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Faction warfare: Difference between revisions

From EVE University Wiki
Baseline edit to account for the Loyalty to Lowsec changes. Additional edits needed.
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{{update|Ship destruction and new large complex reward stats need updates according to the changes from the Loyalty to Lowsec update.}}
{{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]].}}
{{related class | Factional Warfare 101}}
{{related class | Factional Warfare 101}}
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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 [[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 [[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 Complex]]es, you cannot warp directly into them, but must first use an [[deadspace|acceleration gate]], after which you will land at the complex' beacon (large complexes (see below) do not have an acceleration gate, but you will still land at the complex' beacon when you warp in); you cannot light a [[cyno|cynosural field]] inside a complex. 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.  
Like most other [[Deadspace Complex]]es, you cannot warp directly into them, but must first use an [[deadspace|acceleration gate]], after which you will land at the complex' beacon (large complexes (see below) do not have an acceleration gate, but you will still land at the complex' beacon when you warp in); you cannot light a [[cyno|cynosural field]] inside 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>. 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 four types, often called "sizes" (which is a bit of a misnomer, as the physical dimensions of the complex are always the same)<ref name=patch notes retribution 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-retribution-1 Retribution 1.0 patch notes]</ref>. They vary in what ship classes are allowed to enter, what NPC defends them, and how long it takes to capture them. 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 come in four types, often called "sizes" (which is a bit of a misnomer, as the physical dimensions of the complex are always the same)<ref name="patch notes retribution 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-retribution-1 Retribution 1.0 patch notes]</ref>. They vary in what ship classes are allowed to enter, what NPC defends them, and how long it takes to capture them. 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.  


{| class="wikitable" style="font-size:90%"
{| class="wikitable" style="font-size:90%"
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| style="text-align:center;"| 20 min  
| style="text-align:center;"| 20 min  
| style="padding:0.3em;" | Frigates and Destroyers<br>Cruisers<br>(no Strategic (T3) Cruisers)
| style="padding:0.3em;" | Frigates and Destroyers<br>Cruisers<br>(no Strategic (T3) Cruisers)
| 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;"| ?? min
| style="padding:0.3em;" | All ships above, plus<br>Strategic Cruisers<br>Battlecruisers<br>Battleships
| style="text-align:center;" | ???
|-
| style="background-color:#333333;padding:0.3em;" | Open
| style="text-align:center;"| 20 min
| style="text-align:center;"| 20 min
| style="padding:0.3em;" | Unrestricted
| style="padding:0.3em;" | Unrestricted
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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 5000 LP, while if your faction was at Tier 4, you would receive 25,000 LP for capturing that same complex! This bonus affects all activities which reward Factional Warfare LP, notably [[#Capturing complexes|capturing complexes]] and [[#Factional Warfare missions|running missions]].  
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 5000 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. [http://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. [http://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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|-
|-
| style="background-color:#333333; text-align:left;" | Large
| style="background-color:#333333; text-align:left;" | Large
|
|
|
|
|
|-
| style="background-color:#333333; text-align:left;" | Open
| style="padding:0.1em 1em" | 15,000 LP
| style="padding:0.1em 1em" | 15,000 LP
| style="padding:0.1em 1em" | 30,000 LP
| style="padding:0.1em 1em" | 30,000 LP
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=== Destroying enemy player's ships ===
=== Destroying enemy player's ships ===
{{note box | The recent update suggests that the LP reward is approximately equal to Tier 5 level rewards (+225%). A flat 3.25 multiplier has been added to the equation, but testing is needed to confirm that this is the exact value.}}
In addition to any loot you may recover from the wreck of any enemy player's ships you destroy, you will also receive loyalty points based on the value of the ship<ref>[http://community.eveonline.com/news/dev-blogs/28659 Dev blog: Factional Warfare overhaul] (2012)</ref> you killed (including modules and the contents of their cargo bay):   
In addition to any loot you may recover from the wreck of any enemy player's ships you destroy, you will also receive loyalty points based on the value of the ship<ref>[http://community.eveonline.com/news/dev-blogs/28659 Dev blog: Factional Warfare overhaul] (2012)</ref> you killed (including modules and the contents of their cargo bay):   
:{{co|wheat|2=LP reward = (value of ship hull - value of ship insurance + value of modules/rigs/subsystem/cargo) / 10000}}
:{{co|wheat|2=LP reward = 3.25 * (value of ship hull - value of ship insurance + value of modules/rigs/subsystem/cargo) / 10000}}


As with capturing complexes, if several pilots are involved in killing a ship, the reward is shared equally between them<ref>[http://community.eveonline.com/news/dev-blogs/war-is-a-full-time-job Dev Blog: "War is a full-time job"] (2009)</ref>. The LP reward scales with faction tier, but is capped at 50,000 LP per kill.   
As with capturing complexes, if several pilots are involved in killing a ship, the reward is shared equally between them<ref>[http://community.eveonline.com/news/dev-blogs/war-is-a-full-time-job Dev Blog: "War is a full-time job"] (2009)</ref>. The LP reward scales with faction tier, but is capped at 50,000 LP per kill.