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Faction warfare: Difference between revisions

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m Complex types: Novice plexes are long gone...
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=== Joining as a corporation ===
=== Joining as a corporation ===
The CEO or Director of a [[corporation]] can enlist their entire corporation (i.e. all their members) to Factional Warfare, and the executor of an alliance may do so on behalf of the alliance. If part of an alliance the corporation retains the decision to join Faction Warfare, so an Alliance can not prevent a member corporation from joining. However, due to wars being shared between alliances and their member corps, if a corp joins a militia, the entire alliance is enlisted as well. It is recommended that, if the alliance does not wish to be enlisted, corps who want to participate in Faction Warfare should either leave their alliance or enable Direct Enlistment so their members can freely join a militia. While individual pilots can join and leave the militias at any time, corporations and alliances will have to wait some time before they are joined into the warfare and may fight on behalf of their chosen empire. As with solo players, the corporation must have a standing of 0.0 of greater towards the empire they wish to fight for (corporation standings are an average of its all members' individual standings, see [[Corporation|corporation standings]] for more details). Enlisting a corporation takes effect after the next downtime.  
The CEO or Director of a [[corporation]] can enlist their entire corporation (i.e. all their members) to Factional Warfare, and the executor of an alliance may do so on behalf of the alliance. When part of an alliance the corporation retains the decision to join Faction Warfare, so an Alliance can not prevent a member corporation from joining. However, due to wars being shared between alliances and their member corps, when a corp joins a militia, the entire alliance is enlisted as well. It is recommended that, if the alliance does not wish to be enlisted, corps who want to participate in Faction Warfare should either leave the alliance or enable Direct Enlistment so their members can freely join a militia. While individual pilots can join and leave the militias at any time, corporations and alliances will have to wait some time before they are joined into the warfare and may fight on behalf of their chosen empire. As with solo players, the corporation must have a standing of 0.0 or greater towards the empire they wish to fight for (corporation standings are an average of its all members' individual standings, see [[Corporation|corporation standings]] for more details). Enlisting a corporation takes effect after the next downtime.  


Players must be in a corporation flagged for Factional Warfare to participate. 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. 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.
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<li> Orange: Enemy [[#Factional Warfare missions|mission]] beacons
<li> Orange: Enemy [[#Factional Warfare missions|mission]] beacons
</ul>]]
</ul>]]
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 canceled 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 when someone initiated a warp to them, but canceled 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 (Open Complexes (see below) do not have an acceleration gate, but are still a deadspace grid); you cannot light a [[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>Patch Notes: [https://www.eveonline.com/article/q6z2qy/patch-notes-for-march-2020-release 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 able to slide 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 (Open Complexes (see below) do not have an acceleration gate, but are still a deadspace grid); you cannot light a [[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>Patch Notes: [https://www.eveonline.com/article/q6z2qy/patch-notes-for-march-2020-release 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 able to slide immediately).
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[[File:FW capturing plex.jpg|thumb|200px|An Amarr pilot capturing an Amarr complex ("defensive plexing"). The timer on the capture point shows how much time is left before the complex is captured.]]
[[File:FW capturing plex.jpg|thumb|200px|An Amarr pilot capturing an Amarr complex ("defensive plexing"). The timer on the capture point shows how much time is left before the complex is captured.]]
Additional ships from your faction will not make the timer count down faster; if you leave the complex or the capture radius, the timer will pause (but will not reset). If an enemy ship enters the complex, the timer will also pause until ships from only one faction are present in the complex capture radius, and then it will resume counting down. Note that the timers for both factions are additive - so if a Caldari pilot has spent three minutes capturing a complex, and is then destroyed by an incoming Gallente pilot, the Gallente pilot would have to spend an ''extra'' three minutes in the complex in order to capture it (in order to "undo the capturing" previously done by the Caldari pilot, so to speak).  
Additional ships from your faction will not make the timer count down faster; when you leave the complex or the capture radius, the timer will pause (but will not reset). If an enemy ship enters the complex, the timer will also pause until ships from only one faction are present in the complex capture radius, and then it will resume counting down. Note that the timers for both factions are additive - so if a Caldari pilot has spent three minutes capturing a complex, and is then destroyed by an incoming Gallente pilot, the Gallente pilot would have to spend an ''extra'' three minutes in the complex in order to capture it (in order to "undo the capturing" previously done by the Caldari pilot, so to speak).  


No ship can [[cloak]] within the capture radius of a complex<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos 1.0] (2014)</ref>. Neutral pilots (i.e. pilots who are not enlisted in a militia) can enter a complex, but cannot capture it (their presence doesn't affect the complex' timer).
No ship can [[cloak]] within the capture radius of a complex<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos 1.0] (2014)</ref>. Neutral pilots (i.e. pilots who are not enlisted in a militia) can enter a complex, but cannot capture it (their presence doesn't affect the complex' timer).
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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>
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.


==== Battlefields ====
==== Battlefields ====
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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 roughly 10,000 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.
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.


==== Rendezvous Points ====
==== Rendezvous Points ====
 
Rendezvous Points are combat sites found in frontline and occasionally command operations systems, and awards loyalty points and 2% advantage in the system for that faction. The sites must be scanned down and will appear in the probe scanner as level I combat anomalies named for the faction NPCs contained in it, i.e. "Amarr Rendezvous Point". Sites for both empire factions will be present in system with a 15-20 minute respawn timer after a site is completed.  
Rendezvous Points are combat sites found in frontline and occasionally command operations systems, and awards loyalty points and 2% advantage in the system for that faction. The sites must be scanned down and will appear in the probe scanner as level I combat anomalies named for the faction NPCs contained in it, ie. "Amarr Rendezvous Point". Sites for both empire factions will be present in system with a 15-20 minute respawn timer after a site is completed.  


To complete the site, destroy five waves of NPCs. Each of the first four waves contains 3-6 NPCs, although a battleship NPC may spawn instead for the third wave. The fifth wave will spawn an officer battleship NPC; when this NPC is killed, any NPCs remaining will leave the site, and the site is completed.
To complete the site, destroy five waves of NPCs. Each of the first four waves contains 3-6 NPCs, although a battleship NPC may spawn instead for the third wave. The fifth wave will spawn an officer battleship NPC; when this NPC is killed, any NPCs remaining will leave the site, and the site is completed.
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==== Propaganda Broadcast Structures ====
==== Propaganda Broadcast Structures ====
Propaganda Broadcast Structures are deployable objects that when deployed, start a countdown timer for 10 minutes. Waves of NPCs will periodically spawn, pausing the timer, and must be killed to resume the countdown. At the end of the timer, the site is completed and ~1% advantage is awarded in the system for that faction. If the Propaganda Broadcast Structure is destroyed, either by the NPCs or players, before the timer is finished, no advantage is awarded.
Propaganda Broadcast Structures are deployable objects that when deployed, start a countdown timer for 10 minutes. Waves of NPCs will periodically spawn, pausing the timer, and must be killed to resume the countdown. At the end of the timer, the site is completed and ~1% advantage is awarded in the system for that faction. If the Propaganda Broadcast Structure is destroyed, either by the NPCs or players, before the timer is finished, no advantage is awarded.


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==== Listening Posts ====
==== Listening Posts ====
Similar to Propaganda Broadcast Structures, Listening Posts are are deployable objects that when deployed, start a countdown timer for 10 minutes. Waves of NPCs will periodically spawn, pausing the timer, and must be killed to resume the countdown. At the end of the timer, the site is completed and ~1% advantage is '''removed''' in the system from the opposing faction. If the Listening Post is destroyed, either by the NPCs or players, before the timer is finished, advantage is unchanged.
Similar to Propaganda Broadcast Structures, Listening Posts are are deployable objects that when deployed, start a countdown timer for 10 minutes. Waves of NPCs will periodically spawn, pausing the timer, and must be killed to resume the countdown. At the end of the timer, the site is completed and ~1% advantage is '''removed''' in the system from the opposing faction. If the Listening Post is destroyed, either by the NPCs or players, before the timer is finished, advantage is unchanged.


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==== Operation Centers ====
==== Operation Centers ====
Operation Centers are level 3 [[data site]]s that can only be found in the Rearguard systems of Faction Warfare [[Lowsec]] space. The sites can be scanned down by any capsuleer, but only participants in the opposing faction are able to hack the cans.
Operation Centers are level 3 [[data site]]s that can only be found in the Rearguard systems of Faction Warfare [[Lowsec]] space. The sites can be scanned down by any capsuleer, but only participants in the opposing faction are able to hack the cans.


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==== Neighboring Systems (Passive Bonus) ====
==== Neighboring Systems (Passive Bonus) ====
In addition to various sites that can effect system advantage, frontline systems gain a 10% native advantage bonus for each neighboring faction warfare system controlled by defending or opposing forces. A frontline owned by the Minmatar, for example, with two adjacent Minmatar-held systems and one adjacent Amarr-held system will reward an additional 20% advantage to the Minmatar and 10% advantage to the Amarr, for a net 10% advantage gain to the Minmatar for that frontline system.
In addition to various sites that can effect system advantage, frontline systems gain a 10% native advantage bonus for each neighboring faction warfare system controlled by defending or opposing forces. A frontline owned by the Minmatar, for example, with two adjacent Minmatar-held systems and one adjacent Amarr-held system will reward an additional 20% advantage to the Minmatar and 10% advantage to the Amarr, for a net 10% advantage gain to the Minmatar for that frontline 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 novice 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).}}
{{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 novice 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]].  
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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While the primary reason for Factional Warfare is to encourage PvP in low-sec, players are also rewarded directly for participating in the Factional Warfare mechanics.
While the primary reason for Factional Warfare is to encourage PvP in low-sec, players are also rewarded directly for participating in the Factional Warfare mechanics.


=== Complexes and i-Hubs ===
=== Complexes and I-Hubs ===
{{note box | The recent&nbsp;<sup>(as of March 2023)</sup> update to system dynamics has altered LP payouts, so the information in the below table is no longer accurate.}}
{{note box | The recent&nbsp;<sup>(as of March 2023)</sup> update to system dynamics has altered LP payouts, so the information in the below table is no longer accurate.}}


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!  
When 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 novice complex at tier 2 (base reward: 10,000 LP).]]
[[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).]]
{| class=wikitable style="text-align: center"
{| class=wikitable style="text-align: center"
|- style="background-color: var(--background-color-warning-subtle);"
|- style="background-color: var(--background-color-warning-subtle);"
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|}
|}


If you capture a complex in a friendly-held system ("defensive plexing"), you receive a reduced reward based on [[#Capturing systems|how contested the system is]]. The formula for this is<ref name="dev blog fast forward" />:
When capturing a complex in a friendly-held system ("defensive plexing"), you receive the full reward so long as the system is either vulnerable or contested. If the system is stable, you receive nothing.
 
{{expansion past|1=Before the [[Expansions#Catalyst|Catalyst]] expansion:
If you captured a complex in a friendly-held system ("defensive plexing"), you received a reduced reward based on how contested the system is. The formula for this was:


: <math> \displaystyle \text{LP reward } = \text{Base reward of complex} \times ( \text{Contested percentage of the system} / 100 ) \times 0.75 </math>
LP reward = Base reward of complex × (Contested percentage of the system/100) × 0.75


This means capturing a complex in a friendly-held system will pay out, at most, 75% as much as capturing an equivalent complex in an enemy-held system, and the closer the system is to "stable", the lower the reward.
This means capturing a complex in a friendly-held system paid out, at most, 75% as much as capturing an equivalent complex in an enemy-held system, and the closer the system is to "stable", the lower the reward.}}


The base reward for destroying an [[#Infrastructure Hub|infrastructure hub ("i-Hub")]] is 40,000 LP, split between all the pilots who damaged the i-Hub.  
The base reward for destroying an [[#Infrastructure Hub|infrastructure hub ("I-Hub")]] is 40,000 LP, split between all the pilots who damaged the I-Hub.


{| class=wikitable style="text-align: center;"
{| class=wikitable style="text-align: center;"
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The first of these is similar to being a member of a player-run [[corporation]] which is [[War Declaration|at war with another player-run corporation]]. You can attack pilots who are enlisted in the enemy militia anywhere in New Eden ([[CONCORD]] or sentry guns will not interfere) without impacting your [[security status]] (and, of course, they can also attack you!). This effect is most felt in high-sec, where you now have to be on the lookout for enemy players.  
The first of these is similar to being a member of a player-run [[corporation]] which is [[War Declaration|at war with another player-run corporation]]. You can attack pilots who are enlisted in the enemy militia anywhere in New Eden ([[CONCORD]] or sentry guns will not interfere) without impacting your [[security status]] (and, of course, they can also attack you!). This effect is most felt in high-sec, where you now have to be on the lookout for enemy players.  


The second of these restrict your movement through high-sec systems controlled by the enemy faction. If you enter one of these systems, you will get a text warning on your screen; if you don't leave the system promptly, you will be attacked by NPC faction navy ships. These ships are more powerful the higher the [[Security Rating|security rating]] of the system you are in, and will use [[electronic warfare]] against you (such as [[Capacitor warfare|neuts/nos]] and [[web]]s). They will not point you, but they will web you, meaning if you warp off immediately it requires a very slow ship to be caught. They also do not scram, so if you are caught, you can still MJD to escape. Unlike CONCORD, it's certainly feasible to survive encounters with them and with specifics fitting to sustain the NPC DPS it's even possible to "camp" in enemy space to catch opposing militia players - but they make travel through enemy-held high-sec a hassle at the least). The in-game star map (or a third-party site like [https://evemaps.dotlan.net/map Dotlan]) can help you to plan safe routes.  
The second of these restrict your movement through high-sec systems controlled by the enemy faction. When you enter one of these systems, you will get a text warning on your screen; if you don't leave the system promptly, you will be attacked by NPC faction navy ships. These ships are more powerful the higher the [[Security Rating|security rating]] of the system you are in, and will use [[electronic warfare]] against you (such as [[Capacitor warfare|neuts/nos]] and [[web]]s). They will not point you, but they will web you, meaning if you warp off immediately it requires a very slow ship to be caught. They also do not scram, so if you are caught, you can still MJD to escape. Unlike CONCORD, it's certainly feasible to survive encounters with them and with specifics fitting to sustain the NPC DPS it's even possible to "camp" in enemy space to catch opposing militia players - but they make travel through enemy-held high-sec a hassle at the least). The in-game star map (or a third-party site like [https://evemaps.dotlan.net/map Dotlan]) can help you to plan safe routes.  


Additionally, you cannot dock or undock with a ship at both NPC stations and player-owned structures in the enemy-controlled Command Ops or Rearguard systems (but you can dock at enemy NPC stations in all other parts of space). You can only dock or undock in a capsule. This means that if you have items or ships in such a location, you cannot access them until your faction makes it a Frontline system (you can create a [[contract]] with a neutral player, alt, or hauling service to get your items out, or temporarily leave the militia to regain access to your assets).  
Additionally, you cannot dock or undock with a ship at both NPC stations and player-owned structures in the enemy-controlled Command Ops or Rearguard systems (but you can dock at enemy NPC stations in all other parts of space). You can only dock or undock in a capsule. This means that if you have items or ships in such a location, you cannot access them until your faction makes it a Frontline system (you can create a [[contract]] with a neutral player, alt, or hauling service to get your items out, or temporarily leave the militia to regain access to your assets).  
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* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's guide to Faction War Plexing] (2013)
* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's guide to Faction War Plexing] (2013)


{{FactionWarfareNav}}


{{FactionWarfareNav}}


[[Category:Faction Warfare]]
[[Category:Faction Warfare]]