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Faction warfare missions: Difference between revisions

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== Running missions ==
== Running missions ==
All Factional Warfare missions are "encounter" missions, which always involve flying somewhere and killing something (usually ships or a structure). These missions always take place in the [[low-sec]] Factional Warfare [[Factional Warfare#War zones|war zones]], in the "enemy half" of the respective war zone (so a Gallente agent will send you to the Caldari end of the Caldari-Gallente war zone).  
All Factional Warfare missions are "encounter" missions, which always involve flying somewhere and killing something (usually ships or a structure). These missions always take place in the [[low-sec]] Factional Warfare [[Factional Warfare#War zones|war zones]], in the "enemy half" of the respective war zone (so a Gallente agent will send you to the Caldari end of the Caldari-Gallente war zone).  
Most of these missions take place in [[deadspace]] pockets with acceleration gates, and these acceleration gates only allow certain classes of ship to enter. The difficulty of these missions is usually comparable to the missions of one level lower from other corporations (so a level 2 Factional Warfare mission is comparable in difficulty to a "regular" level 1 mission, but may be completed in the same ships (in this case, cruisers and below) as a "regular" level 2 mission).


One important aspect to note is that the destination (ie the deadspace pocket with the mission objective) of a Factional Warfare mission is marked by a beacon, and this beacon becomes visible to ''every other player in the system'' as soon as you warp to it. This is a mechanic meant to encourage PvP (as other players can warp to your mission deadspace pocket without needing to [[Scanning & Probing|scan down your ship with combat probes]] first); in practice, it means you will need to be extra-vigilant when running these missions.  
One important aspect to note is that the destination (ie the deadspace pocket with the mission objective) of a Factional Warfare mission is marked by a beacon, and this beacon becomes visible to ''every other player in the system'' as soon as you warp to it. This is a mechanic meant to encourage PvP (as other players can warp to your mission deadspace pocket without needing to [[Scanning & Probing|scan down your ship with combat probes]] first); in practice, it means you will need to be extra-vigilant when running these missions.  
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=== Ship restrictions ===
Most of these missions take place in [[deadspace]] pockets with acceleration gates, and these acceleration gates only allow certain classes of ship to enter. The difficulty of these missions is usually comparable to the missions of one level lower from other corporations (so a level 2 Factional Warfare mission is comparable in difficulty to a "regular" level 1 mission, but may be completed in the same ships (in this case, cruisers and below) as a "regular" level 2 mission).


=== Ship restrictions ===
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=== Ships and strategies ===
As Factional Warfare missions are run in dangerous areas of low-sec space, the strategy for completing them revolves around completing the mission objective as quickly as possible and moving on to the next mission, all while being able to run away from (or fight) incoming enemy players' ships. This means that smaller, faster ships tend to be used, and that players tend to limit themselves to destroying the absolute minimum number of enemies necessary in order to complete a mission (in contrast, [[Missions|running missions]] in [[Empire]] space focuses on using big ships with powerful active or passive tanks, and clearing every last enemy to maximise the bounties and loot from running missions).


=== Ships and strategies ===
Since the missions take place deep within the war zones, it's recommended that you first pick up a number of missions (e.g. by using a fast frigate to fly to each station with agents for a particular faction militia, keeping in mind that agents in low-sec systems are inaccessible if the system is currently held by the enemy faction) before running them. The easiest way to do this is to use the autopilot to set waypoints for each agent's station (through the [[Agent Finder]]), and then use the autopilot's "optimise route" function to calculate the shortest route. Once you have accepted a number of missions, switch to your mission-running ship, and again set waypoints to each mission objective and optimise your route through the autopilot. You can then fly to each mission objective, destroy the ships/structures needed to complete the mission, and fly on to the next mission (not stopping to loot, and keeping a constant eye on [[Directional Scanner Guide|D-Scan]] for enemy players' ships). Once you have completed all the missions, dock up at any station, initiate conversations with each agent, and complete the missions to receive your reward (since these missions do not require you to return items to the agents, they can be completed remotely); this saves you the trip back to each agent's home station.
 
==== Mission-running ships ====
[[Stealth Bombers]] are particularly useful for running high-level Factional Warfare missions. Defensively, they are relatively fast and agile, and have a small [[signature radius]] - so not only do larger NPC enemies have difficulty hitting them, but they can align and warp out quickly if they are attacked by an enemy player. Additionally, their [[Cloaking#Different_types_of_cloak|covert ops cloak]] makes travelling through enemy-held systems relatively safe and painless. Their primary weapon ([[Missile_Launchers#Large|torpedoes]]) particularly excels at destroying larger NPC enemies, and has a selectable damage type (so the pilot can deal the type of damage the NPCs are most vulnerable to).
 
However, Stealth Bombers are also very fragile, and so a pilot must take care to keep their transversal velocity as high as possible (and avoid enemy ships with [[web]]s); one or two lucky hits from NPC battleships will quickly destroy a Stealth Bomber. Additionally, they are most effective against Amarr NPCs (i.e. fighting for the Minmatar militia), as the Amarrian EWAR (tracking disruption) does not affect their missile launchers.
 
Good alternatives to Stealth Bombers (for running level 3 and 4 missions) are Cruisers, Battlecruisers, and Heavy Assault Cruisers. These ships have considerably more hit points than Stealth Bombers, and so are more forgiving to fly; however, they are also much more ponderous and so travel through the war zones is more dangerous. Also, Heavy Assault Cruisers in particular are expensive, and losing one will put a serious dent in your income from mission-running. Keep in mind to fit your ship to attack the NPCs' weaknesses; [[Missile Launchers|missile]] and [[Turrets#Projectile_Turrets|projectile turret]] ships can therefore be used against all enemies, while [[Turrets#Hybrid_Turrets|hybrid turret]] ships are best against the Caldari and Gallente, and [[Turrets#Energy_Turrets|energy turret]] ships best against the Amarr. Most enemy players in Factional Warfare fly frigates and destroyers; since it's a lot easier to catch a cruiser or battlecruiser than a Stealth Bomber, it may be wise to fit your larger mission-running ships to also fight off enemy players' frigates and destroyers (e.g. using [[web]]s or [[EWAR_Guide#Target_Painting_.28TP.29|target painters]]).
 
== External links ==
* [http://forum.eveuniversity.org/viewtopic.php?f=43&t=65348 E-UNI Forums: Running Factional Warfare missions]


== Completing missions ==
== Completing missions ==