More actions
→Joining as a corporation: Added details about corp vs alliance enlistment |
Rewrote Advantage section, added/updated info on supply caches, rendezvous sites, propaganda beacons and listening posts, operations centers, and battlefields. |
||
| Line 209: | Line 209: | ||
Which systems have complexes and which complexes a system has available can both be found in the [[The Agency|Agency]] window under Encounters > Faction Warfare. | Which systems have complexes and which complexes a system has available can both be found in the [[The Agency|Agency]] window under Encounters > Faction Warfare. | ||
=== Battlefields === | ==== Battlefields ==== | ||
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> | 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: | ||
* Battlefields include | * Battlefields include three separate capture points on grid with each other, with one point in the top middle and the other two approximately 80km on either side. | ||
* Holding a capture point earns capture points for your faction when it ticks down | * Holding a capture point earns capture points for your faction when it ticks down. Reaching 100% progress completes the battlefield. | ||
* Enemy faction | * Enemy faction NPCs and enemy militia players within 30km of the capture point pause the capture progress. | ||
* Pods cannot capture | * Pods cannot capture or hold a point. | ||
* Winning a Battlefield provides | * Winning a Battlefield provides 150k Loyalty Points to the winning side up to 30 people, with decreasing amounts of Loyalty Points if over 30 people for that side are on grid. | ||
* 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, as well as 2000 [[Faction warfare#Victory Points|Victory Points]]. | ||
Battlefields also have unique mechanics for capsuleers sliding in. The inside and outside are both full, normal [[deadspace]]. The acceleration gate is further off the beacon than normal FW complexes (10-20km), and only allows T1 and Navy ships. | Battlefields also have unique mechanics for capsuleers sliding in. The inside and outside are both full, normal [[deadspace]]. The acceleration gate is further off the beacon than normal FW complexes (10-20km), and only allows T1 and Navy ships. | ||
| Line 225: | Line 225: | ||
In contrast to normal Faction Warfare complexes, capture points are typically about 75-125km from the landing point for capsuleers who are not enrolled in Faction Warfare. Those enrolled in Faction Warfare may land closer to capture points. There are three landing points: one for each faction, and one for neutral capsuleers. | In contrast to normal Faction Warfare complexes, capture points are typically about 75-125km from the landing point for capsuleers who are not enrolled in Faction Warfare. Those enrolled in Faction Warfare may land closer to capture points. There are three landing points: one for each faction, and one for neutral capsuleers. | ||
Battlefields only spawn in frontline systems. There can be up to two battlefields present at any given time. A new battlefield will spawn three hours after one is completed. | |||
=== Infrastructure Hub === | === Infrastructure Hub === | ||
| Line 283: | Line 277: | ||
=== Advantage === | === Advantage === | ||
Advantage in a system makes it easier to capture and defend a system. Having the advantage increases the number of victory points gained when capturing complexes in that system. Advantage can be increased by winning Battlefields, deploying | Advantage in a system makes it easier to capture and defend a system. Having the advantage increases the number of victory points gained when capturing complexes in that system; thus the side with the higher advantage can more effectively defend or capture that system. Advantage can be increased by winning [[Faction warfare#Battlefields|Battlefields]], successfully deploying Propaganda Broadcast 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>. It is also possible to reduce the enemy's advantage in a system by destroying enemy supply caches/depots or successfully deploying Listening Outposts. | ||
==== Supply Caches ==== | ==== Supply Caches ==== | ||
Supply caches, also called supply depots, are NPC faction structures that, when destroyed, will remove | Supply caches, also called supply depots, are NPC faction structures that, when destroyed, will remove 2% 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 spawn in frontline systems in friendly and enemy faction warfare space. | ||
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. | 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. | ||
==== Rendezvous Points ==== | |||
Rendezvous Points are combat sites found in frontline and occasionally command operations systems, and awards loyalty points and 2% advantage in the system for that faction. The sites must be scanned down and will appear in the probe scanner as level I combat anomalies named for the faction NPCs contained in it, ie. "Amarr Rendezvous Point". Sites for both empire factions will be present in system with a 15-20 minute respawn timer after a site is completed. | |||
To complete the site, destroy five waves of NPCs. Each of the first four waves contains 3-6 NPCs, although a battleship NPC may spawn instead for the third wave. The fifth wave will spawn an officer battleship NPC; when this NPC is killed, any NPCs remaining will leave the site, and the site is completed. | |||
A well-fit T1 cruiser or better is recommended, as the battleship NPCs in particular can do over 1000 dps per volley from over 70km away. | |||
==== Propaganda Broadcast Structures ==== | |||
Propaganda Broadcast Structures are deployable objects that when deployed, start a countdown timer for 10 minutes. Waves of NPCs will periodically spawn, pausing the timer, and must be killed to resume the countdown. At the end of the timer, the site is completed and ~1% advantage is awarded in the system for that faction. If the Propaganda Broadcast Structure is destroyed, either by the NPCs or players, before the timer is finished, no advantage is awarded. | |||
The Structure can be obtained by trading 100 LP and an Encoder Splice from the opposing militia's [[Faction warfare#Operation Centers|Operation Centers]] in the LP store. Deploying the item requires the [[Anchoring]] skill trained to level 3. Once the item is deployed, it shows up as a warpable beacon on the overview, allowing anyone in system to warp directly to the Structure. Up to three Propaganda Broadcast Structures can be deployed in a system at a time. | |||
A well-fit T1 cruiser or better is recommended. | |||
==== Listening Posts ==== | |||
Similar to Propaganda Broadcast Structures, Listening Posts are are deployable objects that when deployed, start a countdown timer for 10 minutes. Waves of NPCs will periodically spawn, pausing the timer, and must be killed to resume the countdown. At the end of the timer, the site is completed and ~1% advantage is '''removed''' in the system from the opposing faction. If the Listening Post is destroyed, either by the NPCs or players, before the timer is finished, advantage is unchanged. | |||
The Listening Post can be obtained by trading 100 LP and a Decoder Package from the opposing militia's [[Faction warfare#Operation Centers|Operation Centers]] in the LP store. Deploying the item requires the [[Anchoring]] skill trained to level 3. Once the item is deployed, it shows up as a warpable beacon on the overview, allowing anyone in system to warp directly to the Structure. Up to three Listening Posts can be deployed in a system at a time. | |||
A well-fit T1 cruiser or better is recommended. | |||
==== Operation Centers ==== | |||
Operation Centers are level 3 [[data site]]s 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 whose system they are in, such as "Caldari Operation Center". | |||
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, strong NPCs will arrive 5-10 seconds later and attack the hacker. The site will despawn about 20 minutes after a successful hack. | |||
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. | |||
== System upgrades and warzone tier == | == System upgrades and warzone tier == | ||