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Faction warfare: Difference between revisions

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Adam Cion (talk | contribs)
Add disclaimer about conflicting information in patch notes and in game for what may slide. Needs a couple in-game tests to verify the actual rules.
m Fix * presentation. Eve to EVE as per Mos. Remove name= from <ref> that appear only once. Standardize presentation for patch notes references.
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It is possible for third parties (those not enrolled in Faction warfare directly) to fight those who are. Sliding into a complex or aggressing a capsuleer enrolled in faction warfare will generally give a [[Timers#Suspect_Timer|Suspect Timer]] (see that page for exceptions). It will also decrease security status and decrease standing with the targeted faction. Third-parties will not receive Faction warfare rewards like Loyalty Points (LP).
It is possible for third parties (those not enrolled in Faction warfare directly) to fight those who are. Sliding into a complex or aggressing a capsuleer enrolled in faction warfare will generally give a [[Timers#Suspect_Timer|Suspect Timer]] (see that page for exceptions). It will also decrease security status and decrease standing with the targeted faction. Third-parties will not receive Faction warfare rewards like Loyalty Points (LP).


Third-partying on faction warfare is a common way to find PvP content in lowsec space for those not enrolled in Faction warfare themselves, such as Eve University members.
Third-partying on faction warfare is a common way to find PvP content in lowsec space for those not enrolled in Faction warfare themselves, such as EVE University members.


== Factional alliances ==
== Factional alliances ==
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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 [[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 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 [[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 cancelled 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 [[cyno|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 name="loyalty to lowsec">[https://www.eveonline.com/article/q6z2qy/patch-notes-for-march-2020-release Patch Notes for 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 a ble 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>[https://www.eveonline.com/article/q6z2qy/patch-notes-for-march-2020-release Patch Notes: 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 a ble to slide immediately).


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.  
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.  
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Additional ships from your faction will not make the timer count down faster; if you leave the complex, 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, 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; if you leave the complex, 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, 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 [[cloaking|cloak]] within the capture radius of a complex<ref name="patch notes kronos 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos Kronos 1.0 patch notes]</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). Pilots in a militia can capture complexes in their ally's warzone, but only on their ally's behalf (so, for example, a pilot fighting for the Minmatar could go to the Caldari-Gallente warzone and capture a complex on behalf of their ally (the Gallente)).  
No ship can [[cloaking|cloak]] within the capture radius of a complex<ref>[http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos Patch Notes: Kronos 1.0]</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). Pilots in a militia can capture complexes in their ally's warzone, but only on their ally's behalf (so, for example, a pilot fighting for the Minmatar could go to the Caldari-Gallente warzone and capture a complex on behalf of their ally (the Gallente)).  


Once a complex has been captured, it disappears from the scanner/overview and despawns after a few minutes. A new complex of the same size will spawn about 30 minutes after the previous one was captured. On average, there will be one or two complexes of each [[#Complex types|type]] in a system. However, if many players have been active in a system recently, it may be the case that, for a brief time, there are no complexes available to capture.
Once a complex has been captured, it disappears from the scanner/overview and despawns after a few minutes. A new complex of the same size will spawn about 30 minutes after the previous one was captured. On average, there will be one or two complexes of each [[#Complex types|type]] in a system. However, if many players have been active in a system recently, it may be the case that, for a brief time, there are no complexes available to capture.


{{expansion past|Before the [[Expansions#Kronos|Kronos]] expansion, ships could cloak within the capture radius of complexes. This not only led plex farmers to fit cloaking devices to their ships (allowing them to cloak and escape at the first sign of danger), but also encouraged players to sit in a cloaked [[Stealth Bomber]] inside a complex (to ambush incoming ships).}}
{{expansion past
|Before the [[Expansions#Kronos|Kronos]] expansion, ships could cloak within the capture radius of complexes. This not only led plex farmers to fit cloaking devices to their ships (allowing them to cloak and escape at the first sign of danger), but also encouraged players to sit in a cloaked [[Stealth Bomber]] inside a complex (to ambush incoming ships).
}}


==== Complex types ====
==== Complex types ====
Complexes come in a variety of types<ref name="patch notes uprising">[https://www.eveonline.com/news/view/patch-notes-version-20-10#SNS Uprising patch notes]</ref>. They vary in:
Complexes come in a variety of types<ref>[https://www.eveonline.com/news/view/patch-notes-version-20-10#SNS Patch Notes: Uprising SNS]</ref>. They vary in:


* What kinds of ships are allowed to enter
* What kinds of ships are allowed to enter
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|}
|}


<small>* As of 2022-12-01, there is conflicting text between patch notes, some in-game site beacon descriptions, and in-game descriptions on acceleration gates. The above sizes come from the patch notes should be correct for T1/T2 pirate/navy/empire ships of all sizes. Strategic Cruisers, Tactical Destroyers, and more esoteric classes like Flag Cruisers may have in-game mechanics that conflict with the patch note descriptions of what can slide.</small>
* <small>As of 2022-12-01, there is conflicting text between patch notes, some in-game site beacon descriptions, and in-game descriptions on acceleration gates. The above sizes come from the patch notes should be correct for T1/T2 pirate/navy/empire ships of all sizes. Strategic Cruisers, Tactical Destroyers, and more esoteric classes like Flag Cruisers may have in-game mechanics that conflict with the patch note descriptions of what can slide.</small>


<small>* [[Venture]]s are no longer able to capture Faction Warfare Complexes.<ref name="Patch Notes For September 2019 Release">[https://www.eveonline.com/news/view/patch-notes-for-september-2019-release Patch Notes For September 2019 Release]</ref></small>
* <small>[[Venture]]s are no longer able to capture Faction Warfare Complexes.<ref>[https://www.eveonline.com/news/view/patch-notes-for-september-2019-release Patch Notes: September 2019 Release]</ref></small>


For example, Amarr Medium NVY-5 would indicate a site where the rewards scale to 5 capsuleers, and Tech 1 or Navy ships of size Cruiser or smaller are allowed inside.
For example, Amarr Medium NVY-5 would indicate a site where the rewards scale to 5 capsuleers, and Tech 1 or Navy ships of size Cruiser or smaller are allowed inside.
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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 gives higher rewards than capturing complexes in friendly-held systems.  
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 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 novice and small complexes. In medium and large complexes, the NPC respawns after between 90 and 300 seconds.<ref>[https://forums.eveonline.com/default.aspx?g=posts&t=343137 Eve forums: Kronos Factional Warfare Complex Improvements]</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 novice and small complexes. In medium and large complexes, the NPC respawns after between 90 and 300 seconds.<ref>[https://forums.eveonline.com/default.aspx?g=posts&t=343137 EVE forums: Kronos Factional Warfare Complex Improvements]</ref>


Which systems have complexs and which complexes a system has available can both be found in the [[Agency]] window under Encounters > Faction Warfare.  
Which systems have complexs and which complexes a system has available can both be found in the [[Agency]] window under Encounters > Faction Warfare.  
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=== Battlefields ===
=== Battlefields ===


Along with normal Complexes, there are also much larger Factional Warfare sites called Battlefields.<ref name="patch notes uprising part 2">[https://www.eveonline.com/news/view/patch-notes-version-20-10-2 Uprising patch notes part 2]</ref>
Along with normal Complexes, there are also much larger Factional Warfare sites called Battlefields.<ref>[https://www.eveonline.com/news/view/patch-notes-version-20-10-2 Patch Notes: Uprising part 2]</ref>


Battlefields have a number of unique capture mechanics:
Battlefields have a number of unique capture mechanics:
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=== Victory points ===
=== Victory points ===
Formally, how "contested" a system is is measured in how many victory points have been accumulated by the attacking faction for that system. If the attacking faction has not yet accumulated any victory points for that system, then the system is [[#Capturing systems|"stable"]], and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref name="GamerChick42">[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing] (2013)</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of 100 victory points<ref name="patch notes inferno 1.3">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.3 Inferno 1.3 patch notes]</ref>; this is to give themselves some breathing room while they attack the [[#Infrastructure Hub|i-Hub]].
Formally, how "contested" a system is is measured in how many victory points have been accumulated by the attacking faction for that system. If the attacking faction has not yet accumulated any victory points for that system, then the system is [[#Capturing systems|"stable"]], and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref>[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing] (2013)</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of 100 victory points<ref name="patch notes inferno 1.3">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.3 Patch notes: Inferno 1.3]</ref>; this is to give themselves some breathing room while they attack the [[#Infrastructure Hub|i-Hub]].


=== Advantage ===
=== Advantage ===
 
Advantage in a system makes it easier to capture and defend a system. Advantage can be increased by winning Battlefields, deploying several deployable structures, or completing Rendezvous Point combat sites<ref>[https://www.eveonline.com/news/view/patch-notes-version-20-10#advantage Patch Notes: Uprising Advantage]</ref>.
Advantage in a system makes it easier to capture and defend a system. Advantage can be increased by winning Battlefields, deploying several deployable structures, or completing Rendezvous Point combat sites<ref name="patch notes uprising advantage">[https://www.eveonline.com/news/view/patch-notes-version-20-10#advantage Uprising patch notes]</ref>.


== System upgrades and warzone tier ==
== System upgrades and warzone tier ==
=== System upgrades ===
=== System upgrades ===
[[File:FacWar Infra Hub upgrade dialog.jpg|thumb|200px|A system can be upgraded by donating loyalty points (LP) at the system's infrastructure hub. This system is currently at Level 3, nearing Level 4.]]
[[File:FacWar Infra Hub upgrade dialog.jpg|thumb|200px|A system can be upgraded by donating loyalty points (LP) at the system's infrastructure hub. This system is currently at Level 3, nearing Level 4.]]
Players participating in Factional Warfare can donate the [[LP|loyalty points (LP)]] they [[#Rewards|earned with their militia corporation]] to "upgrade" the star systems which their faction currently controls. To do this, they must fly to the system's [[#Infrastructure Hub|infrastructure hub]], right-click on it, select the "open system upgrade panel" option, and select how much LP they would like to donate. This window also lists the benefits of upgrading a system<ref name="patch notes inferno 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno Inferno 1.0 patch notes]</ref>:
Players participating in Factional Warfare can donate the [[LP|loyalty points (LP)]] they [[#Rewards|earned with their militia corporation]] to "upgrade" the star systems which their faction currently controls. To do this, they must fly to the system's [[#Infrastructure Hub|infrastructure hub]], right-click on it, select the "open system upgrade panel" option, and select how much LP they would like to donate. This window also lists the benefits of upgrading a system<ref name="patch notes inferno 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno Patch Notes: Inferno 1.0]</ref>:
* lower broker fees for contracts and market orders (-10% per system upgrade level)  
* lower broker fees for contracts and market orders (-10% per system upgrade level)  
* lower costs for industry activities in NPC stations (-10% per upgrade level)<ref name="patch notes crius 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-crius Crius 1.0 patch notes]</ref>
* lower costs for industry activities in NPC stations (-10% per upgrade level)<ref>[http://community.eveonline.com/news/patch-notes/patch-notes-for-crius Patch Notes: Crius 1.0]</ref>
When you donate LP, a part is lost as a "[[Tax#Maintenance_tax|maintenance tax]]" (for example, if you donate 1000 LP, and the maintenance tax is 5%, then only 950 LP are actually counted towards upgrading the system). The maintenance tax starts at 0% and increases the higher their [[#Faction tier|faction's tier]] is, up to about 75%<ref name="patch notes inferno 1.3" /><ref>[https://forums.eveonline.com/default.aspx?g=posts&m=3630457 EVE Forums: maintenance tax]</ref>. The LP you donate is put into a pool with the LP donated by other players from your faction in that system, and the size of that pool determines the system's upgrade level. A system can be upgraded up to level 5.  
When you donate LP, a part is lost as a "[[Tax#Maintenance_tax|maintenance tax]]" (for example, if you donate 1000 LP, and the maintenance tax is 5%, then only 950 LP are actually counted towards upgrading the system). The maintenance tax starts at 0% and increases the higher their [[#Faction tier|faction's tier]] is, up to about 75%<ref name="patch notes inferno 1.3" /><ref>[https://forums.eveonline.com/default.aspx?g=posts&m=3630457 EVE Forums: maintenance tax]</ref>. The LP you donate is put into a pool with the LP donated by other players from your faction in that system, and the size of that pool determines the system's upgrade level. A system can be upgraded up to level 5.  
{{example|In the screenshot on the right, Caldari militia members have donated a total of 129,360 LP in that system, which equates to an upgrade level of 3. In order to each level 4, they would have to donate an additional 10,640 LP to bring the total to at least 140,000 LP.}}  
{{example|In the screenshot on the right, Caldari militia members have donated a total of 129,360 LP in that system, which equates to an upgrade level of 3. In order to each level 4, they would have to donate an additional 10,640 LP to bring the total to at least 140,000 LP.}}  
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If at any point your (unmodified, i.e. without taking [[Skills:Social|skills]] into account) standings towards your faction drop below 0.0, you will receive a warning mail to raise them back up at the next [[server downtime]]. If you have not recovered your standings until the downtime after that (i.e. two downtimes after the standing drop), you will be instantly kicked out of the FW militia. The same rules apply for corporation who join FW, except that in that case it's the corporation's faction standings which counts.
If at any point your (unmodified, i.e. without taking [[Skills:Social|skills]] into account) standings towards your faction drop below 0.0, you will receive a warning mail to raise them back up at the next [[server downtime]]. If you have not recovered your standings until the downtime after that (i.e. two downtimes after the standing drop), you will be instantly kicked out of the FW militia. The same rules apply for corporation who join FW, except that in that case it's the corporation's faction standings which counts.


After you leave Factional Warfare the navies of your enemy factions will still attack you for several hours (even if you join the opposing faction militia!)  Your status as an "enemy of the state" does not show up in your standings, so be careful when you attempt to travel. Either re-logging into your character or waiting up to 16 hours is enough for the enemy navies to forget about you, though this mechanic remains unexplored as to whether it is functioning as intended or in any form of consistency.<ref name="EVE forums: Enemy of the State mechanics">[http://forums.eveonline.com/default.aspx?g=posts&find=unread&t=384153 EVE forums: Enemy of the State mechanics] (2014)</ref>
After you leave Factional Warfare the navies of your enemy factions will still attack you for several hours (even if you join the opposing faction militia!)  Your status as an "enemy of the state" does not show up in your standings, so be careful when you attempt to travel. Either re-logging into your character or waiting up to 16 hours is enough for the enemy navies to forget about you, though this mechanic remains unexplored as to whether it is functioning as intended or in any form of consistency.<ref>[http://forums.eveonline.com/default.aspx?g=posts&find=unread&t=384153 EVE forums: Enemy of the State mechanics] (2014)</ref>


== References ==
== References ==
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== External links ==
== External links ==
* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: Beginner's guide to Factional War] (2013)
* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's guide to Faction War Plexing] (2013)
* [https://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009)
* [https://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009)


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