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Faction warfare: Difference between revisions

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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>[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)).  
No ship can [[cloaking|cloak]] within the capture radius of a complex<ref>[https://www.eveonline.com/news/view/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.
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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>[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]].
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">[https://www.eveonline.com/news/view/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 ===
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=== 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 Patch Notes: Inferno 1.0]</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">[https://www.eveonline.com/news/view/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>[http://community.eveonline.com/news/patch-notes/patch-notes-for-crius Patch Notes: Crius 1.0]</ref>
* lower costs for industry activities in NPC stations (-10% per upgrade level)<ref>[https://www.eveonline.com/news/view/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 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">[http://community.eveonline.com/news/dev-blogs/73491 Dev blog: Fast Forward] (2012)</ref>:  
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">[https://www.eveonline.com/news/view/fast-forward Dev blog: Fast Forward] (2012)</ref>:  


:{{co|wheat|2=LP reward = Base reward of complex * (Contested percentage of the system/100) * 0.75}}
:{{co|wheat|2=LP reward = Base reward of complex * (Contested percentage of the system/100) * 0.75}}
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{{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.}}  
{{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>[https://www.eveonline.com/news/view/fw-dev-blog-1-1-1 Dev blog: Factional Warfare overhaul] (2012)</ref> you killed (including modules and the contents of their cargo bay):   
:{{co|wheat|2=LP reward = 3.25 * (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>[https://www.eveonline.com/news/view/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.   


=== Factional Warfare LP store ===
=== Factional Warfare LP store ===
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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>[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>[https://forums-archive.eveonline.com/default.aspx?g=posts&find=unread&t=384153 EVE forums: Enemy of the State mechanics] (2014)</ref>


== References ==
== References ==