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Faction warfare: Difference between revisions

From EVE University Wiki
fix dead link
remove factional standings section and summarize, link to existing article instead of duplicating it. move faq to bottom
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A  detailed process is described at the eve online guide [http://www.eveonline.com/guide/en/g625.asp] .
A  detailed process is described at the eve online guide [http://www.eveonline.com/guide/en/g625.asp] .


== Factional Warfare requirements ==  
=== Factional Warfare requirements ===  
Apart from the 0.0 standing with the appropriate faction, there are no further in game requirements, apart from not being on a trial account.
Apart from the 0.0 standing with the appropriate faction, there are no further in game requirements, apart from not being on a trial account.


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Apart from that I suggest being partially self sufficient ISK wise and being able to lose several frigates and cruisers including their fittings.
Apart from that I suggest being partially self sufficient ISK wise and being able to lose several frigates and cruisers including their fittings.


== Consequences of being in a militia ==
=== What should I do before I joined a militia? ===  
The consequences of being in a militia:
* You are now in an empire war with all it consequences.
* You now will be attacked by other NPC faction navy spawns if you enter the opposing factions space. These will have different strengths depending on the security rating of the system and they will use neuts/nos, EW and web. They will however not scram/disrupt you, so if no player intervenes, you will be able to run away.
* If you entered the NPC militia you will have that NPC militia as corp channel and have access to a militia channel, resembling an alliance channel. The NPC corp channel is not used that much; the militia channel is usually full with people looking for fleets, advice, fleetmembers and/or intel which is semi reliable.
 
Just as in Eve Uni fleets, don't give out fleet locations in militia chat but feel free to rely intel. Also some FW corps have spies in the opposing militia channels and sometimes even in fleets.
 
You can now find plexes in low sec and conquer these to gain victory points for your faction. You will also be able to fight for control of the control bunker who defines the occupancy of a system. Gaining victory points will also result in increase of personal faction standing and with increasing standing you will gain ranks within the militia, shown on your decoration tab.
 
The LPs you gain with your militia will also allow you to buy unique items only offered through the militia LP shop and buying faction navy ships at a fixed discount compared to non militia members.
 
=== Standing Impact ===
 
The following actions affect your standing with various bodies in different ways (collected by Micky Mwandishi):
 
==== Killing/podding a player who is a member of a NPC FW corporation ====
If you kill/pod a player in an NPC FW corporation, then you standing with that corporation will decrease. Your standing with that player's FW faction will remain unchanged.
 
''E.g. A member of Thukk U (Player FW corp in Minmatar militia) kills a member of the 24th Imperial Crusade (Amarr NPC corp). The Thukk U pilot will lose standing with the 24th Imperial Crusade, but not with the Amarr faction.''
 
==== Killing/podding a player who is a member of a player FW corporation ====
 
If you kill/pod a player in an player FW corporation, then all standings will remain unchanged.
 
==== Killing NPCs in a FW complex ====
 
If you kill NPCs in a FW complex, then you will lose standing with that faction, much like you would if you killed those NPCs in a regular mission.
 
==== Completing a FW complex ====
 
If you complete a complex (which simply requires that you are present in the complex at the moment the complex is captured), you gain standing for your own NPC FW corporation. You gain this standing regardless of whether you are in the NPC corporation, or in a player corporation.
 
''E.g. A member of Thukk U would gain standing with Tribal Liberation Force, as would a member of Tribal Liberation Force itself, for completing a complex.''
 
==== Completing a FW control bunker capture====
 
You gain standing for your own NPC FW corporation.
 
==== Completing a FW mission ====
 
You gain standing for your own NPC FW corporation.
 
==== Being promoted by the FW corp ====
 
When you standing with your own NPC FW corporation reaches certain points, you will get promoted. When this happens you will get a boost to that factions standing too, and the corresponding gains and losses to all other factions in the game, much like you do when you complete a storyline mission.
 
''E.g. When a member of Thukk U gained enough standing with Tribal Liberation Force to be promoted, he will gain standing for Minmatar, Galentte etc, and lose standing for Amarr, Caldari etc.''
 
=== FAQ ===
 
==== Do you need to run complexes? ====
 
Complexes can be useful tactically, as the acceleration gates restrict certain class ships entering them. This can enable you to get some slightly fairer PvP action.
 
You don't need to complete the complex to achieve this. If others in your group wanted to complete the complex you could warp out just before it captured to avoid gaining standing.
 
==== Do you need to shoot NPCs in complexes? ====
 
In defensive complexes, the NPCs are your own faction - don't shoot them!!!
 
In offensive complexes, the NPCs are from your opposition factions. With the recent changes, you need to shoot them in order to complete the plex, so be prepared to do so.
 
==== Do you need to run missions? ====
 
No, not at all.
 
==== So I could take part in FW without hurting my faction standings in any way?====
 
Yes. As long as you never complete complexes, shoot faction NPCs or do FW missions. You don't actually lose faction standing for killing other pvp pilots, you only lose enemy faction ''war'' corporation standing.
 
You'll only lose enemy faction standing for killing faction NPC's in plexes, or by getting 'promoted' by your own (npc) faction warfare corporation, which will happen as a result of completing plexes or missions. You don't have to complete plexes to get the pvp you desire (but can still go in them to use their tactical benefits). You don't need to do missions.
 
==== Can I run missions for the Amarr to offset any losses I do make?====
 
Of course. There are no Amarr level 4 "kill" agents in Metropolis or Heimatar, although there are level 4 agents working for other divisions, and you could mission in other areas.
 
== What should I do before I joined a militia? ==  
Before you join a militia make sure you don't have assets you need and are to dangerous or to expensive to be moved in the opposing empire faction space.  
Before you join a militia make sure you don't have assets you need and are to dangerous or to expensive to be moved in the opposing empire faction space.  


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I personally prefer Eve Voice as it is available for everybody and you don't need to setup an additional program. Identifying who is talking is also a little easier.
I personally prefer Eve Voice as it is available for everybody and you don't need to setup an additional program. Identifying who is talking is also a little easier.


== Can I still do normal missions in empire or go mining? ==  
== Consequences of being in a militia ==  
Yes, you can do still missions in empire, but keep in mind that if you do missions in the opposing factions empire the faction NPC navy will also spawn and attack you.  
The consequences of being in a militia:
* You are now in an empire war with all it consequences.
* You now will be attacked by other NPC faction navy spawns if you enter the opposing factions space. These will have different strengths depending on the security rating of the system and they will use neuts/nos, EW and web. They will however not scram/disrupt you, so if no player intervenes, you will be able to run away.
* If you entered the NPC militia you will have that NPC militia as corp channel and have access to a militia channel, resembling an alliance channel. The NPC corp channel is not used that much; the militia channel is usually full with people looking for fleets, advice, fleetmembers and/or intel which is semi reliable.


Your access to other corporations even from the opposing faction is thus limited due to the movement restrictions due to these NPC Navy spawns. If you can keep up your standing with the other factions corporations you could join the Minmatar militia and still do missions for the Caldari empire, provided these agents are in Minmatar or Gallente space.  
Just as in Eve Uni fleets, don't give out fleet locations in militia chat but feel free to rely intel. Also some FW corps have spies in the opposing militia channels and sometimes even in fleets.


Suicide ganks into the opposing faction have been popular and happen from time to time, also the lone wanderer or fast interceptor is looking for unaware militia members afk-ing in their own space, but I haven't heard from somebody bothering to bring a neutral scanner just to find militia members in high sec.  
You can now find plexes in low sec and conquer these to gain victory points for your faction. You will also be able to fight for control of the control bunker who defines the occupancy of a system. Gaining victory points will also result in increase of personal faction standing and with increasing standing you will gain ranks within the militia, shown on your decoration tab.


Mining in common asteroid belts can be dangerous with the imminent danger that a suicide fleet shows up and there have been the occasional kills during the first few weeks of afk miners in high sec so you might want to refrain from doing that. On the other hand – and don't tell the Amarr – I do mine from time to time in Heimatar in a Hulk and so far have been only tagged once by a crow, who couldn't get passed by my shields and ran away when I unleashed my drones.
The LPs you gain with your militia will also allow you to buy unique items only offered through the militia LP shop and buying faction navy ships at a fixed discount compared to non militia members.


== Risk assessment: with all those people, who do I trust? ==  
=== Standing Impact ===
Being thrown into an NPC militia , you end up with a whole bunch of people, and this still being Eve the questions arises can I trust these people?
{{main|Factional Warfare Standings}}
 
Some pilots may be concerned that joining Factional Warfare will result in irreparable damage to some of their faction standings, leaving them excluded from some empire space for the rest of their eve career. This isn't necessarily the case, as pilots can participate in Factional Warfare without ruining their standings, if they don't want to.
The answer as in all of EvE is no, trust nobody. Although the spying, backstabbing in the Minmatar-Amarr war is fairly low and the numbers of really bad or even traitorous FC is very low, each war is different. You could even say depending on what time you play the war within on conflict is fought differently as RL player TZ come and go.
 
A  personal experience from the Gallente-Caldari war from our well known intelligence officer, Patric Reigns:
<blockquote>
As a member of the the Caldari militia it became apparent that many of the pirate groups were allied/supporting the Gallente militia in Black Rise. The risks of initiating combat against pirate targets who in many cases kept their sec status neutral, with the subsequent sec status hit and engagement of gate guns, kept the militia on the back foot. Corporations operating from high-sec would also declare war on individual corps in a militia. This would allow them to isolate and engage individual members of your fleet who belonged to those corporations without being flagged to the rest of the fleet. Intervening would also incur a sec-status penalty; Almost complete absence of command & control structures in militias.  
</blockquote>


Within the Amarr-Minmatar war the CVA have been a long time supporter of the Amarr NPC militia as well of some of the player corporations. Since alliances can't join militias their support was mostly more logistically and I personally encountered them almost never in the factional warfare zones fighting. Though they recently retracted their official support (ingame news), this doesn't mean that there are no out-of-militia supporters in the Amarr-Minmatar war. Personally I already encountered an NPC noob scout in an noob ship as FC following my gang everywhere dragging an Amarr militia gang with him.
In summary, you don't actually lose faction standing for killing other pvp pilots (you do lose standing with the enemy's faction militia corporation, but that has little impact on gameplay).


There also have been some known spies in the Minmatar militia, who have been identified, which you will notice and learn from just watching the militia chat and being active. Keeping good and bad militia members and FC in your personal adressbook can help keeping track of these people.  
You'll only lose enemy faction standing for killing faction NPC's in plexes, or by getting 'promoted' by your own (npc) faction warfare corporation, which will happen as a result of completing plexes or missions. You don't have to complete plexes to get the pvp you desire (but you can still enter plexes to use their tactical benefits). You don't need to do missions.  


As Patric also stated there is no functional command structure within these militias - although some corporation have gathered around some regulations - there is no ingame way to enforce any of these regulations, e.g. killboard loss posting is requested but can not be enforced, there is no shared standing or derived standing and individual player corporations within a militia can be war dec'ed by player corporations within their own militia as well as from corporations outside the militia, resulting in no way to support allied player corporations in the militia from within the alliance apart from re'deccing the aggressing player corporation with your own corporation.
*See [[Factional Warfare Standings]] for a more detailed look at standings impacts
*See [[Gaining faction standings fast]] for a look at repairing standings
*See [[Faction Standings]] for a more general look at the topic.  


== Now I'm in what can and should I do? ==  
= Now I'm in what can and should I do? =  
Factional warfare is apart from restricting your access to two of the major NPC empires and dumping you into a high sec war expanding your gameplay with two features, factional warfare mission and plexing. Both accumulate victory points which at a certain (only internally tracked) point make the control bunker of a system vulnerable. At this point the offensive faction can attack this bunker and turn the occupancy from the opposing ones into their owns.
Factional warfare is apart from restricting your access to two of the major NPC empires and dumping you into a high sec war expanding your gameplay with two features, factional warfare mission and plexing. Both accumulate victory points which at a certain (only internally tracked) point make the control bunker of a system vulnerable. At this point the offensive faction can attack this bunker and turn the occupancy from the opposing ones into their owns.


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== Rewards ==
== Rewards ==
 
=== Loyalty Points ===
In July 2009, with the concept that [http://community.eveonline.com/news/dev-blogs/war-is-a-full-time-job/ War is a full time job], CCP introduced the factional warfare LP shop. Members of the militia have a fixed discount on the faction ships in the LP store. CCP also offered additional faction navy items, which are only attainable from the factional warfare LP shop.  
In July 2009, with the concept that [http://community.eveonline.com/news/dev-blogs/war-is-a-full-time-job/ War is a full time job], CCP introduced the factional warfare LP shop. Members of the militia have a fixed discount on the faction ships in the LP store. CCP also offered additional faction navy items, which are only attainable from the factional warfare LP shop.  


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The great thing about it is, ALL this options are open to me the very moment I log in. Faction warfare offers a lot of things to do, and unless your corp is fairly strict, a great amount of liberty to do those things.</blockquote>
The great thing about it is, ALL this options are open to me the very moment I log in. Faction warfare offers a lot of things to do, and unless your corp is fairly strict, a great amount of liberty to do those things.</blockquote>


==See also==
= FAQ =
 
=== Do you need to run complexes? ===
 
Complexes can be useful tactically, as the acceleration gates restrict certain class ships entering them. This can enable you to get some slightly fairer PvP action.
 
You don't need to complete the complex to achieve this. If others in your group wanted to complete the complex you could warp out just before it captured to avoid gaining standing.
 
=== Do you need to shoot NPCs in complexes? ===
 
In defensive complexes, the NPCs are your own faction - don't shoot them!!!
 
In offensive complexes, the NPCs are from your opposition factions. With the recent changes, you need to shoot them in order to complete the plex, so be prepared to do so.
 
=== Do you need to run missions? ===
 
No, not at all.
 
=== So I could take part in FW without hurting my faction standings in any way?===
 
Yes. As long as you never complete complexes, shoot faction NPCs or do FW missions. You don't actually lose faction standing for killing other pvp pilots, you only lose enemy faction ''war'' corporation standing.
 
You'll only lose enemy faction standing for killing faction NPC's in plexes, or by getting 'promoted' by your own (npc) faction warfare corporation, which will happen as a result of completing plexes or missions. You don't have to complete plexes to get the pvp you desire (but can still go in them to use their tactical benefits). You don't need to do missions.
 
=== Can I run missions for the Amarr to offset any losses I do make? ===
 
Of course. There are no Amarr level 4 "kill" agents in Metropolis or Heimatar, although there are level 4 agents working for other divisions, and you could mission in other areas.
 
=== Can I still do normal missions in empire or go mining? ===
Yes, you can do still missions in empire, but keep in mind that if you do missions in the opposing factions empire the faction NPC navy will also spawn and attack you.
 
Your access to other corporations even from the opposing faction is thus limited due to the movement restrictions due to these NPC Navy spawns. If you can keep up your standing with the other factions corporations you could join the Minmatar militia and still do missions for the Caldari empire, provided these agents are in Minmatar or Gallente space.
 
Suicide ganks into the opposing faction have been popular and happen from time to time, also the lone wanderer or fast interceptor is looking for unaware militia members afk-ing in their own space, but I haven't heard from somebody bothering to bring a neutral scanner just to find militia members in high sec.
 
Mining in common asteroid belts can be dangerous with the imminent danger that a suicide fleet shows up and there have been the occasional kills during the first few weeks of afk miners in high sec so you might want to refrain from doing that. On the other hand – and don't tell the Amarr – I do mine from time to time in Heimatar in a Hulk and so far have been only tagged once by a crow, who couldn't get passed by my shields and ran away when I unleashed my drones.
 
=== Risk assessment: with all those people, who do I trust? ===
Being thrown into an NPC militia , you end up with a whole bunch of people, and this still being Eve the questions arises can I trust these people?
 
The answer as in all of EvE is no, trust nobody. Although the spying, backstabbing in the Minmatar-Amarr war is fairly low and the numbers of really bad or even traitorous FC is very low, each war is different. You could even say depending on what time you play the war within on conflict is fought differently as RL player TZ come and go.
 
A  personal experience from the Gallente-Caldari war from our well known intelligence officer, Patric Reigns:
<blockquote>
As a member of the the Caldari militia it became apparent that many of the pirate groups were allied/supporting the Gallente militia in Black Rise. The risks of initiating combat against pirate targets who in many cases kept their sec status neutral, with the subsequent sec status hit and engagement of gate guns, kept the militia on the back foot. Corporations operating from high-sec would also declare war on individual corps in a militia. This would allow them to isolate and engage individual members of your fleet who belonged to those corporations without being flagged to the rest of the fleet. Intervening would also incur a sec-status penalty; Almost complete absence of command & control structures in militias.
</blockquote>
 
Within the Amarr-Minmatar war the CVA have been a long time supporter of the Amarr NPC militia as well of some of the player corporations. Since alliances can't join militias their support was mostly more logistically and I personally encountered them almost never in the factional warfare zones fighting. Though they recently retracted their official support (ingame news), this doesn't mean that there are no out-of-militia supporters in the Amarr-Minmatar war. Personally I already encountered an NPC noob scout in an noob ship as FC following my gang everywhere dragging an Amarr militia gang with him.
 
There also have been some known spies in the Minmatar militia, who have been identified, which you will notice and learn from just watching the militia chat and being active. Keeping good and bad militia members and FC in your personal adressbook can help keeping track of these people.
 
As Patric also stated there is no functional command structure within these militias - although some corporation have gathered around some regulations - there is no ingame way to enforce any of these regulations, e.g. killboard loss posting is requested but can not be enforced, there is no shared standing or derived standing and individual player corporations within a militia can be war dec'ed by player corporations within their own militia as well as from corporations outside the militia, resulting in no way to support allied player corporations in the militia from within the alliance apart from re'deccing the aggressing player corporation with your own corporation.
 
=See also=
*[[Factional Warfare Standings]]
*[[Factional Warfare Standings]]


==Links==
==Links==
*Credits to the official factional warfare guide [http://www.eveonline.com], the Minmatar militia academy forum [http://www.Minmatar-militia.org]
*Credits to the [https://wiki.eveonline.com/en/wiki/Factional_Warfare official factional warfare guide]
*[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChicks Guide to Factional Warfare]
** and the [http://www.Minmatar-militia.org Minmatar militia academy forum], a dead link as of Dec 2013.
*[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick's January 2013 Guide to Factional Warfare]


[[Category:PvP]]
[[Category:PvP]]
[[Category:Factional Warfare]]
[[Category:Factional Warfare]]
[[Category:Guides]]
[[Category:Guides]]