Difference between revisions of "User:Orlais Placide"
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Best way to contact me is via Evemail, or you can find me on the Gallente Militia discord. | Best way to contact me is via Evemail, or you can find me on the Gallente Militia discord. | ||
− | + | == Work in progress: == | |
− | == Frontlines == | + | === Frontlines === |
− | The Frontlines system | + | The Frontlines system acts to funnel activity and conflict to neighboring systems held by opposing militias. This divides systems in the warzones into three categories: |
* Frontline: a system next to at least one other system controlled by the opposing militia or a system owned by the opposing militia's empire. | * Frontline: a system next to at least one other system controlled by the opposing militia or a system owned by the opposing militia's empire. | ||
* Command Ops: a system one jump from a friendly frontline but not any systems controlled by the opposing militia. | * Command Ops: a system one jump from a friendly frontline but not any systems controlled by the opposing militia. | ||
* Rearguard: a system at least two jumps from any frontline systems. | * Rearguard: a system at least two jumps from any frontline systems. | ||
− | Permanent frontline systems | + | Permanent frontline systems are systems that cannot be made command ops or rearguard systems by the enemy militia due to adjacency to friendly empire-controlled systems. |
− | [[File:alparena permafrontline.png| | + | |
+ | [[File:amarr minmatar frontlines.png|400px|thumb|left|Floseswin is a Minmatar frontline system, adjacent to Amarr frontlines Uisper and Aset. Ardar is a Minmatar command ops system, one jump from the Minmatar frontline. Hadozeko, Resbroko, and other dark red systems far from the frontlines are examples of Minmatar rearguard systems.<ref>https://www.eveonline.com/frontlines/amarr</ref>]] | ||
+ | [[File:alparena permafrontline.png|400px|thumb|center|Alparena is a permanent frontline: it cannot be made into a command ops or rearguard system by the Caldari Militia because it is one jump from Maut, an empire-owned Gallente system.<ref>https://www.eveonline.com/frontlines/gallente</ref>]] | ||
+ | |||
+ | |||
+ | === Docking === | ||
+ | |||
+ | In the warzones, players enlisted in a militia may only dock in and undock from NPC stations and citadels in frontline systems and systems controlled by their militia. Enlisted players cannot dock in or undock from NPC stations and citadels in command ops or rearguard systems controlled by the enemy militia, except for in a pod. Tether follows the same rules: players can only tether to citadels in frontline systems and systems controlled by their militia, but not command ops or rearguard systems controlled by the enemy militia. | ||
+ | |||
+ | == Advantage == | ||
+ | |||
+ | Advantage is a modifier to the number of victory points awarded upon completion of complexes. Higher advantage for your militia results in a greater change in victory points (and a greater increase in contested %) for that system when you complete a complex, while lower advantage for your militia results in a smaller change in victory points and contested %. In a nutshell, having high advantage for your side in a system makes it easier to defend that system when controlled by your militia, as defensive plexing reduces more of the opposing militia's progress; or faster to capture a system held by the opposing militia, as offensive plexing gains more victory points in fewer plexes. In this way, the militia that can raise the advantage and keep it high in a system they are trying to defend or capture, will often be able to effectively defend or capture that system as they have created an uphill battle for the opposing militia. | ||
+ | |||
+ | Advantage can be raised or lowered by completing various [[Faction warfare#Advantage|Advantage sites]]. These are ungated PvPvE sites without ship restrictions that, when completed, either raise advantage for your militia or lower the advantage of the opposing militia. Similar to complexes, militia members are rewarded with LP upon completion of the sites (with the exception of [[Faction warfare#Operation Centers|Operation Centers]], which give loot for successfully hacking instead). | ||
+ | |||
+ | Anyone can warp to these sites; NPCs will attack opposing militia members, pirates, and neutral capsuleers, but not friendly militia members. [[Faction warfare#Supply Caches|Supply Depots]], [[Faction warfare#Propaganda Broadcast Structure|Propaganda Beacons]], and [[Faction warfare#Listening Posts|Listening Posts]] appear on the overview if they are present in system; as such, it is not uncommon for players to run these sites in ships that are either fit for PvP and site completion, cheap, able to easily escape, or [[Recon ships#Combat Recon ships|undetectable with the directional scanner]]. A well-fit T1 cruiser or better can complete these sites; it is recommended to use drones or ammo to counter the NPCs (ie. EM damage for Caldari NPCs) to complete the sites quicker and more easily. Listening Posts and Propaganda Beacons can also be anchored next to friendly Supply Depots, and the friendly NPCs will shoot the hostile NPCs that spawn from the beacons. |
Latest revision as of 19:07, 16 August 2024
Currently working on:
- Updating and editing FW content, including gameplay from both Uprising and Havoc expansions.
Best way to contact me is via Evemail, or you can find me on the Gallente Militia discord.
Work in progress:
Frontlines
The Frontlines system acts to funnel activity and conflict to neighboring systems held by opposing militias. This divides systems in the warzones into three categories:
- Frontline: a system next to at least one other system controlled by the opposing militia or a system owned by the opposing militia's empire.
- Command Ops: a system one jump from a friendly frontline but not any systems controlled by the opposing militia.
- Rearguard: a system at least two jumps from any frontline systems.
Permanent frontline systems are systems that cannot be made command ops or rearguard systems by the enemy militia due to adjacency to friendly empire-controlled systems.
Docking
In the warzones, players enlisted in a militia may only dock in and undock from NPC stations and citadels in frontline systems and systems controlled by their militia. Enlisted players cannot dock in or undock from NPC stations and citadels in command ops or rearguard systems controlled by the enemy militia, except for in a pod. Tether follows the same rules: players can only tether to citadels in frontline systems and systems controlled by their militia, but not command ops or rearguard systems controlled by the enemy militia.
Advantage
Advantage is a modifier to the number of victory points awarded upon completion of complexes. Higher advantage for your militia results in a greater change in victory points (and a greater increase in contested %) for that system when you complete a complex, while lower advantage for your militia results in a smaller change in victory points and contested %. In a nutshell, having high advantage for your side in a system makes it easier to defend that system when controlled by your militia, as defensive plexing reduces more of the opposing militia's progress; or faster to capture a system held by the opposing militia, as offensive plexing gains more victory points in fewer plexes. In this way, the militia that can raise the advantage and keep it high in a system they are trying to defend or capture, will often be able to effectively defend or capture that system as they have created an uphill battle for the opposing militia.
Advantage can be raised or lowered by completing various Advantage sites. These are ungated PvPvE sites without ship restrictions that, when completed, either raise advantage for your militia or lower the advantage of the opposing militia. Similar to complexes, militia members are rewarded with LP upon completion of the sites (with the exception of Operation Centers, which give loot for successfully hacking instead).
Anyone can warp to these sites; NPCs will attack opposing militia members, pirates, and neutral capsuleers, but not friendly militia members. Supply Depots, Propaganda Beacons, and Listening Posts appear on the overview if they are present in system; as such, it is not uncommon for players to run these sites in ships that are either fit for PvP and site completion, cheap, able to easily escape, or undetectable with the directional scanner. A well-fit T1 cruiser or better can complete these sites; it is recommended to use drones or ammo to counter the NPCs (ie. EM damage for Caldari NPCs) to complete the sites quicker and more easily. Listening Posts and Propaganda Beacons can also be anchored next to friendly Supply Depots, and the friendly NPCs will shoot the hostile NPCs that spawn from the beacons.