system level, then the system's upgrade level will drop accordingly. The defending faction can counteract this by donating more LP to the pool; even if the system is at level 5, they can continue donating LP into a so-called "buffer" (i.e. more LP than is needed to reach level 5) to stop the system dropping to level 4 as soon as one enemy pilot captures a complex. | If the amount of LP in the pool drops below the threshold required for the current system level, then the system's upgrade level will drop accordingly. The defending faction can counteract this by donating more LP to the pool; even if the system is at level 5, they can continue donating LP into a so-called "buffer" (i.e. more LP than is needed to reach level 5) to stop the system dropping to level 4 as soon as one enemy pilot captures a complex. | ||
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* Tier 5: +225% LP rewards | * Tier 5: +225% LP rewards | ||
For example, the base reward for capturing a | For example, the base reward for capturing a scout complex in an enemy-held system is 10,000 LP. If your faction is at Tier 1, then you will only receive 5,000 LP, while if your faction was at Tier 4, you would receive 25,000 LP for capturing that same complex! This bonus affects [[#Capturing complexes|capturing complexes]] and [[#Factional Warfare missions|running missions]], but not [[#Destroying enemy player's ships|ship kills]]. | ||
If you open the [[#Joining Factional Warfare|militia window]] in a station then you can see the tier of that faction's war zone (so the militia office at a Minmatar station would show the tiers in the Amarr-Minmatar war zone), as well as the number of systems (and their upgrade levels) currently controlled by that faction. [https://evemaps.dotlan.net/factionwarfare Dotlan] also shows the system occupancy and the [[#Capturing systems|system state]] (stable/contested/vulnerable), but not the system upgrade level or the faction tier. | If you open the [[#Joining Factional Warfare|militia window]] in a station then you can see the tier of that faction's war zone (so the militia office at a Minmatar station would show the tiers in the Amarr-Minmatar war zone), as well as the number of systems (and their upgrade levels) currently controlled by that faction. [https://evemaps.dotlan.net/factionwarfare Dotlan] also shows the system occupancy and the [[#Capturing systems|system state]] (stable/contested/vulnerable), but not the system upgrade level or the faction tier. | ||
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If you capture a [[#Complex information|complex]] you are rewarded with [[loyalty points]] (for your faction's militia corporation, so a pilot flying for the Gallente would receive LP for the Federal Defense Union). The LP rewards for capturing a complex in an enemy-held system ("offensive plexing") depend on the size of the complex and on the system's status (Frontline, Command Operation or Rearguard)<ref name="PN Version 20.10" />. A Rearguard system has a -99% LP multiplier, while other status are shown in a table below. You have to be within the complex' capture radius at the moment it's completed (i.e. when the timer runs out) to receive a reward; if there are multiple pilots within the complex at the moment it's completed, the LP reward is split evenly between them (irrespective of how long they have been there). You get no rewards for partially completing a complex! | If you capture a [[#Complex information|complex]] you are rewarded with [[loyalty points]] (for your faction's militia corporation, so a pilot flying for the Gallente would receive LP for the Federal Defense Union). The LP rewards for capturing a complex in an enemy-held system ("offensive plexing") depend on the size of the complex and on the system's status (Frontline, Command Operation or Rearguard)<ref name="PN Version 20.10" />. A Rearguard system has a -99% LP multiplier, while other status are shown in a table below. You have to be within the complex' capture radius at the moment it's completed (i.e. when the timer runs out) to receive a reward; if there are multiple pilots within the complex at the moment it's completed, the LP reward is split evenly between them (irrespective of how long they have been there). You get no rewards for partially completing a complex! | ||
[[File:Defensive-plex-reward.png|thumb|200px|The LP rewards for capturing a complex in a friendly-held system. This example is based on a | [[File:Defensive-plex-reward.png|thumb|200px|The LP rewards for capturing a complex in a friendly-held system. This example is based on a scout complex at tier 2 (base reward: 10,000 LP).]] | ||
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