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m Update {{Update}}, Add link to Loyality to Lowsec patch notes. No idea if it is still needed but better to have then to have not. |
Salartarium (talk | contribs) m proofreading, frontlines page |
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There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance. You do not need to be a part of Faction warfare to fight those who are enlisted. | There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance. You do not need to be a part of Faction warfare to fight those who are enlisted. | ||
{{note box|[[EVE University]] does not participate in Factional Warfare; members of the University have to leave the University to participate in Factional Warfare (or create an [[alt|alt character]] specifically for Factional Warfare). EVE University used to have affiliated corporations | {{note box|[[EVE University]] does not participate in Factional Warfare; members of the University have to leave the University to participate in Factional Warfare (or create an [[alt|alt character]] specifically for Factional Warfare). EVE University used to have affiliated corporations that participated in Factional Warfare, but this is no longer the case.}} | ||
=== Joining as a solo player === | === Joining as a solo player === | ||
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Any player can join Factional Warfare provided that their [[standings]] towards the empire faction (e.g. the Gallente Federation or the Caldari State) they wish to fight for are 0.0 or greater. Note that only raw, unmodified standings (i.e. without taking the effects of skills like {{sk|Social|icon=yes}} into account) count; you can check your standings on your character page. | Any player can join Factional Warfare provided that their [[standings]] towards the empire faction (e.g. the Gallente Federation or the Caldari State) they wish to fight for are 0.0 or greater. Note that only raw, unmodified standings (i.e. without taking the effects of skills like {{sk|Social|icon=yes}} into account) count; you can check your standings on your character page. | ||
You can enlist at any station belonging to the empire faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window). Note that even | You can enlist at any station belonging to the empire faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window). Note that even though the Khanid Kingdom and the Ammatar Mandate are affiliated with the Amarr Empire, they do not count as being a part of it, and therefore you cannot join Factional Warfare from their stations. | ||
If you join as a solo player, you will leave your current corporation (be it a player-run or NPC corporation) and automatically join one of the four militia corporations (NPC-run corporations which are populated exclusively by other players enlisted in Factional Warfare for a given empire): | If you join as a solo player, you will leave your current corporation (be it a player-run or NPC corporation) and automatically join one of the four militia corporations (NPC-run corporations which are populated exclusively by other players enlisted in Factional Warfare for a given empire): | ||
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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. While individual pilots can join and leave the militias at any time, corporations and alliances will have to wait | 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. While individual pilots can join and leave the militias at any time, corporations and alliances will have to wait sometime before they are joined into the warfare and may fight on behalf of their chosen empire. in Factional Warfare to fight for one of the four empires. 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. | ||
Players must be in a corporation flagged for Factional Warfare to participate. Therefore, it's not possible for individuals in a player-run corporation to either join Factional Warfare on their own – they have to leave their corporation, and join a different one | Players must be in a corporation flagged for Factional Warfare to participate. Therefore, it's not possible for individuals in a player-run corporation to either join Factional Warfare on their own – they have to leave their corporation, and join a different one that is operationally flagged for FW, such as the NPC ones listed above. Conversely, 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. | ||
=== Third-partying === | === Third-partying === | ||
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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 | 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). | ||
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 | 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 able 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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* Enemy faction NPCS and players block capture | * Enemy faction NPCS and players block capture | ||
* Pods cannot capture | * Pods cannot capture | ||
* Winning a Battlefield provides a large | * Winning a Battlefield provides a large number of Loyalty Points to the winning side | ||
* Winning a Battlefield provides a very large amount of Advantage to the winning faction's Advantage system level | * Winning a Battlefield provides a very large amount of Advantage to the winning faction's Advantage system level | ||
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Operation Centers are level 3 [[Relic and data sites|data sites]] 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 [[Relic and data sites|data sites]] 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 named for the empire | Operation Centers are named for the empire whose system they are in, such as "Caldari Operation Center". | ||
Each site contains 5 cans, one in each direction | Each site contains 5 cans, one in each direction beside the landing point. The cans are mostly sleeper difficulty and can be failed as many times as necessary without consequences. If a can is successfully hacked, NPCs will arrive 5-10 seconds later and attack the hacker. | ||
The most important loot in Operation Centers are the Encoder Splices (e.g. "Caldari Encoder Splice") and Decoder Packages (e.g. "Caldari Decoder Package"), because these sites are the only way to obtain them, and they are required to purchase the Propaganda Broadcast Structure and Listening Outpost, respectively. As such it is recommended to use a cargo scanner to find which can has the Splice and Decoders, and obtain them first. | The most important loot in Operation Centers are the Encoder Splices (e.g. "Caldari Encoder Splice") and Decoder Packages (e.g. "Caldari Decoder Package"), because these sites are the only way to obtain them, and they are required to purchase the Propaganda Broadcast Structure and Listening Outpost, respectively. As such it is recommended to use a cargo scanner to find which can has the Splice and Decoders, and obtain them first. | ||
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=== Infrastructure Hub === | === Infrastructure Hub === | ||
[[File:Minmatar Infrastructure Hub.jpg|thumb|left|200px||An infrastructure hub ("i-Hub") in space.]] | [[File:Minmatar Infrastructure Hub.jpg|thumb|left|200px||An infrastructure hub ("i-Hub") in space.]] | ||
The Infrastructure Hub (or "i-Hub") is a structure in space | The Infrastructure Hub (or "i-Hub") is a structure in space that the attacking faction needs to destroy in order to capture a system. The i-Hub can be found (and be warped to) from the Overview, but can only be damaged if the star system is in a [[#Capturing systems|"vulnerable" state]], and then only by pilots of the attacking faction (pilots of the defending faction, pilots in an allied militia, or neutral pilots cannot damage the i-Hub). | ||
The i-Hub has 25 million hitpoints (HP), with 7.5M HP each in shield and armor, and 10M HP in structure<ref>[http://games.chruker.dk/eve_online/item.php?type_id=29303 Chruker.dk item database]</ref>. This means that a medium-sized fleet is needed to destroy an i-Hub in a reasonable period of time (keeping in mind that its peak shield recharge rate is around 1700 HP/s, which is the absolute minimum amount of DPS needed to break through its shields). Once the i-Hub is destroyed (technically, once it reaches 1% structure), the system will be "lost" and will switch to being occupied by the attacking faction after the next [[server downtime]]. | The i-Hub has 25 million hitpoints (HP), with 7.5M HP each in shield and armor, and 10M HP in structure<ref>[http://games.chruker.dk/eve_online/item.php?type_id=29303 Chruker.dk item database]</ref>. This means that a medium-sized fleet is needed to destroy an i-Hub in a reasonable period of time (keeping in mind that its peak shield recharge rate is around 1700 HP/s, which is the absolute minimum amount of DPS needed to break through its shields). Once the i-Hub is destroyed (technically, once it reaches 1% structure), the system will be "lost" and will switch to being occupied by the attacking faction after the next [[server downtime]]. | ||
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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 | Players participating in Factional Warfare can donate the [[LP|loyalty points (LP)]] they [[#Rewards|earned with their militia corporation]] to "upgrade" the star systems that 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>[https://www.eveonline.com/news/view/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> | ||
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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 | The second of these restrict your movement through high-sec systems controlled by the two enemy factions. 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 point you, but they will web you first, 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 - 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 in stations controlled by the enemy NPC factions in the [[#War zones|war zones]] (but you can dock at enemy NPC stations in all other parts of space). This means that if you have items or ships in a station | Additionally, you cannot dock in stations controlled by the enemy NPC factions in the [[#War zones|war zones]] (but you can dock at enemy NPC stations in all other parts of space). This means that if you have items or ships in a station that is now held by the enemy faction you cannot access them until your faction takes the system back (although, in a pinch, you can create a [[contract]] to a neutral player, alt, or hauling service to get your items out). | ||
== Leaving Factional Warfare == | == Leaving Factional Warfare == | ||
You can leave Factional Warfare at any time through the Militia window if you joined as a solo player (or, for an entire corporation, the CEO or Director can do this). You will keep any loyalty points you have earned, but will no longer be able to participate in the formal Factional Warfare mechanics (capturing complexes and systems, or running missions). Additionally, you can re-enlist at any time (provided you [[#Joining Factional Warfare|meet the criteria]]). | You can leave Factional Warfare at any time through the Militia window if you joined as a solo player (or, for an entire corporation, the CEO or Director can do this). You will keep any loyalty points you have earned, but will no longer be able to participate in the formal Factional Warfare mechanics (capturing complexes and systems, or running missions). Additionally, you can re-enlist at any time (provided you [[#Joining Factional Warfare|meet the criteria]]). | ||
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 | 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 a corporation that join FW, except that in that case, it's the corporation's faction standings that 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>[https://forums-archive.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> | ||
== Frontlines == | |||
The [https://www.eveonline.com/frontlines?utm_source=newsletter&utm_medium=email&utm_campaign=cn:ww_lg:EN_mg:3_pd:2_cd:frontier-update_ct:email-inline_tg:landing-page&utm_content=inline Frontlines] report page provides live updates on the state of Factional Warfare in New Eden. The page features maps of conflict hotspots, information on the warzones, and a new video outlining how Factional Warfare works. | |||
== References == | == References == | ||