More actions
| Line 98: | Line 98: | ||
*See [[Faction Standings]] for a more general look at the topic. | *See [[Faction Standings]] for a more general look at the topic. | ||
= Now I'm in | = Now I'm in! What can and should I do? = | ||
Once in a militia, you will gain access to two things: plexes and factional warfare missions. Both accumulate victory points, which at a certain point make the control bunker of a system vulnerable. When this occurs, the offensive faction can attack this bunker and turn the occupancy from the opposing ones into their owns. | |||
Taken from the official guide: | Taken from the official guide: | ||
| Line 108: | Line 108: | ||
* ''Vulnerable: the attacking force won enough FW Dungeons to put the Control Bunker to vulnerable for attack. | * ''Vulnerable: the attacking force won enough FW Dungeons to put the Control Bunker to vulnerable for attack. | ||
* ''Lost: the system has been successfully captured by the attacking faction. As such, the Occupancy will switch to the new faction after the next Downtime. Existing FW Dungeons no longer affect the power scale and new ones won’t spawn until then. | * ''Lost: the system has been successfully captured by the attacking faction. As such, the Occupancy will switch to the new faction after the next Downtime. Existing FW Dungeons no longer affect the power scale and new ones won’t spawn until then. | ||
''To change these states each side has to gain victory points by either doing factional warfare complexes | ''To change these states, each side has to gain victory points by either doing factional warfare complexes or by doing factional warfare missions.'' | ||
== Plexing == | == Plexing == | ||
[[File:Small military Beacon.jpg|thumb|A small plex]] | [[File:Small military Beacon.jpg|thumb|A small plex]] | ||
Plexes are the major feature CCP introduced with factional warfare. These plexes spawn in the low-sec regions between the four major empires and divide the two wars into two war zones, one between the Amarr and Minmatar and one between the Gallente and the Caldari. These factional warfare low sec parts are displayed on the Dotlan EveMaps (under Special Maps). | Plexes are the major feature CCP introduced with factional warfare. These plexes spawn in the low-sec regions between the four major empires and divide the two wars into two war zones, one between the Amarr and Minmatar and one between the Gallente and the Caldari. These factional warfare low-sec parts are displayed on the Dotlan EveMaps (under Special Maps). | ||
These plexes are anomalies that can be scanned down by militia members | These plexes are anomalies that can be scanned down by militia members on both sides with the normal onboard scanner. If you warp to the plex,the acceleration gate beacon will become visible for everybody in the system (you can cancel the warp but it will still become visible to everybody); anyone can then enter the plex, assuming they are flying a ship that fits the ship restrictions. | ||
Originally, there was a bug that would always drop you at 0 on the acceleration gate, no matter which distanced you selected, but this was later fixed by CCP. | |||
Originally there was a bug that would always drop you at 0 on the acceleration gate, no matter which distanced you selected, but this was later fixed by CCP. | |||
Plexes come in four sizes, the larger the plex, the more victory points received: | Plexes come in four sizes, the larger the plex, the more victory points received: | ||
| Line 151: | Line 150: | ||
|} | |} | ||
All plexes are defended by | All plexes are defended by NPC's of the faction that is currently holding the occupancy of the system. The difficulty ranges depend on the size and they respawn after a while. | ||
===The Button=== | ===The Button=== | ||
| Line 212: | Line 211: | ||
As every FC runs his fleet differently I just go over a few common tactics and approaches to finish plexes offensively or defensively. | As every FC runs his fleet differently I just go over a few common tactics and approaches to finish plexes offensively or defensively. | ||
First, do not open the plex immediately, as plex beacons only visible in space for everybody after somebody warps to it. Some | First, do not open the plex immediately, as plex beacons only visible in space for everybody after somebody warps to it. Some FC's want to control which and how many plexes are open to hide them and do them one by one. | ||
In the past, people would “speed tank” plexes and not destroy the NPC guarding the plex. As of late 2013, the NPC's must be destroyed to offensively capture a plex. | |||
In the past, people would “speed tank” plexes and not destroy the NPC guarding the plex. As of late 2013, the NPC must be destroyed to offensively capture a plex. | |||
You can use the size restrictions of the gate to your advantage. You can either wait inside (drop a can at your warp-in point from the acceleration gate) or gank people who warp to the beacon. Further sitting at the acceleration gate you can see | You can use the size restrictions of the gate to your advantage. You can either wait inside (drop a can at your warp-in point from the acceleration gate) or gank people who warp to the beacon. Further, sitting at the acceleration gate, you can see which ship types and how many of each type are in the plex by using the d-scan. | ||
Defensive plexing can be done against higher number of opponents if you stay close to the beacon and hide between your faction navy NPCs. | Defensive plexing can be done against higher number of opponents if you stay close to the beacon and hide between your faction navy NPCs. | ||
The internal plex spawning mechanism keeps track of the total plexes within a constellation (see also the FW maps) and due to a down time (DT) mechanism the likelihood of plexes spawn after DT is a bit higher. Enforcing focus to a certain constellation will thus result in a slightly higher efficiency in accumulation enough victory points to make a control bunker vulnerable. | The internal plex spawning mechanism keeps track of the total plexes within a constellation (see also the FW maps), and due to a down time (DT) mechanism, the likelihood of plexes spawn after DT is a bit higher. Enforcing focus to a certain constellation will thus result in a slightly higher efficiency in accumulation enough victory points to make a control bunker vulnerable. | ||
== Factional warfare missions == | == Factional warfare missions == | ||
Factional warfare missions take you deep into enemy low-sec territory (6-12 jumps) where you must complete a regular mission. The difficulty of the missions are about one level easier than normal empire missions. For example, a factional warfare L3 mission is similar to one of the harder L2 missions given by normal empire agents. | Factional warfare missions take you deep into enemy low-sec territory (6-12 jumps) where you must complete a regular mission. The difficulty of the missions are about one level easier than normal empire missions. For example, a factional warfare L3 mission is similar to one of the harder L2 missions given by normal empire agents. | ||
All missions are encounter missions and you kill either NPCs ship(s) or a certain structure. There are no storyline missions after 16 missions have been completed. Just as in factional warfare deadspace plexes, MWDs can be used in the mission pockets. | All missions are encounter missions and you kill either NPCs' ship(s) or a certain structure. There are no storyline missions after 16 missions have been completed. Just as in factional warfare deadspace plexes, MWDs can be used in the mission pockets. | ||
The major difference between normal and factional warfare missions is that the beacon you fly to will be visible to everyone in the overview, just like plex beacons. Anyone in the system, including neutrals, can see where somebody is doing a factional warfare mission and warp to | The major difference between normal and factional warfare missions is that the beacon you fly to will be visible to everyone in the overview, just like plex beacons. Anyone in the system, including neutrals, can see where somebody is doing a factional warfare mission and can warp to you. Due to the decreased difficulty of the factional warfare missions (as the main purpose is to fight other players and not NPC's) the pay out of factional warfare missions in terms of ISK is slightly lower than normal missions. There are no bounties for the NPCs since they are faction Navy ships. The loot they drop is mainly Navy tags, although the occasional module might be there as well. | ||
The original point of these missions is more or less putting a big sign on your location telling everyone | The original point of these missions is more or less putting a big sign on your location, telling everyone: please gank me; I'm doing a mission, thus encouraging PvP. This provides an incentive to roam around in low sec and surprise missioners in mid-mission. | ||
CCP overhauled the Factional warfare missions as well as the loyalty points shop. The overhaul included a higher reward in Loyalty points per factional warfare mission as well as some unique items only obtainable from the militia corp loyalty point shop. These items include new faction navy items as well a few unique new faction ships. In addition to adding these new rewards all stuff bought from a militia comes with a LP discount. This discount goes up to 60% resulting in paying only 250k LP for a faction navy battleship rather than | CCP overhauled the Factional warfare missions as well as the loyalty points shop. The overhaul included a higher reward in Loyalty points per factional warfare mission as well as some unique items only obtainable from the militia corp loyalty point shop. These items include new faction navy items as well a few unique new faction ships. In addition to adding these new rewards, all stuff bought from a militia comes with a LP discount. This discount goes up to 60% resulting in paying only 250k LP's for a faction navy battleship rather than 650k LP's. | ||
Just as with plexes the factional warfare missions are gated with acceleration gates, limiting the ship size passing through it. The ship restrictions are just the same as for plexes. | Just as with plexes, the factional warfare missions are gated with acceleration gates, limiting the ship size passing through it. The ship restrictions are just the same as for plexes. | ||
With all missions being kill | With all missions being kill missions, a lot of these are partially blitzable, depending on the incoming damage and your tank. The structures and NPC mission targets though are setup in a way to provide a challenge but are not overly dangerous as their incentive is to keep you for a certain time in low-sec to provide a chance for a PvP encounter. | ||
In general all missions can be completed solo, but it will take a lot more time and effort than a normal empire faction with the increased risk of a PvP encounter. All missions up to lvl3 can be done solo and are generally worth doing for the LP reward and the opportunity to buy unique faction navy items, compared to empire missions. From a risk vs reward perspective, | In general, all missions can be completed solo, but it will take a lot more time and effort than a normal empire faction with the increased risk of a PvP encounter. All missions up to lvl3 can be done solo and are generally worth doing for the LP reward and the opportunity to buy unique faction navy items, compared to empire missions. From a risk vs. reward perspective, Level 4 missions take much more time, increasing the risk of PvP and make it a close draw to an empire level 4 missions. | ||
The mission | The mission NPC's, though, still use the "old" AI, thus only aggroing the first ship close to them, allowing a fleet to speed tank the NPCs while the rest of the gang kills the objective. Another important difference to empire missions is that you can decline factional warfare missions from your agent as often as you want (since [http://www.eveonline.com/updates/patchnotes.asp?patchlogID=191 Apocrypha 1.5, released 20 August 2009]). This allows you to skip missions till you get a few in one area. | ||
The average LP payout for FW mission | The average LP payout for FW mission is: | ||
* Lvl1: about 200 LP | * Lvl1: about 200 LP | ||
| Line 250: | Line 248: | ||
=== Tactics === | === Tactics === | ||
As mentioned before, in a group of players one can speed tank the | As mentioned before, in a group of players, one can speed tank the NPC's while the others go for the main objective. Also, skipping through missions allows the whole group to collect several missions into one or two systems in the close proximity. Depending on the fleet composition, it's also worth doing all missions from all agents as Level 1 missions can be done by the smaller ships, while the bigger ships can go for the higher level missions. | ||
Local is your intel! With each mission pocket being gated and size restricted, you can estimate what ships you might encounter and watch for them as they approach on short ranged d-scan. Your mission beacon is visible system wide, so they will know where you will be. If you are looking for PvP you can use this to your advantage as well. | Local is your intel! With each mission pocket being gated and size restricted, you can estimate what ships you might encounter and watch for them as they approach on short ranged d-scan. Your mission beacon is visible system wide, so they will know where you will be. If you are looking for PvP you can use this to your advantage as well. | ||
| Line 267: | Line 265: | ||
Since there is now more risk in performing an orbital strike, CCP added a variable LP reward starting at 3,000 LP at tier 1 and increasing based on tier. The reward is divided amongst up to 10 fellow militia members connected to the district during the strike. A killmail is also generated for the capsuleer's efforts if there are ground casualties. | Since there is now more risk in performing an orbital strike, CCP added a variable LP reward starting at 3,000 LP at tier 1 and increasing based on tier. The reward is divided amongst up to 10 fellow militia members connected to the district during the strike. A killmail is also generated for the capsuleer's efforts if there are ground casualties. | ||
Communications | Communications are set to improve and allow better comms between EVE and Dust players. When an EVE pilot connects to a district, they are added to the DUST team text chat for their militia and can join in voice comms as well. | ||
*See [http://community.eveonline.com/news/dev-blogs/orbital-strike-changes-coming-december-10th/ Devblog - Orbital Strike changes coming December 10th] for more information. | *See [http://community.eveonline.com/news/dev-blogs/orbital-strike-changes-coming-december-10th/ Devblog - Orbital Strike changes coming December 10th] for more information. | ||