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Minor edits to system upgrades and warzone tier section to better reflect the post-uprising landscape |
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=== Direct Enlistment === | === Direct Enlistment === | ||
An unaligned corporation may allow individuals to Direct Enlist<ref>[https://www.eveonline.com/news/view/the-path-to-war | An unaligned corporation may allow individuals to Direct Enlist<ref>Dev Blog: [https://www.eveonline.com/news/view/the-path-to-war The Path to War] (2023)</ref> in Factional Warfare without enlisting the entire corporation. If corporation settings allow for it, members of the same corporation can join opposing factions, becoming legal Militia War Targets to each other. Corporation leadership can limit the factions that members are able to join in order to prevent corpmates from becoming war targets to each other, to focus on aiding a specific faction, or for any other reason. With Direct Enlistment enabled, corporation members may enlist and unenlist in faction warfare at will with any faction that their corporation allows for and that they have sufficient standing to enlist with. | ||
Enlisting or retiring individually using Direct Enlistment happens immediately. Once you have Retired from a FW militia you may not enlist in FW again for 24 hours, after which time you may re-enlist at will. | Enlisting or retiring individually using Direct Enlistment happens immediately. Once you have Retired from a FW militia you may not enlist in FW again for 24 hours, after which time you may re-enlist at will. | ||
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== War zones == | == War zones == | ||
Factional Warfare revolves around two conflicts, one between the Amarr and the Minmatar, and the other between the Caldari and the Gallente. | Factional Warfare revolves around two conflicts, one between the Amarr and the Minmatar, and the other between the Caldari and the Gallente. | ||
The majority of the actions take place in two areas of [[low-sec|low-security | The majority of the actions take place in two areas of [[low-sec|low-security]] space, each of which is contested by two empires, known as "war zones". | ||
The [https://evemaps.dotlan.net/map/Amarr_VS_Minmatar Amarr-Minmatar war zone] extends into parts of the Devoid, Bleak Lands, Heimatar and Metropolis regions, while the [https://evemaps.dotlan.net/map/Caldari_VS_Gallente Caldari-Gallente war zone] extends into parts of the Black Rise, Citadel, Essence, Verge Vendor, and Placid regions. The high-security systems on the borders of the war zones are often used as staging areas (as players fighting for the enemy militia cannot enter them without being attacked by friendly NPC [[#Permanent war|faction navy]] ships), although many player corporations also use systems inside the war zones themselves as home bases. The core Factional Warfare gameplay of [[#Capturing systems|capturing systems]] and [[#Factional Warfare missions|running missions]] takes place exclusively within the war zones. [https://evemaps.dotlan.net/factionwarfare Dotlan] has very useful maps of the war zones. | The [https://evemaps.dotlan.net/map/Amarr_VS_Minmatar Amarr-Minmatar war zone] extends into parts of the Devoid, Bleak Lands, Heimatar and Metropolis regions, while the [https://evemaps.dotlan.net/map/Caldari_VS_Gallente Caldari-Gallente war zone] extends into parts of the Black Rise, Citadel, Essence, Verge Vendor, and Placid regions. The high-security systems on the borders of the war zones are often used as staging areas (as players fighting for the enemy militia cannot enter them without being attacked by friendly NPC [[#Permanent war|faction navy]] ships), although many player corporations also use systems inside the war zones themselves as home bases. The core Factional Warfare gameplay of [[#Capturing systems|capturing systems]] and [[#Factional Warfare missions|running missions]] takes place exclusively within the war zones. [https://evemaps.dotlan.net/factionwarfare Dotlan] has very useful maps of the war zones. | ||
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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 canceled 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 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 | 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>Patch Notes: [https://www.eveonline.com/article/q6z2qy/patch-notes-for-march-2020-release 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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Additional ships from your faction will not make the timer count down faster; if you leave the complex or the capture radius, 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 capture radius, 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 or the capture radius, 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 capture radius, 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 [[cloak]] within the capture radius of a complex<ref>[https://www.eveonline.com/news/view/patch-notes-for-kronos | No ship can [[cloak]] within the capture radius of a complex<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-kronos Kronos 1.0] (2014)</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). | ||
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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==== Complex types ==== | ==== Complex types ==== | ||
Complexes come in a variety of types<ref>[https://www.eveonline.com/news/view/patch-notes-version-20-10#SNS | Complexes come in a variety of types<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-20-10#SNS Uprising - Site Naming Schema] (2022)</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>[https://www.eveonline.com/news/view/patch-notes-for-september-2019-release | * <small>[[Venture]]s are no longer able to capture Faction Warfare Complexes.<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-september-2019-release September 2019 Release]</ref></small> | ||
T3 ships are even more limited in their ability enter complexes, only able to enter ADV plexes of a larger size and Open plexes. (For example, a T3 destroyer can enter a Medium ADV or Large ADV plex, but it cannot enter a Small ADV plex like other destroyer-sized ships can. Along this same line, T3 cruisers can only enter Large ADV plexes and Open plexes. | T3 ships are even more limited in their ability enter complexes, only able to enter ADV plexes of a larger size and Open plexes. (For example, a T3 destroyer can enter a Medium ADV or Large ADV plex, but it cannot enter a Small ADV plex like other destroyer-sized ships can. Along this same line, T3 cruisers can only enter Large ADV plexes and Open plexes. | ||
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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 (offensive plexing) gives higher rewards than capturing complexes in friendly-held systems (defensive plexing). | 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 (offensive plexing) gives higher rewards than capturing complexes in friendly-held systems (defensive plexing). | ||
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/ | 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>EVE forums: [https://forums-archive.eveonline.com/topic/343137 Kronos Factional Warfare Complex Improvements] (2014)]</ref> | ||
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 | Along with normal Complexes, there are also much larger Factional Warfare sites called Battlefields.<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-20-10-2 Version 20.10 2] (2022)</ref> | ||
Battlefields have a number of unique capture mechanics: | Battlefields have a number of unique capture mechanics: | ||
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* Pods cannot capture or hold a point. | * Pods cannot capture or hold a point. | ||
* 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 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, as well as 2000 [[ | * Winning a Battlefield provides a very large amount of Advantage to the winning faction's Advantage system level, as well as 2000 [[#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. | ||
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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"]]. 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=" | 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="PN202308011" />. | ||
{| class="wikitable" style="font-size:90%" | {| class="wikitable" style="font-size:90%" | ||
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|} | |} | ||
{{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 | {{expansion past|width=80%| | ||
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>GamerChick42: [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html 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 pointsPatch notes: <ref name="PN inferno 1.3" />; 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 3,000 to 75,000 <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= PN202308011 />. | |||
}} | |||
=== 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; thus the side with the higher advantage can more effectively defend or capture that system. Advantage can be increased by winning [[ | 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 [[#Battlefields|Battlefields]], successfully deploying Propaganda Broadcast Structures, or completing Rendezvous Point combat sites<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-20-10#advantage Version 20.10 - Uprising - Advantage system] (2022)</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 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, 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. | ||
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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. | 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 | 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 ==== | ||
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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. | 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 [[ | The Structure can be obtained by trading 100 LP and an Encoder Splice from the opposing militia's [[#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. | A well-fit T1 cruiser or better is recommended. | ||
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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. | 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 [[ | The Listening Post can be obtained by trading 100 LP and a Decoder Package from the opposing militia's [[#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. | A well-fit T1 cruiser or better is recommended. | ||
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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 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=" | 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="PN inferno 1.0" />: | ||
* 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 | * lower costs for industry activities in NPC stations (-10% per upgrade level)<ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-crius Crius 1.0] (2014)</ref> | ||
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=" | 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="PN inferno 1.3" /><ref>EVE Forums: [https://forums-archive.eveonline.com/message/3630457 maintenance tax] (2013)</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.}} | ||
The total amount of LP required to upgrade a system is<ref name=" | The total amount of LP required to upgrade a system is<ref name="PN inferno 1.3" />: | ||
* Level 1: 40,000 LP | * Level 1: 40,000 LP | ||
* Level 2: 60,000 LP | * Level 2: 60,000 LP | ||
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* Caldari-Gallente war zone: 101 systems (606 points available) | * Caldari-Gallente war zone: 101 systems (606 points available) | ||
Hence, the number of points a faction has determines its tier<ref name=" | Hence, the number of points a faction has determines its tier<ref name="PN inferno 1.0" />: | ||
* 0-20% of the total number of available points: Tier 1 | * 0-20% of the total number of available points: Tier 1 | ||
* 21-40% of the total number of available points: Tier 2 | * 21-40% of the total number of available points: Tier 2 | ||
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* 81-100% of the total number of available points: Tier 5 | * 81-100% of the total number of available points: Tier 5 | ||
The main effect of faction tier is that it affects how many [[loyalty points]] you receive for various activities you do in Factional Warfare; the higher your faction's tier, the higher your [[#Rewards|rewards]]<ref name=" | The main effect of faction tier is that it affects how many [[loyalty points]] you receive for various activities you do in Factional Warfare; the higher your faction's tier, the higher your [[#Rewards|rewards]]<ref name="PN inferno 1.3" />. | ||
* Tier 1: -50% LP rewards | * Tier 1: -50% LP rewards | ||
* Tier 2: (no effect) | * Tier 2: (no effect) | ||
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{{note box | The recent update to system dynamics has altered LP payouts, so the information in the below table is no longer accurate.}} | {{note box | The recent update to system dynamics has altered LP payouts, so the information in the below table is no longer accurate.}} | ||
If you capture a [[#Complex information|complex]] you are rewarded with [[loyalty points]] (for your faction's militia corporation, so a pilot flying for the Gallente would receive LP for the Federal Defense Union). The LP rewards for capturing a complex in an enemy-held system ("offensive plexing") depend on the size of the complex and on the system's status (Frontline, Command Operation or Rearguard)<ref name=" | If you capture a [[#Complex information|complex]] you are rewarded with [[loyalty points]] (for your faction's militia corporation, so a pilot flying for the Gallente would receive LP for the Federal Defense Union). The LP rewards for capturing a complex in an enemy-held system ("offensive plexing") depend on the size of the complex and on the system's status (Frontline, Command Operation or Rearguard)<ref name="PN Version 20.10" />. A Rearguard system has a -99% LP multiplier, while other status are shown in a table below. You have to be within the complex' capture radius at the moment it's completed (i.e. when the timer runs out) to receive a reward; if there are multiple pilots within the complex at the moment it's completed, the LP reward is split evenly between them (irrespective of how long they have been there). You get no rewards for partially completing a complex! | ||
[[File:Defensive-plex-reward.png|thumb|200px|The LP rewards for capturing a complex in a friendly-held system. This example is based on a novice complex at tier 2 (base reward: 10,000 LP).]] | [[File:Defensive-plex-reward.png|thumb|200px|The LP rewards for capturing a complex in a friendly-held system. This example is based on a novice complex at tier 2 (base reward: 10,000 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" | 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" />: | ||
: <math> \displaystyle \color{wheat} \text{LP reward } = \text{Base reward of complex} \times ( \text{Contested percentage of the system} / 100 ) \times 0.75 </math> | : <math> \displaystyle \color{wheat} \text{LP reward } = \text{Base reward of complex} \times ( \text{Contested percentage of the system} / 100 ) \times 0.75 </math> | ||
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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>[https://www.eveonline.com/news/view/fw-dev-blog-1-1-1 | 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>Dev blog: [https://www.eveonline.com/news/view/fw-dev-blog-1-1-1 Factional Warfare overhaul] (2012)</ref> you killed (including modules and the contents of their cargo bay): | ||
: <math> \displaystyle \color{wheat} \text{LP reward} = 3.25 \times ( \text{value of ship hull} - \text{value of ship insurance} + \text{value of modules/rigs/subsystem/cargo ) / 10,000} </math> | : <math> \displaystyle \color{wheat} \text{LP reward} = 3.25 \times ( \text{value of ship hull} - \text{value of ship insurance} + \text{value of modules/rigs/subsystem/cargo ) / 10,000} </math> | ||
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 | As with capturing complexes, if several pilots are involved in killing a ship, the reward is shared equally between them<ref>Dev Blog: [https://www.eveonline.com/news/view/war-is-a-full-time-job "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 === | ||
As with all corporations which reward loyalty points (LP), the four faction militia corporations each have a [[Loyalty point store|LP store]] where you can buy implants, modules, ships, blueprints and skillbooks with the LP you have earned. These stores stock a similar range of items to their respective faction navies' LP stores, but at a discount (for example, the [[Apocalypse Navy Issue]] costs 600,000 LP from the [https://www.ellatha.com/eve/lp/Amarr-Navy Amarr Navy] LP store, but only 250,000 LP from the [https://www.ellatha.com/eve/lp/24th-Imperial-Crusade 24th Imperial Crusade] LP store). | As with all corporations which reward loyalty points (LP), the four faction militia corporations each have a [[Loyalty point store|LP store]] where you can buy implants, modules, ships, blueprints and skillbooks with the LP you have earned. These stores stock a similar range of items to their respective faction navies' LP stores, but at a discount (for example, the [[Apocalypse Navy Issue]] costs 600,000 LP from the [https://www.ellatha.com/eve/lp/Amarr-Navy Amarr Navy] LP store, but only 250,000 LP from the [https://www.ellatha.com/eve/lp/24th-Imperial-Crusade 24th Imperial Crusade] LP store). | ||
{{expansion past | Before the [[Expansions#Inferno|Inferno]] expansion, the faction tier directly reduced prices in each militia's LP store (so an item would be cheaper the higher the faction tier)<ref name=" | {{expansion past| | ||
Before the [[Expansions#Inferno|Inferno]] expansion, the faction tier directly reduced prices in each militia's LP store (so an item would be cheaper the higher the faction tier)<ref name="PN inferno 1.3" />. This led to a massive see-saw as the factions earned their LP at lower tiers, then made a massive push to tier 5, cashed out all their LP into items (promptly crashing the markets for those items), before letting their tier drop again. | |||
}} | |||
=== Standings and ranks === | === Standings and ranks === | ||
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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 a corporation that join FW, except that in that case, it's the corporation's faction standings that 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 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 | 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>EVE forums: [https://forums-archive.eveonline.com/default.aspx?g=posts&find=unread&t=384153 Enemy of the State mechanics] (2014)</ref> | ||
== Frontlines report == | == Frontlines report == | ||
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== References == | == References == | ||
<references /> | <references> | ||
<ref name="PN202308011">Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-21-05#h2-5 Version 21.05 ] Release 2023-08-01.1</ref> | |||
<ref name="PN inferno 1.3">Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-inferno-1.3 Inferno 1.3] (2012)</ref> | |||
<ref name="PN inferno 1.0">Patch Notes: [https://www.eveonline.com/news/view/patch-notes-for-inferno Inferno 1.0] (2012)</ref> | |||
<ref name="PN Version 20.10">Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-20-10 Version 20.10 ] (2023)</ref> | |||
<ref name="dev blog fast forward">Dev blog: [https://www.eveonline.com/news/view/fast-forward Fast Forward] (2012)</ref> | |||
</references> | |||
== External links == | == External links == | ||
* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's guide to Faction War Plexing] (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) | * EVE Forum: [https://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009) | ||
{{FactionWarfareNav}} | {{FactionWarfareNav}} | ||
[[Category:Faction Warfare]] | [[Category:Faction Warfare]] | ||