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Factional warfare was introduced | Factional warfare was introduced in June 2008 as part of the Empyrean Age Expansion. The intent was to ease the step from the Player vs Environment (PvE) game play to Player vs Player (PvP) gameplay. It moves the EVE storyline into a factional war which had been alluded to during storyline missions and in-game news. | ||
It introduced militias for the 4 main empire factions and created two wars and alliances: Caldari vs Gallente and Amarr vs Minamatar with Caldari and Amarr allied against Gallente and Minmatar. The sovereignty of certain Low Sec systems became contested and they can be captured by completing objectives called complexes (plexes) which provide victory points allowing a system’s occupancy to change. Completing Faction Agent Missions and capturing plexes provides capsuleers with increased faction standings, rank and loyalty points. | |||
== Introduction == | == Introduction == | ||
Factional warfare introduced with the Empyrean Age Expansion 2008 was introduced by CCP to Eve to ease on the step from the PvE game play to the PvP gameplay. | Factional warfare introduced with the Empyrean Age Expansion 2008 was introduced by CCP to Eve to ease on the step from the PvE game play to the PvP gameplay. Storyline-wise it moves the game into the inter-factional war that had been hinted at in several storyline missions and in game news items. | ||
FW puts the player into an "alliance" that is constantly war-dec'ed with two other "alliances" called militias. Each militia is holding occupancy over certain low sec regions between the two empires which the players fight for control vs the opposing militia. The central mechanism around FW is gaining occupancy by conquering factional warfare dungeons commonly called plexes. These plexes focus factional warfare participants into mostly frigate and cruiser size ships due to their restrictions on their entry acceleration gate. | FW puts the player into an "alliance" that is constantly war-dec'ed with two other "alliances" called militias. Each militia is holding occupancy over certain low sec regions between the two empires which the players fight for control vs the opposing militia. The central mechanism around FW is gaining occupancy by conquering factional warfare dungeons commonly called plexes. These plexes focus factional warfare participants into mostly frigate and cruiser size ships due to their restrictions on their entry acceleration gate. | ||
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== Plexing == | == Plexing == | ||
[[File:Small military Beacon.jpg|thumb|A small plex]] | [[File:Small military Beacon.jpg|thumb|A small plex]] | ||
Plexes are the major feature CCP introduced with factional warfare. These plexes spawn in the low-sec regions between the four major empires and divide the two wars into two war zones, one between the Amarr and Minmatar and one between the Gallente and the Caldari. These factional warfare low sec parts are displayed | Plexes are the major feature CCP introduced with factional warfare. These plexes spawn in the low-sec regions between the four major empires and divide the two wars into two war zones, one between the Amarr and Minmatar and one between the Gallente and the Caldari. These factional warfare low sec parts are displayed on the Dotlan EveMaps (under Special Maps). | ||
These plexes are anomalies that can be scanned down by | These plexes are anomalies that can be scanned down by militia members of both sides with the normal onboard scanner around each planet within a system. If you warp to the plex the acceleration gate beacon will become visible for everybody in the system (you can cancel the warp but it will still become visible to everybody) and everybody can pass the acceleration gate if they fly a ship within the gates restrictions. | ||
Originally there was a bug that would always drop you at 0 on the acceleration gate, no matter which distanced you selected, but this was later fixed by CCP. | Originally there was a bug that would always drop you at 0 on the acceleration gate, no matter which distanced you selected, but this was later fixed by CCP. | ||
Plexes come in | Plexes come in four sizes, the larger the plex, the more victory points received: | ||
{| class="wikitable" | {| class="wikitable" | ||
|Type | |Type | ||
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'''Each Plex has a so called "button", which will have a timer according to the size. ''If you are within the 30 km radius, the timer will count down. Once the counter reaches zero, you have captured that plex.''''' | '''Each Plex has a so called "button", which will have a timer according to the size. ''If you are within the 30 km radius, the timer will count down. Once the counter reaches zero, you have captured that plex.''''' | ||
=== | ===Locating a Plex=== | ||
[[File:Caldari Infrastructure Hub.jpg|thumb|A Caldari Infrastructure Hub used to upgrade a system from one tier to the next.]] | [[File:Caldari Infrastructure Hub.jpg|thumb|A Caldari Infrastructure Hub used to upgrade a system from one tier to the next.]] | ||
Open up your scanner window and make sure you select to view cosmic anomalies. Plexes will show up as anomalies in the shipboard scanner. Plexes are not visible to players outside of the militias until a militia member attempts to warp to the beacon. At that point everyone in the system can see the beacon on their overview. | |||
Rewards for offensive plexing: | Rewards for offensive plexing: | ||
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Note: No rewards are gain for offensive plexing in vulnerable or lost systems. | Note: No rewards are gain for offensive plexing in vulnerable or lost systems. | ||
LP rewards for defensive plexing are given at a reduced and variable rate: | Inferno 1.3.2 added loyalty points for defending plexes. LP rewards for defensive plexing are given at a reduced and variable rate: | ||
* LP Gain = Base value of plex * (Contested percentage of the system/100) * 0.75 | * LP Gain = Base value of plex * (Contested percentage of the system/100) * 0.75 | ||
This means that the higher the contested percentage of the system, the higher the LP reward given, up to a maximum of 75% of the base reward value. | This means that the higher the contested percentage of the system, the higher the LP reward given, up to a maximum of 75% of the base reward value. | ||
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As every FC runs his fleet differently I just go over a few common tactics and approaches to finish plexes offensively or defensively. | As every FC runs his fleet differently I just go over a few common tactics and approaches to finish plexes offensively or defensively. | ||
First, do not open the plex immediately, as plex beacons only visible in space for everybody after somebody warps to it. Some | First, do not open the plex immediately, as plex beacons only visible in space for everybody after somebody warps to it. Some FCs want to control which and how many plexes are open to hide them and do them one by one, while others open them all at once to do them all at once. | ||
In the past, people would “speed tank” plexes and not destroy the NPC guarding the plex. As of late 2013, the NPC must be destroyed to offensively capture a plex. | |||
You can use the size restrictions of the gate to your advantage. You can either wait inside (drop a can at your warp-in point from the acceleration gate) or gank people who warp to the beacon. Further sitting at the acceleration gate you can see what ship types and how many are in the plex by using the onboard directional scanner (Apocrypha changes not taken into account). | You can use the size restrictions of the gate to your advantage. You can either wait inside (drop a can at your warp-in point from the acceleration gate) or gank people who warp to the beacon. Further sitting at the acceleration gate you can see what ship types and how many are in the plex by using the onboard directional scanner (Apocrypha changes not taken into account). | ||
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== Factional warfare missions == | == Factional warfare missions == | ||
Factional warfare | Factional warfare missions take you deep into enemy low-sec territory (6-12 jumps) where you must complete a regular mission. The difficulty of the missions are about one level easier than normal empire missions. For example, a factional warfare L3 mission is similar to one of the harder L2 missions given by normal empire agents. | ||
All missions are encounter missions and you kill either NPCs ship(s) or a certain structure. There are no storyline missions after 16 missions have been completed. Just as in factional warfare deadspace plexes, MWDs can be used in the mission pockets. | |||
The major difference between normal and factional warfare missions is that the beacon you fly to will be visible just like plex beacons in the | The major difference between normal and factional warfare missions is that the beacon you fly to will be visible to everyone in the overview, just like plex beacons. Anyone in the system, including neutrals, can see where somebody is doing a factional warfare mission and warp to you to fight you. Due to the decreased difficulty of the factional warfare missions (as the main purpose is to fight other players and not NPCs) the pay out of factional warfare missions in terms of ISK is slightly lower than normal missions. There are no bounties for the NPCs since they are faction Navy ships. The loot they drop is mainly Navy tags, although the occasional module might be there as well. | ||
The original point of these missions is more or less putting a big sign on your | The original point of these missions is more or less putting a big sign on your location telling everyone, please gank me I'm doing a mission, thus encouraging PvP. This provides an incentive to roam around in low sec and surprise missioners in mid-mission. | ||
CCP overhauled the Factional warfare missions as well as the loyalty points shop. The overhaul included a higher reward in Loyalty points per factional warfare mission as well as some unique items only obtainable from the militia corp loyalty point shop. These items include new faction navy items as well a few unique new faction ships. In addition to adding these new rewards all stuff bought from a militia comes with a LP discount. This discount goes up to 60% resulting in paying only 250k LP for a faction navy battleship rather than 650LP points. | |||
Just as with plexes the factional warfare missions are gated with acceleration gates, limiting the ship size passing through it. The ship restrictions are just the same as for plexes. | Just as with plexes the factional warfare missions are gated with acceleration gates, limiting the ship size passing through it. The ship restrictions are just the same as for plexes. | ||
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With all missions being kill mission a lot of these are partially blitzable, depending on the incoming damage and your tank. The structures and NPC mission targets though are setup in a way to provide a challenge but not being overly dangerous as their incentive is to keep you for a certain time in low-sec to provide a chance for a PvP encounter. | With all missions being kill mission a lot of these are partially blitzable, depending on the incoming damage and your tank. The structures and NPC mission targets though are setup in a way to provide a challenge but not being overly dangerous as their incentive is to keep you for a certain time in low-sec to provide a chance for a PvP encounter. | ||
In general all missions | In general all missions can be completed solo, but it will take a lot more time and effort than a normal empire faction with the increased risk of a PvP encounter. All missions up to lvl3 can be done solo and are generally worth doing for the LP reward and the opportunity to buy unique faction navy items, compared to empire missions. From a risk vs reward perspective, Lvl4 missions take much more time, increasing the risk of PvP and making it a close draw to an empire lvl4 mission. | ||
The mission NPCs though still use the "old" AI thus only aggroing the first ship close to them, allowing a fleet to speed tank the NPCs while the rest of the gang kills the objective. Another important difference to empire missions is that you can decline factional warfare missions from your agent as often as you want (since [http://www.eveonline.com/updates/patchnotes.asp?patchlogID=191 | The mission NPCs though still use the "old" AI thus only aggroing the first ship close to them, allowing a fleet to speed tank the NPCs while the rest of the gang kills the objective. Another important difference to empire missions is that you can decline factional warfare missions from your agent as often as you want (since [http://www.eveonline.com/updates/patchnotes.asp?patchlogID=191 Apocrypha 1.5, released 20 August 2009]). This allows you to skip missions till you get a few missions in one area. | ||
The average LP payout for FW mission was: | The average LP payout for FW mission was: | ||
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The Drama-Lama is strong in this topic and militia corporations even had internal war-dec's against each other with the related forum wars e.g. on the Minmatar militia forum. | The Drama-Lama is strong in this topic and militia corporations even had internal war-dec's against each other with the related forum wars e.g. on the Minmatar militia forum. | ||
The current more or less Minmatar militia standing is against pirating, as it is counter-productive as it drains resources from plexing and most FW corporations have a semi-ingame goal | The current more or less Minmatar militia standing is against pirating, as it is counter-productive as it drains resources from plexing and most FW corporations have a semi-ingame goal focusing on holding and gaining occupancy. | ||
They are not “anti pirate” on the other hand either, so commonly nobody will shoot a flash/low security standing militia member, though some flashy's in fleet had their occasional accident due to overeager fleet members not knowing the difference. | They are not “anti pirate” on the other hand either, so commonly nobody will shoot a flash/low security standing militia member, though some flashy's in fleet had their occasional accident due to overeager fleet members not knowing the difference. | ||
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=== Ranks === | === Ranks === | ||
Ranks are the only visible reward you gain from participating in FW | Ranks are the only visible reward you gain from participating in FW and are tied to your standing with the FW militia. Sadly, they do very little apart from looking and sounding nice and giving your opponent more LPs. | ||
== Leaving factional warfare == | == Leaving factional warfare == | ||
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==Links== | ==Links== | ||
*Credits to the official factional warfare guide [http://www.eveonline.com], the Minmatar militia academy forum [http://www.Minmatar-militia.org] | |||
*[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChicks Guide to Factional Warfare] | *[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChicks Guide to Factional Warfare] | ||