Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Faction warfare: Difference between revisions

From EVE University Wiki
Corrected reference formatting for my previous edit for consistency with the wiki.
m Change unneeded piped link, making use of redirect. Repposition a <ref>. Add thousands separator.
Line 2: Line 2:


{{hatnote|This page deals primarily with the mechanics of faction warfare. For tips on how best to take advantage of these mechanics, see [[Faction 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 [[Faction warfare strategy and tactics]].}}
'''Faction warfare''' (often abbreviated as '''FW''') is a game mechanic whereby you can sign up to fight for one of the four empire factions (against its enemy faction) for control over certain areas of [[low-sec]] space. It was first introduced in the [[Expansions#Empyrean Age|Empyrean Age]] expansion (2008) to offer players a stepping-stone into PvP (player-vs-player) gameplay. In 2022, the [[Expansions#20.10 Release (Uprising)|Uprising]] expansion made sweeping changes across many Faction Warfare mechanics, and the [[Expansions#Havoc|Havoc]] expansion (2023) added the ability to enlist with the Guristas and Angels pirate militias to fight against the empires and participate in [[Insurgency|Insurgencies]].
'''Faction warfare''' (FW) is a game mechanic whereby you can sign up to fight for one of the four empire factions (against its enemy faction) for control over certain areas of [[low-sec]] space. It was first introduced in the [[Expansions#Empyrean Age|Empyrean Age]] expansion (2008) to offer players a stepping-stone into player-vs-player (PvP) gameplay. In 2022, the [[Expansions#20.10 Release (Uprising)|Uprising]] expansion made sweeping changes across many Faction Warfare mechanics, and the [[Expansions#Havoc|Havoc]] expansion (2023) added the ability to enlist with the Guristas and Angels pirate militias to fight against the empires and participate in [[Insurgency|Insurgencies]].


Faction warfare is primarily centered around two [[#war zones|war zones]] (areas of low-sec contested by two empires): the Amarr-Minmatar war zone and the Caldari-Gallente war zone, which each are located on the border of the two respective empires. In these war zones, players who participate in Factional Warfare attempt to [[#Capturing systems|conquer star systems]] for their empire, and are rewarded with [[#Rewards|loyalty points]] and increased [[#Standings and ranks|faction standings]] for their efforts. Additionally, as players who participate in Factional Warfare are effectively at war with one of the four empire factions in the game, they can therefore attack (and be attacked by) players fighting for the enemy faction anywhere in New Eden, as well as fight the enemy NPC faction navies (who patrol the [[high-sec]] star systems belonging to their faction).  
Faction warfare is primarily centered around two [[#war zones|war zones]] (areas of low-sec contested by two empires): the Amarr-Minmatar war zone and the Caldari-Gallente war zone, which each are located on the border of the two respective empires. In these war zones, players who participate in Factional Warfare attempt to [[#Capturing systems|conquer star systems]] for their empire, and are rewarded with [[#Rewards|loyalty points]] and increased [[#Standings and ranks|faction standings]] for their efforts. Additionally, as players who participate in Factional Warfare are effectively at war with one of the four empire factions in the game, they can therefore attack (and be attacked by) players fighting for the enemy faction anywhere in New Eden, as well as fight the enemy NPC faction navies (who patrol the [[high-sec]] star systems belonging to their faction).  
In addition to fighting their rival empire militia, players who participate in Factional Warfare are also at war with one of the two pirate militias as part of the Pirate Insurgency. Members of the Amarr and Minmatar militias are at war with the Angel Cartel, while members of the Caldari and Gallente militias are fighting the Guristas Pirates. In insurgency warzones, empire militia members can capture plexes to increase [[Corruption and Suppression#Suppression|Suppression]], and pirate militia members can capture plexes to increase [[Corruption and Suppression#Corruption|Corruption]].  
In addition to fighting their rival empire militia, players who participate in Factional Warfare are also at war with one of the two pirate militias as part of the Pirate Insurgency. Members of the Amarr and Minmatar militias are at war with the Angel Cartel, while members of the Caldari and Gallente militias are fighting the Guristas Pirates. In insurgency warzones, empire militia members can capture plexes to increase [[Suppression]], and pirate militia members can capture plexes to increase [[Corruption]].  


== Joining Factional Warfare ==
== Joining Factional Warfare ==
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]] is now able to participate in Factional Warfare!!}}
{{note box|
[[EVE University]] is now able to participate in Factional Warfare!!
}}


=== Joining as a solo player ===
=== Joining as a solo player ===
[[File:FW-join.png|thumb|200px|Join Factional Warfare through the Militia Office window in a station belonging to the empire you wish to fight for (in this example, the Caldari).]]
[[File:FW-join.png|thumb|200px|Join Factional Warfare through the Militia Office window in a station belonging to the empire you wish to fight for (in this example, the Caldari).]]
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 or pirate faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window) for empire militias, and by opening the Insurgencies window (from the Activities section of the Neocom) for pirate militias. 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.  
You can enlist at any station belonging to the empire or pirate faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window) for empire militias, and by opening the Insurgencies window (from the Activities section of the Neocom) for pirate militias. 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.  
Line 233: Line 235:


=== 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 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 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&nbsp;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 1,700&nbsp;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]].  


As [[#Capturing systems|explained above]], if a system is "vulnerable", and if the defending faction can capture enough complexes, the system will revert back to "contested". The i-Hub will then become invulnerable again, and any damage which the attacking faction has so far managed to do to it is reset. Therefore, while attacking the i-Hub, the attacking faction must also prevent the defending faction from capturing complexes.
As [[#Capturing systems|explained above]], if a system is "vulnerable", and if the defending faction can capture enough complexes, the system will revert back to "contested". The I-Hub will then become invulnerable again, and any damage which the attacking faction has so far managed to do to it is reset. Therefore, while attacking the I-Hub, the attacking faction must also prevent the defending faction from capturing complexes.  
 
The i-Hub is also the place where pilots of the defending faction can [[#System upgrades|donate loyalty points to upgrade the system]].  


The I-Hub is also the place where pilots of the defending faction can [[#System upgrades|donate loyalty points to upgrade the system]].


=== 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"]]. Capturing a complex rewards victory points according to the size and type of complex completed; conversely, if the defending faction captures a complex, victory points are subtracted based on the size and type of complex. In order to bring a system to "vulnerable", the attacking faction must accumulate 75000 victory points. Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of victory points; 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"]]. Capturing a complex rewards victory points according to the size and type of complex completed; conversely, if the defending faction captures a complex, victory points are subtracted based on the size and type of complex. In order to bring a system to "vulnerable", the attacking faction must accumulate 75000 victory points. Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of victory points; this is to give themselves some breathing room while they attack the [[#Infrastructure Hub|I-Hub]] <ref name="Patch Notes: Uprising 2023-08-01.1">Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-21-05#h2-5 Uprising 2023-08-01.1]</ref>.


{| class="wikitable" style="font-size:90%"
{| class="wikitable" style="font-size:90%"
Line 277: Line 278:
| style="background-color:#333333;padding:0.3em;" | Battlefield
| style="background-color:#333333;padding:0.3em;" | Battlefield
| style="text-align:center;" | 2000
| style="text-align:center;" | 2000
|}<ref name="Patch Notes: Uprising 2023-08-01.1">[https://www.eveonline.com/news/view/patch-notes-version-21-05#h2-5 Patch Notes: Uprising 2023-08-01.1]</ref>
|}


{{expansion past | Prior to the overhaul to Faction Warfare during the Uprising expansion (2022), capturing a complex (regardless of its size) for the attacking faction rewarded 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> or subtracted 20 victory points for capturing a complex for the defending faction. In order to bring a system to "vulnerable", the attacking faction had to accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system was vulnerable, attackers could continue to earn victory points up to 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>; the cap on this "buffer" is not documented for post-Uprising Faction Warfare.  The Uprising expansion increased the number of victory points needed to accumulate by the attacking faction from 3000 to 75000 <ref>[https://evemaps.dotlan.net/system/Heydieles/stats/2022-11-05:2022-11-10 Uprising VP increase as seen on Dotlan]</ref> and changed the number of victory points awarded by completing complexes based on complex size<ref name="Patch Notes: Uprising 2023-08-01.1" />. | width=80%}}
{{expansion past | Prior to the overhaul to Faction Warfare during the Uprising expansion (2022), capturing a complex (regardless of its size) for the attacking faction rewarded 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> or subtracted 20 victory points for capturing a complex for the defending faction. In order to bring a system to "vulnerable", the attacking faction had to accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system was vulnerable, attackers could continue to earn victory points up to 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>; the cap on this "buffer" is not documented for post-Uprising Faction Warfare.  The Uprising expansion increased the number of victory points needed to accumulate by the attacking faction from 3000 to 75000 <ref>[https://evemaps.dotlan.net/system/Heydieles/stats/2022-11-05:2022-11-10 Uprising VP increase as seen on Dotlan]</ref> and changed the number of victory points awarded by completing complexes based on complex size<ref name="Patch Notes: Uprising 2023-08-01.1" />. | width=80%}}
Line 288: Line 289:
Supply caches, also called supply depots, are NPC faction structures that, when destroyed, will remove some 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 semi-randomly spawn throughout friendly and enemy faction warfare space.
Supply caches, also called supply depots, are NPC faction structures that, when destroyed, will remove some 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 semi-randomly spawn throughout friendly and enemy faction warfare space.


Supply caches grant roughly 10000 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 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.


'''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.
Line 303: Line 304:
* 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>
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 1,000 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.}}  


Line 347: Line 348:
* 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 [[#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 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]].  


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.