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While it's possible to make a decent income from FW, it's recommended that you stock up on a few ships (including fittings, ammunition), and have enough ISK (or other ways of making ISK) to cover your losses while you get your bearings. Also, it's a lot less frustrating to just jump into a new ship and keep flying if you lose a fight (rather than have to go back to a trade hub and first buy and then fit a new one). Start by bringing smaller ships (frigates and destroyers), and decide later if you want to start flying larger ships. | While it's possible to make a decent income from FW, it's recommended that you stock up on a few ships (including fittings, ammunition), and have enough ISK (or other ways of making ISK) to cover your losses while you get your bearings. Also, it's a lot less frustrating to just jump into a new ship and keep flying if you lose a fight (rather than have to go back to a trade hub and first buy and then fit a new one). Start by bringing smaller ships (frigates and destroyers), and decide later if you want to start flying larger ships. | ||
Keep in mind that, once you join FW, about half of [[empire]] space (including two of the four [[Trade Hubs|trade hub]]s) will be [[Factional Warfare#Permanent war| | Keep in mind that, once you join FW, about half of [[empire]] space (including two of the four [[Trade Hubs|trade hub]]s) will be [[Factional Warfare#Permanent war|awkward to get to]]; this means that you won't be able to run missions in the "enemy" half of empire space, and that any ships or items you have stored in enemy empire stations will be hard to get to. Therefore, move all the ships and modules you think you want to use out of enemy empire space. Additionally, in the medium term, it may be worth having a [[trading]] or [[Creating an Alt Hauler|hauling]] alt to keep your FW character supplied. | ||
=== Choosing a militia === | === Choosing a militia === | ||
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* currently contested and active systems | * currently contested and active systems | ||
Both the [[Star Map|in-game star map]] and out-of-game maps (such as [http://evemaps.dotlan.net/factionwarfare Dotlan] and [http://www.ombeve.co.uk/ Ombeve]) are very helpful in this regard. Expecially Dotlan and the in-game map can give you up-to-date information on what system is currently held by which faction, and where a lot of traffic and fighting is taking place (filter by "number of jumps" and "number of ships destroyed"). Additionally, your militia's [[#chat channel]] can be a useful source of intel. | Both the [[Star Map|in-game star map]] and out-of-game maps (such as [http://evemaps.dotlan.net/factionwarfare Dotlan] and [http://www.ombeve.co.uk/ Ombeve]) are very helpful in this regard. Expecially Dotlan and the in-game map can give you up-to-date information on what system is currently held by which faction, and where a lot of traffic and fighting is taking place (filter by "number of jumps" and "number of ships destroyed"). Additionally, your militia's [[#Militias and fleets|chat channel]] can be a useful source of intel. | ||
Factional Warfare takes place in [[low-sec]], so there will be the occasional [[gatecamps|gatecamp]] on well-travelled routes (although fast frigates should be able to escape these, as there are no [[bubble]]s in low-sec). Also, roaming gangs of ships are a fairly common sight. The Uni's [[Preparing for Low Sec]] class (or its [[Low-Sec Campus]]) may be helpful to new pilots who would like a more detailled introduction to the specifics of flying in low-sec. | Factional Warfare takes place in [[low-sec]], so there will be the occasional [[gatecamps|gatecamp]] on well-travelled routes (although fast frigates should be able to escape these, as there are no [[bubble]]s in low-sec). Also, roaming gangs of ships are a fairly common sight. The Uni's [[Preparing for Low Sec]] class (or its [[Low-Sec Campus]]) may be helpful to new pilots who would like a more detailled introduction to the specifics of flying in low-sec. | ||
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The war zones are not just populated with players enlisted in one of the FW militias, but also plenty of "neutral" players. Many of these are pirates who prey on members of both militias; therefore, as in other areas of low-sec, it's generally a good idea to treat neutral ships as potentially hostile. For a more thorough check, you can look up a pilot's combat history on killboards such as [http://eve-kill.net/ Eve-kill] or [https://zkillboard.com/ zKillboard] to see what ships (s)he normally flies and kills. Additionally, if a neutral pilot has a negative [[Security Status Details|security status]], it's a good indication that they are likely a pirate. | The war zones are not just populated with players enlisted in one of the FW militias, but also plenty of "neutral" players. Many of these are pirates who prey on members of both militias; therefore, as in other areas of low-sec, it's generally a good idea to treat neutral ships as potentially hostile. For a more thorough check, you can look up a pilot's combat history on killboards such as [http://eve-kill.net/ Eve-kill] or [https://zkillboard.com/ zKillboard] to see what ships (s)he normally flies and kills. Additionally, if a neutral pilot has a negative [[Security Status Details|security status]], it's a good indication that they are likely a pirate. | ||
== Participating in FW mechanics == | |||
Factional Warfare provides formal mechanics (eg capturing complexes and star systems, running missions), however, there is no obligation for you to participate in these activities. Especially if you are worried about your [[Factional Warfare Standings|standings]], it's perfectly viable to completely ignore complexes and missions, and only hunt other players. You can also use the complexes [[#PvP tactics in complexes|tactically]] to improve the odds in PvP, but warp out before the capture is complete (to avoid affecting your standings). | |||
== Plexing == | == Plexing == | ||
Capturing complexes ("plexes") as a solo player is a [[Factional Warfare#Capturing complexes|straightforward affair]] - enter the plex, kill the defending NPC (if plexing in an enemy-held system), and then stay inside the plex' capture radius until the timer has counted down to 0. The NPCs do little damage (so as not to interfere too much in any PvP combat which might occur in the plex) and use no electronic warfare, but have fairly rapid HP regeneration, so you're unlikely to be able to kill them in ships much smaller than them | Capturing complexes ("plexes") as a solo player is a [[Factional Warfare#Capturing complexes|straightforward affair]] - enter the plex, kill the defending NPC (if plexing in an enemy-held system), and then stay inside the plex' capture radius until the timer has counted down to 0, killing the NPCs as they respawn occasionally. The NPCs do little damage (so as not to interfere too much in any PvP combat which might occur in the plex) and use no electronic warfare, but have fairly rapid HP regeneration, so you're unlikely to be able to kill them in ships much smaller than them. For instance, a solo pilot in a frigate should be able to kill the destroyer NPC in a [[Factional Warfare#Complex types|small complex]], but will likely have trouble against the cruiser NPC in a medium complex. | ||
As the rewards you gain from capturing a plex are split between all the friendly pilots in the plex (yet the timer does not count down any faster), there is little incentive to capture plexes in groups (except when you want to deter attacks in very active star systems). This mechanism of reward sharing can be used in a somewhat shady tactic called "plex sniping": a pilot will warp to a plex that's currently being captured by a friendly pilot. They will note how much time is left on the timer, then leave the plex, only to return a few seconds before the timer finishes counting down. This way, they get half the reward with almost none of the effort (but since they also deprive the pilot who has spent all the time in the plex of half of their reward, they are unlikely to make friends!). | As the rewards you gain from capturing a plex are split between all the friendly pilots in the plex (yet the timer does not count down any faster), there is little incentive to capture plexes in groups (except when you want to deter attacks in very active star systems). This mechanism of reward sharing can be used in a somewhat shady tactic called "plex sniping": a pilot will warp to a plex that's currently being captured by a friendly pilot. They will note how much time is left on the timer, then leave the plex, only to return a few seconds before the timer finishes counting down. This way, they get half the reward with almost none of the effort (but since they also deprive the pilot who has spent all the time in the plex of half of their reward, they are unlikely to make friends!). | ||
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[[Directional Scanner Guide|D-Scan]] and knowledge of the layout and mechanics of complexes can make a big difference when fighting in and around complexes. | [[Directional Scanner Guide|D-Scan]] and knowledge of the layout and mechanics of complexes can make a big difference when fighting in and around complexes. | ||
All but the largest complexes have acceleration gates (which only let [[Factional Warfare#Complex_types|certain classes of ships pass]]). The most obvious advantage is that you can use a complex' size to pick what kind of ships you want to fight: if you're inside a novice-sized complex, you will only be fighting | All but the largest complexes have acceleration gates (which only let [[Factional Warfare#Complex_types|certain classes of ships pass]]). The most obvious advantage is that you can use a complex' size to pick what kind of ships you want to fight: if you're inside a novice-sized complex, you will only be fighting Tech 1 and faction frigates (and will not have to go up against, say, destroyers or cruisers). | ||
The distance from the complex to its gate is always the same (about 1 million km), and so you can use D-Scan to watch for enemies coming into your complex, or to look for targets inside complexes. | The distance from the complex to its gate is always the same (about 1 million km), and so you can use D-Scan to watch for enemies coming into your complex, or to look for targets inside complexes. | ||
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As illustrated by the graph on the right, a fleet will need to do about 4000 dps to destroy the i-Hub in under two hours (keeping in mind that's two hours of non-stop bombardment), 7500 dps to do it in an hour, and 14,000 dps to do it in half an hour. To make these numbers more concrete, a [[Stealth Bomber|stealth bomber]] does about 300-400 dps, and a [[battleship]] (or a tier 3 [[battlecruiser]]) does about 600-800 dps. Therefore, you would need over twenty stealth bombers (or ten battleships) firing non-stop for an hour to destroy an i-Hub. | As illustrated by the graph on the right, a fleet will need to do about 4000 dps to destroy the i-Hub in under two hours (keeping in mind that's two hours of non-stop bombardment), 7500 dps to do it in an hour, and 14,000 dps to do it in half an hour. To make these numbers more concrete, a [[Stealth Bomber|stealth bomber]] does about 300-400 dps, and a [[battleship]] (or a tier 3 [[battlecruiser]]) does about 600-800 dps. Therefore, you would need over twenty stealth bombers (or ten battleships) firing non-stop for an hour to destroy an i-Hub. | ||
Keep in mind that while your fleet is busy destroying the i-Hub, you also have to prevent enemy militia pilots from not only attacking your fleet, but also from capturing complexes in the system (as if they [[Factional Warfare#Capturing_systems|capture enough complexes]] to bring the system from "vulnerable" to "contested", any damage you have done to the i-Hub is reset). Medium-sized corporations will usually swarm | Keep in mind that while your fleet is busy destroying the i-Hub, you also have to prevent enemy militia pilots from not only attacking your fleet, but also from capturing complexes in the system (as if they [[Factional Warfare#Capturing_systems|capture enough complexes]] to bring the system from "vulnerable" to "contested", any damage you have done to the i-Hub is reset). Medium-sized corporations will usually swarm an i-Hub with stealth bombers, while larger corporations can afford to send in a fleet of battleships (supported by smaller vessels, as battleships on their own are very vulnerable). Some corporations will attack i-Hubs with [[dreadnought]]s - while this is the quickest way to destroy them (a deadnought in siege mode can do about 5000 dps), it requires a large supporting fleet to protect the valuable capital ships (not to mention the resources to even field multiple dreadnoughts!). | ||
Therefore, as destroying i-Hubs requires a non-trivial amount of resources and organisations, star systems will often be left "vulnerable" until a large force can be mustered, which will then usually destroy a number of i-Hubs in the course of a few hours. | Therefore, as destroying i-Hubs requires a non-trivial amount of resources and organisations, star systems will often be left "vulnerable" until a large force can be mustered, which will then usually destroy a number of i-Hubs in the course of a few hours. | ||
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Keep in mind that FW was primarily designed to be an enabler for PvP, therefore, unlike (for instance) high-sec mission running, you will probably lose a number of ships while flying in FW space. Therefore, it is a good idea to have a reasonable number of ships ready to go at your "home" base, so that if you do get blown up, you can quickly jump into a new ship and continue making LP and having fun. | Keep in mind that FW was primarily designed to be an enabler for PvP, therefore, unlike (for instance) high-sec mission running, you will probably lose a number of ships while flying in FW space. Therefore, it is a good idea to have a reasonable number of ships ready to go at your "home" base, so that if you do get blown up, you can quickly jump into a new ship and continue making LP and having fun. | ||
You get LP for [[Factional Warfare#Destroying_enemy_player.27s_ships|killing enemy ships]] depending on the value of the ship, including its fitted modules and the contents of its cargo bay. Making money from missions is covered in [[Factional Warfare missions]]. | |||
==== Complexes ==== | ==== Complexes ==== | ||
Capturing complexes ("plexes") in friendly-held systems (so-called "defensive plexing") is a good entry point for low-skilled pilots who want to pad their wallet a little. While it doesn't pay a lot (try to find a highly-contested system, as the more a system is contested, the better this pays), it can be done with a very cheap ship, provided you keep a close eye on the Local chat channel and your D-Scanner for incoming enemy ships. Some players even go so far as to do it in weaponless ships (often [[Venture]]s) filled with warp core stabilizers, who run at the first sign of trouble - although this will get boring very quickly. | Capturing complexes ("plexes") in friendly-held systems (so-called "defensive plexing") is a good entry point for low-skilled pilots who want to pad their wallet a little. While it doesn't pay a lot (try to find a highly-contested system, as the more a system is contested, the better this pays), it can be done with a very cheap ship, provided you keep a close eye on the Local chat channel and your D-Scanner for incoming enemy ships. Some players even go so far as to do it in weaponless ships (often [[Venture]]s) filled with warp core stabilizers, who run at the first sign of trouble - although this will get boring very quickly. | ||
Capturing plexes in enemy-held systems ("offensive plexing") pays better than defensive plexing, but needs a modicum of combat prowess (at the very least to destroy the defending | Capturing plexes in enemy-held systems ("offensive plexing") pays better than defensive plexing, but needs a modicum of combat prowess (at the very least to destroy the defending NPCs without losing too much time). At high faction tiers this can be a good income source for experienced beginners. For example, a decently-fit combat frigate can tackle small plexes, which, at (say) faction tier 3, pay 30k LP each. You can probably run about three of these per hour, earning you about 90 million ISK worth of LP per hour, easily paying for a dozen of your combat frigates. Additionally, you can fight enemy players who come into your plex - although keep in mind that since you're essentially passive, it will be up to the enemy whether to enter your plex, and they will only do so if they think they have a better-than-even chance of beating you. | ||
In general, if you're only capturing complexes for the rewards, it will soon get very dull (as you're basically orbiting a structure and refreshing your D-Scan every few seconds). Therefore, it's up to you to find the right balance between PvP excitement and LP income. You can use [[#Navigation|maps]] (look at the number of jumps and the number of ships killed) to find systems or areas with the right level of activity - not so hot that you get swatted from space by a blob of enemy ships every few minutes, but not so quiet that you get bored. | In general, if you're only capturing complexes for the rewards, it will soon get very dull (as you're basically orbiting a structure, shooting the occasional NPC, and refreshing your D-Scan every few seconds). Therefore, it's up to you to find the right balance between PvP excitement and LP income. You can use [[#Navigation|maps]] (look at the number of jumps and the number of ships killed) to find systems or areas with the right level of activity - not so hot that you get swatted from space by a blob of enemy ships every few minutes, but not so quiet that you get bored. | ||
=== Converting loyalty points (into cold hard cash) === | === Converting loyalty points (into cold hard cash) === | ||
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== Enemy high-sec and the faction navies == | == Enemy high-sec and the faction navies == | ||
Once you enlist in Factional Warfare, you will be [[Factional Warfare#Permanent_war|at war with two of the four NPC empires]], and if you try to enter a [[high-sec]] system of an enemy empire, you will be attacked by their NPC faction navy ships. As you get some warning before being attacked, and as the NPCs will not use warp scramblers or warp disruptors on you, you can escape them easily. Once they engage you they do a moderate amount of damage (depending on the security rating of the system); whilst a frigate will not last long once attacked, larger ships can tank the damage they do for a while. However, even if you destroy the initial wave of NPC ships, more will warp in, and they will continue to chase you as long as you're in any of their high-sec systems, so at best you can speed through their systems with a ship that either aligns and enters warp quickly (before the faction navy attacks), or one with enough tank to survive until it can enter warp | Once you enlist in Factional Warfare, you will be [[Factional Warfare#Permanent_war|at war with two of the four NPC empires]], and if you try to enter a [[high-sec]] system of an enemy empire, you will be attacked by their NPC faction navy ships. As you get some warning before being attacked, and as the NPCs will not use warp scramblers or warp disruptors on you, you can escape them easily. Once they engage you they do a moderate amount of damage (depending on the security rating of the system); whilst a frigate will not last long once attacked, larger ships can tank the damage they do for a while. However, even if you destroy the initial wave of NPC ships, more will warp in, and they will continue to chase you as long as you're in any of their high-sec systems, so at best you can speed through their systems with a ship that either aligns and enters warp quickly (before the faction navy attacks), or one with enough tank to survive until it can enter warp. | ||
Therefore, it's certainly possible to fly through enemy high-sec systems (as long as you don't use the autopilot!), but staying there in space for longer (to e.g. run missions or mine) is not feasible. Note that being at war with an NPC faction doesn't prevent you from docking at stations in their high-sec systems, and that the faction navies will not attack pods. | |||
[[Category:Factional Warfare]] | |||