Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"

From EVE University Wiki
Jump to: navigation, search
m (Remove deprecated "newinfo=" parameter out of {{Deprecated}}.)
 
(90 intermediate revisions by 8 users not shown)
Line 1: Line 1:
''Note: this is my draft copy of an overhauled page on [[Factional Warfare]].''
+
{{Deprecated|user=[[User:Shauny Tsero|Shauny Tsero, Mentor Manager]] ([[User talk:Shauny Tsero|talk]]) 17:48, 2 February 2020 (UTC)|[[New Player Experience Tutorial - Seeker Investigation]]}}
 +
[[File:Tutorial-start.jpg|thumb|right|400px|Starting the EVE tutorial.]]The '''EVE tutorial''' (also known as the "New Player Experience", or "Inception") is a story-driven experience which introduces you to the very basics of playing EVE and to the EVE universe. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. The tutorial is available to any brand-new character.
  
= Factional Warfare =
+
You start the tutorial in space in a [[corvettes|corvette]], the sole survivor of an attack on your fleet by [[Drifters]]. Through voiceovers, the game will introduce you to the basic concepts you need to play EVE. The tutorial gives you step-by-step instructions, you should follow them carefully. However, the tutorial is often a bit light on context (while it may tell you to do something, it often doesn't explain why or when you might normally want to do this). Therfore, if you'd like to know more about what the tutorial asks you to do, follow the list below, and/or click on the links for an even more in-depth explanation of the concepts covered by the tutorial. 
  
'''Factional Warfare''' (sometimes also called '''Faction Warfare''') is a game mechanic whereby you can sign up to fight for one of the four empire factions (against its enemy faction) for control over certain areas of [[low-sec|low-sec space]]. It was first introduced in the [[Expansion#Empyrean Age|Empyrean Age expansion]] (2008) to offer players a stepping-stone into PvP (player-vs-player) gameplay.
+
For a more general guide to getting started in the game, see [[Getting Started in EVE Online]].  
  
Factional Warfare is primarily centered around two [[#war zones]] (areas of low-sec contested by two empires): the Amarr-Minmatar war zone and the Caldari-Gallente war zone, which each are located on the border of the two respective empires. In these war zones, players who participate in Factional Warfare attempt to [[#conquer star systems]] for their empire, and are rewarded with [[#loyalty points]] and increased [[#faction standings]] for their efforts. Additionally, as players who participate in Factional Warfare are effectively at war with two of the four empire factions in the game, they can therefore attack (and be attacked by) players fighting for the enemy factions anywhere in New Eden, as well as fight the enemy NPC faction navies (who patrol the [[high-sec]] star systems belonging to their faction).
+
== Tips and general notes ==
 +
{{Color box|color=#ff3535|border=#ff0000|text=#000000|width=25%|Any friendly on grid in the final suicide mission will get killed and podded!}}
 +
* [[File:Skip-tutorial.jpg|thumb|right|Skipping the tutorial completely.]] To skip the tutorial completely, click on the tutorial icon in the info panel and click "Skip Tutorial". However, keep in mind that there is no way to resume the tutorial (not even through a GM support ticket <!-- yes, I tried :) -->) after you've skipped it. 
 +
* If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
 +
** Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
 +
** [[File:Reset-tutorial.jpg|thumb|right|Reset a tutorial step.]] Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
 +
** If all else fails, submit a support ticket to the game masters (GM) through the [https://support.eveonline.com/ EVE support website], and they will manually reset your tutorial to allow you to continue.
 +
* [[File:Tutorial-transcript.png|right|thumb|Showing/hiding the audio transcript.]] The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.  
 +
* The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way. 
 +
* While the EVE user interface (UI) cannot be modded, it can be customised by moving and resizing windows. The more you play the more you will get a feel for how you like setting up your interface, but there are two things you should do to the default UI from an early stage:
 +
** Make the overview window as large as practical, and play around with the column widths to prevent the text from being clipped too much.
 +
** Increase the size of the chat window, and change the chat window settings (using the icons at the top-left of the chat window) to reduce the amount of screen space taken up by character portraits.
  
== Joining Factional Warfare ==
+
== Topics covered by the tutorial ==
 +
=== Aftermath of Drifter attack ===
 +
* [[Camera]] control
 +
** Zooming and rotating the camera around your ship, using your mouse.
 +
** Moving the camera to other objects (using the "look at" command).
 +
* Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage. 
 +
** [[Manual Piloting|Manual piloting]], by double-clicking in space, which will cause your ship to turn and fly away from your current camera position (irrespective of where in space you double-click). As a beginner you will only use this rarely.
 +
** [[Advanced_Piloting_Techniques#Approach|Semi-automatic piloting]], such as approaching or orbiting another ship or structure. Your ship's current command is displayed near the bottom middle of the screen.
 +
** Setting your ship's speed (via the throttle setting, from stop to its maximum speed).
 +
* Interacting with objects, either through the radial menu or the right-click menu.
 +
** Virtually every context-sensitive command in EVE can be accessed by right-clicking.
 +
** [[File:Tutorial-open-cargo-radial-menu.jpg|thumb|right|Opening a cargo container using the radial menu.]] The most common context-sensitive commands can also be accessed (in many, but not all, cases) through the radial menu. To use the radial menu, press and hold the left mouse button on the object you wish to interact with, move the mouse to the desired command, and releasing the mouse button.
 +
* Retrieving the contents of containers (or other objects) in space (this is referred to as "looting"; despite the name, it may not necessarily involve theft or other criminal activity). Your ship must be within 2500&nbsp;m of an object to retrieve its contents; if you're further away, your ship will first fly automatically towards the object. 
 +
* Using the [[overview]] to find and interact with nearby objects, which can often be ''much'' easier than finding them in space. You may want to enlarge the overview window and resize the columns to see more information at once.
 +
* [[Targeting]] ships (or other objects in space), which is necessary if you want to (for instance) fire your weapons at them. Any ships you have locked will appear as circles in the top-right of your screen.
 +
* [[File:Tutorial-fire-weapon-tooltip.jpg|thumb|right|Click your weapon to fire at the currently selected target. Note your weapon's range on the tooltip.]] Firing your ship's [[turrets|weapons]] at both stationary and moving targets. Your weapons have a maximum range; hover over the icon to see it, and keep your ships (e.g. with the "orbit" command) within this range.
 +
* Taking and dealing damage. Your ship (as well as enemy ships) is protected by shields, armor, and structure (collectively referred to as "[[tanking|tank]]"), which are depleted sequentially by incoming weapon fire; once a ship's structure has been depleted, it will be destroyed. Your ship's tank is represented by three concentric circles at the bottom of the user interface. Shields slowly regenerate over time; armor and structure must be repaired once they've taken damage. <!-- this may need a link to a UI overview page. -->
 +
* Using an [[Afterburner Details|afterburner module]] to increase your ship's speed. Using this module uses energy from your ship's [[capacitor]], which regenerates over time. Your capacitor's current charge level is shown in the middle of the tanking circles (at the bottom of the user interface). 
 +
* Warping to another location within the same star system, and docking at a station.
  
There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance.
+
=== Space station ===
 
+
* Training [[Skills and Learning|skills]], being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.  
=== Joining as a solo player ===
+
* Viewing and managing your [[Managing Your Assets|items]] <!-- this too needs a link to a UI overview page -->
 
+
** Your ship's cargo bay can store a limited amount of stuff (measured by volume).
[[File:FW-join.png|200px|right|thumb|Join Factional Warfare through the Militia Office window in a station belonging to the empire you wish to fight for (in this example, the Caldari).]]
+
** Your item and ship hangars in a station have effectively unlimited storage, but are location-specific (i.e. items stored in one station cannot be remotely accessed from another station).  
Any player can join Factional Warfare provided that:
+
** Items and ships which you receive from "out of the game" (e.g. [[PLEX]], refer-a-friend rewards, or some of the rewards from the tutorial) can be found in your "redeem items" window.  
* They have a regular paid EVE account (trial accounts may not join), and
+
* [[Fitting Guidelines|Fitting]] a module on a ship
* Their standings towards the empire faction (e.g. the Gallente Federation or the Caldari State) they wish to fight for must be 0.0 or greater. Note that only raw, unmodified standings (i.e. without taking the effects of skills like {{sk|Social|icon=yes}} into account) count; you can check your standings on your character page.
+
* The Info Panel (on the left-hand side of the user interface) shows where you should fly to next; right-click or use the radial menu on the location to warp/fly your ships to the location.  
 
+
* [[Manufacturing]] a module from a blueprint original (BPO)
You can enlist at any station belonging to the empire faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window). Note that even through the Khanid Kingdom and the Ammatar Mandate are affiliated with the Amarr Empire, they do not count as being a part of it, and therefore you cannot join Factional Warfare from their stations.  
+
** Almost everything in EVE (including BPOs) can be bought on the [[trading|market]]. While some items on the market (including BPOs) are sold by NPCs at fixed prices, most items are sold by other players, causing their prices to fluctuate with supply and demand.  
 
 
If you join as a solo player, you will leave your current corporation (be it a player-run or NPC corporation) and automatically join one of the four militia corporations (NPC-run corporations which are populated exclusively by other players enlisted in Factional Warfare for a given empire):
 
 
 
* Amarr: 24th Imperial Crusade
 
* Caldari: State Protectorate
 
* Gallente: Federal Defence Union
 
* Minmatar: Tribal Liberation Force
 
 
 
Joining as a solo player happens immediately, unless you have roles in a player-run corporation (in which case it takes at least 24 hours to [[Leaving_EVE_University#The_process_for_leaving|relinquish your roles]] and leave your corporation). These militia corporations have NPC agents working for them, which offer [[#missions]] to pilots enlisted with their respective faction.
 
 
 
=== Joining as a corporation ===
 
 
 
The CEO or Director of a [[corporation]] can enlist their entire corporation (i.e. all their members) in Factional Warfare to fight for one of the four empires. As with solo players, the corporation must have a standing of 0.0 of greater towards the empire they wish to fight for (corporation standings are an average of of its all the members' individual standings, see [[Corporation|corporation standings]] for more details). Enlisting a corporation takes effect after the next downtime.
 
 
 
It's not possible for individuals in a player-run corporation to either join Factional Warfare on their own (they have to leave their corporation and join one of the NPC militia corporations, see above) or to opt out of Factional Warfare if their corporation joins (if the corporation joins, every member of that corporation automatically joins too).  
 
 
 
== Factional alliances ==
 
[[File:FW faction alliances.png|thumb|200px|right|The Amarr and the Caldari fight against the Minmatar 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. Additionally, the Amarr and the Caldari are allied (as are the Minmatar and the Gallente), which means that pilots fighting for (for instance) the Gallente can also help their Minmatar allies fight against the Amarr (with a few exceptions, see [[#infrastructure hub]]), and attack (and be attacked by) pilots fighting for the Amarr as well as the Caldari. Additionally, that same pilot would be attacked by the NPC [[#faction navies]] of the Amarr and the Caldari should he enter their high-sec space.
 
 
 
== War zones ==
 
The majority of the actions in Factional Warfare take place in two areas of [[low-sec|low-security space]], each of which is contested by two empires, known as "war zones".
 
 
 
The [http://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 [http://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 [[#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]] and running [[#missions]] takes place exclusively within the war zones. [http://evemaps.dotlan.net/factionwarfare Dotlan] and [http://www.ombeve.co.uk/ Ombeve] have very useful maps of the war zones.
 
 
 
{{#css:
 
.fw-region {
 
background-color:#222222;
 
font-weight:normal;
 
}
 
}}{| class=wikitable style="font-size:90%; border-style:none;"
 
! style="border-style:none; background-color:#111111;" |
 
! style="background-color:#222222;text-align:left;padding:0.2em 0.5em" | Region
 
! style="text-align:left; padding: 0.2em 0.5em" | Constellations
 
|-
 
| rowspan=2 | {{icon|amarr|64px|Amarr Empire}}
 
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Devoid#const Devoid]
 
| style="padding: 0.2em 0.5em" | Semou and Jayai
 
|-
 
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/The_Bleak_Lands#const The Bleak Lands]
 
| style="padding: 0.2em 0.5em" | Sasen, Tandoiras, and Vaarma
 
|-
 
| rowspan=2 | {{icon|minmatar|64px|Minmatar Republic}}
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/Heimatar#const Heimatar]
 
| style="padding: 0.2em 0.5em" | Hed and Huvilma
 
|-
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/Metropolis#const Metropolis]
 
| style="padding: 0.2em 0.5em" | Essin, Tiat, Eugidi, Angils, and Aldodan
 
|-
 
| colspan=3 style="background-color:#333333" |
 
|-
 
| rowspan=2 | {{icon|caldari|64px|Caldari State}}
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/The_Citadel#const The Citadel]
 
| style="padding: 0.2em 0.5em" | Ieyama and Isoma
 
|-
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/Black_Rise#const Black Rise]
 
| style="padding: 0.2em 0.5em" | Inolari, Ishaga, Kurala and Okakuola
 
|-
 
| rowspan=3 | {{icon|gallente|64px|Gallente Federation}}
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/Essence#const Essence]
 
| style="padding: 0.2em 0.5em" | Jeon and Vieres
 
|-
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/Verge_Vendor#const Verge Vendor]
 
| style="padding: 0.2em 0.5em" | Obray and Woenckee
 
|-
 
| class=fw-region style="padding: 0.2em 0.5em"  | [http://evemaps.dotlan.net/map/Placid#const Placid]
 
| style="padding: 0.2em 0.5em" | Amevync, Pegeler, Serthoulde, Viriette, and Fislipesnes
 
|}
 
 
 
== Capturing systems ==
 
[[File:FW-circle-of-death.png|thumb|200px|right|An illustration of how to capture (or defend) a star system in Factional Warfare (using a system contested by the Amarr and the Minmatar as an example).]]
 
The core mechanics of Factional Warfare revolve around capturing and holding star systems in the [[#war zones]]. This occurs in two steps:
 
* Attacking and completing [[#complexes]] ("plexes") in a system to make the system vulnerable to capture.
 
* Once the system is vulnerable, attack and destroy ("capture") the system's [[#infrastructure hub]] (also known as an "i-Hub") to capture the system.
 
 
 
A system starts off as "stable" (or "uncontested"). The attacking faction (for instance, pilots flying for the Gallente attacking a Caldari-held system) must first attack and complete complexes in the system (this is known as "offensive plexing"); for each completed complex, the system becomes ever more "contested" (commonly quoted from 0% to 100%, sometimes also measured in [[#victory points]]). Once a system has become 100% contested, it is listed as "vulnerable", and the attacking faction can then attack the system's infrastructure hub. Once the infrastructure hub is destroyed, the system is considered "lost" and will switch to the attacking faction's control after the next [[DT|downtime (DT)]].
 
 
 
During this time, the defending faction can also complete complexes in the system (this is known as "defensive plexing"); for each completed complex, the system becomes ever less "contested" (or, if it's currently "vulnerable", it will revert to being "contested"), all the way back to "stable".
 
 
 
While a system is "vulnerable" or "lost", the attacking faction may still capture complexes, but they will not get any [[#reward]] nor affect the system's capture. Additionally, once a system is "vulnerable", the defending faction needs only to capture a few complexes to revert the system to "contested" (and therefore render the infrastructure hub invulnerable again); the attacking faction only create a small "buffer" against this by capturing more complexes while the system is "vulnerable". Similarly, the once the defending faction has capture enough complexes to revert a system to "stable", the attacking faction only needs to capture one complex to put the system back to "contested". 
 
 
 
Obviously, in addition to the mechanics above, pilots can (and should!) attack the other faction's pilots to stop them from completing their objectives!
 
 
 
=== Complexes ===
 
[[File:FW plex layout.png|thumb|200px|left|The layout of a complex. To enter a complex, you must first activate the complex' acceleration gate, which will warp you into the complex at its beacon. In order to capture the complex, you must stay within 30&nbsp;km of the capture point.]]
 
[[File:Scanner_Window_showing_plexes.jpg|thumb|200px|right|Complexes can be found via the [[Scanning & Probing|system scanner]].]]
 
[[File:FW overview.png|thumb|200px|right|An [[overview]] showing typical Factional Warfare objects.<br><ul><li>Red: [[#Infrastructure hub]]</li><li>Light blue: [[#Complexes]] (one medium and one small) which have already been visited</li><li>Orange: [[#Mission]] beacons</li></ul>]]
 
Factional Warfare Complexes (commonly known as "Plexes", not to be confused with [[Plex|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 [[Scanning & Probing|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 cancelled it immediately).
 
 
 
Like most other [[Deadspace Complex]]es, you cannot warp directly into them, but must first use an [[acceleration gate]], after which you will land at the complex' beacon (large complexes (see below) do not have an acceleration gate, but you will still land at the complex' beacon when you warp in); you cannot light a [[cyno|cynosural field]] inside a 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.
 
 
 
==== Capturing complexes ====
 
 
 
In order to capture a complex, you must first clear the area (radius: 30&nbsp;km) around the capture point of enemy ships. If you're the attacking faction, this includes killing the defending NPC; if you're the defending faction, the NPC will obviously not fire on you, and you therefore you shouldn't destroy it (even if it appears as "hostile" on your [[overview]])!. Then you must stay inside the capture radius (within 30&nbsp;km of the capture point) until the complex' timer has counted down to 0 (you can see how much time is left by selecting the capture point), at which point you will have captured the complex!
 
 
 
[[File:FW capturing plex.jpg|thumb|200px|right|An Amarr pilot capturing an Amarr complex ("defensive plexing"). The timer on the capture point shows how much time is left before the complex is captured.]]
 
Additional ships from your faction will not make the timer count down faster; if you leave the complex, 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, 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).
 
 
 
Ships which are [[cloaking|cloaked]] cannot capture complexes (the timer will pause as soon as the ship cloaks, but will unpause if the ship decloaks). 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). Pilots in a militia can capture complexes in their ally's warzone, but only on their ally's behalf (so, for example, a pilot fighting for the Minmatar could go to the Caldari-Gallente warzone and capture a complex on behalf of their ally (the Gallente)).
 
 
 
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 (with the exception of large complexes, which appear to spawn at random). On average, there will be one or two complexes of each [[#size]] (up to medium; large complexes are fairly rare) 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.
 
 
 
==== Complex types ====
 
Complexes come in four types, often called "sizes" (which is a bit of a misnomer, as the physical dimensions of the complex are always the same). They vary in what ship classes are allowed to enter, what NPC defends them, and how long it takes to capture them. While each type of complex contributes the same amount to capturing a system (see [[#victory points]]), capturing larger complexes result in higher [[#rewards]]. Additionally, capturing complexes in enemy-held systems gives higher rewards than capturing complexes in friendly-held systems.
 
 
 
{| class="wikitable" style="font-size:90%"
 
! style="background-color:#222222;padding:0.3em;" | Type
 
! style="background-color:#222222;padding:0.3em 1em;" | Capture time
 
! style="background-color:#222222;padding:0.3em;" | Allowed ships
 
! style="background-color:#222222;padding:0.3em 1em" | NPC defender
 
|-
 
| style="background-color:#333333;padding:0.3em;" | Novice
 
| style="text-align:center;"| 10 min
 
| style="padding:0.3em;" | T1 and Faction frigates<br>Industrials<br>(no rookie ships)
 
| style="text-align:center;" | Frigate
 
|-
 
| style="background-color:#333333;padding:0.3em;" | Small
 
| style="text-align:center;"| 15 min
 
| style="padding:0.3em;" | Frigates<br>Destroyers
 
| style="text-align:center;" | Destroyer
 
|-
 
| style="background-color:#333333;padding:0.3em;" | Medium
 
| style="text-align:center;"| 20 min
 
| style="padding:0.3em;" | Frigates and Destroyers<br>Cruisers and Battlecruisers<br>(no Strategic (T3) Cruisers)
 
| style="text-align:center;" | Cruiser
 
|-
 
| style="background-color:#333333;padding:0.3em;" | Large
 
| style="text-align:center;"| 20 min
 
| style="padding:0.3em;" | Unrestricted
 
| style="text-align:center;" | Battlecruiser
 
|}
 
 
 
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 not respawn.
 
<!-- what are these "facilities" I sometimes read about? Any difference between "outposts" and "facilities"? -->
 
 
 
=== Infrastructure Hub ===
 
[[File:Minmatar Infrastructure Hub.jpg|200px|thumb|left|An infrastructure hub ("i-Hub") in space.]]
 
The Infrastructure Hub (or "i-Hub") is a structure in space which the attacking faction needs to destroy in order to capture a system. The i-Hub can be found (and be warped to) from the Overview, but can only be damaged if the star system is in a "vulnerable" state (see [[#Capturing systems]]), and then only by pilots of the attacking faction (pilots of the defending faction, pilots in an allied militia, or neutral pilots cannot damage the i-Hub).
 
 
 
The i-Hub has 25 million hitpoints (HP), with 7.5M HP each in shield and armor, and 10M HP in structure<ref>[http://games.chruker.dk/eve_online/item.php?type_id=29303 Chruker.dk item database]</ref>. This means that a medium-sized fleet is needed to destroy an i-Hub in a reasonable period of time (keeping in mind that its peak shield recharge rate is around 1700&nbsp;HP/s, which is the absolute minimum amount of DPS needed to break through its shields). Once the i-Hub is destroyed (technically, once it reaches 1% structure), the system will be "lost" and will switch to being occupied by the attacking faction after the next [[downtime]].
 
 
 
As explained above ([[#Capturing systems]]), if a system is "vulnerable", and if the defending faction can capture enough complexes, the system will revert back to "contested". The i-Hub will then become invulnerable again, and any damage which the attacking faction has so far managed to do to it is reset. Therefore, while attacking the i-Hub, the attacking faction must also prevent the defending faction from capturing complexes.  
 
 
 
The i-Hub is also the place where pilots of the defending faction can donate loyalty points to upgrade the system, see [[#System upgrades]].
 
<!-- confirm i-Hub stats -->
 
=== 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 "stable" (see [[#capturing systems]]), and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref name="GamerChick42">[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing]</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of 100 victory points<ref name="patch notes inferno 1.3">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.3 Inferno 1.3 patch notes]</ref>; this is to give themselves some breathing room while they attack the [[#i-Hub]]. 
 
 
 
If a star system has one or more [[Planet#Temperate|temperate planets]], then players in [[DUST 514]] can make a system easier or harder to capture. The more planetary districts on those planets are controlled by DUST 514 players fighting for the attacking faction, the lower the number of victory points needed to capture a system (and, conversely, the more districts are controlled by the defending faction, the higher the number). This mechanic can modify the number of victory points needed to capture a system by up to 12.5% per temperate planet<ref>[https://wiki.eveonline.com/en/wiki/EVE-DUST_514_Link_FAQ EVE Wiki: EVE-DUST link FAQ]</ref> (for example, a system with two temperate planets where the attacking faction militia controls all the districts will require <span style='white-space:nowrap;'>3000 - (12.5% * 2) = 2250</span> victory points). Star systems without temperate planets always require 3000 victory points to capture. 
 
 
 
== System upgrades and warzone tier ==
 
=== System upgrades ===
 
[[File:FacWar Infra Hub upgrade dialog.jpg|200px|thumb|right|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 earned with their militia corporation (see [[#rewards]]) to "upgrade" the star systems which their faction currently controls. To do this, they must fly to the system's [[#infrastructure hub]], right-click on it, select the "donate" option, and select how much LP they would like to donate. This window also lists the benefits of upgrading a system:
 
* lower broker fees for contracts and market orders (-10% per system upgrade level)
 
* lower medical clone costs (-10% per system upgrade level)
 
* more industry slots (+1 per upgrade level)
 
When you donate LP, a part is lost as a "maintenance tax" (for example, if you donate 1000 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 the [[#warzone tier]] is, up to about 75%<ref name="patch notes inferno 1.3" /><ref>[https://forums.eveonline.com/default.aspx?g=posts&m=3630457 EVE Forums: maintenance tax]</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 (for 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.). A system can be upgraded up to level 5.
 
 
 
The total amount of LP required to upgrade a system is<ref name="patch notes inferno 1.3" />:
 
* Level 1: 40,000 LP
 
* Level 2: 60,000 LP
 
* Level 3: 90,000 LP
 
* Level 4: 140,000 LP
 
* Level 5: 200,000 LP
 
* Buffer: 300,000 LP
 
 
 
[[File:FW system information.jpg|200px|thumb|left|The system information display.]]
 
You can check the current upgrade level of a system (along with the associated benefits) through the system information display at the top-left of the screen. Here you can see who currently controls the system, the system state (stable / contested / vulnerable / lost, see [[#capturing systems]]) and its upgrade level, as well as the influence of DUST 514 players on the system (see [[#victory points]]).
 
 
 
Beyond providing benefits for the system itself, upgrading star systems also contributes to the overall [[#tier]] of the war zone, which can bring additional benefits.
 
 
 
The amount of LP in a system's pool is reduced every time a player from the enemy faction captures a complex in that system; 10% of the LP [[#reward]] they receive is subtracted from the system's LP pool<ref name="dev blog fast forward" />. For example, a Gallente pilot captures a novice complex in a Caldari-held system. The Gallente pilot is rewarded (say) 10,000 LP for her efforts, and hence, the Caldari LP pool for that system is reduced by 50% of that (5,000 LP in this case). If the amount of LP in the pool drops below the threshold required for the current system level, then the system's upgrade level will drop accordingly. The defending faction can counteract this by donating more LP to the pool; even if the system is at level 5, they can continue donating LP into a so-called "buffer" (i.e. more LP than is needed to reach level 5) to stop the system dropping to level 4 as soon as one enemy pilot captures a complex.
 
<!-- check whether this is what the option to donate LP (right-click menu) is called. Are upgrades visible (and do they affect) non-militia members? Enemy militia members? % of LP lost when enemy faction captures plexes (and other LP-generating activities?)? what happens to upgrades when system flips? -->
 
 
 
=== Faction Tier ===
 
[[File:FW Warzone control window 10 Dec 2013.jpg|thumb|right|200px|The state of the Caldari-Gallente war zone in December 2013, as seen from a Caldari station. This window shows the number of systems controlled by the Caldari, their upgrade levels, and the resulting tier.]]
 
The more systems in a [[#war zone]] a faction controls and the more those systems are [[#upgraded]], the higher the [[#rewards]] the pilots who fight for that faction receive. This is represented by the "faction tier" mechanic: each faction receives a point for each system they control in their war zone, plus an additional point for every system level upgrade (so an un-upgraded system is worth 1 point, a system upgraded to level 1 is worth 2 points, a system upgraded to level 2 is worth 3 points, a system upgraded to level 3 is worth 4 points, and so forth).
 
 
 
The number of points a faction has is then compared to the total number of available points in a war zone (which is equal to the number of systems in the war zone multiplied by 6 (as a system can be upgraded up to level 5, and a level 5 system is worth 6 points)).
 
* Amarr-Minmatar war zone: 70 systems (420 points available)
 
* Caldari-Gallente war zone:
 
 
 
Hence, the number of points a faction has determines the its tier:
 
* 0-20% of the total number of available points: Tier 1
 
* 21-40% of the total number of available points: Tier 2
 
* 41-60% of the total number of available points: Tier 3
 
* 61-80% of the total number of available points: Tier 4
 
* 81-100% of the total number of available points: Tier 5
 
 
 
The main effect of faction tier is that it affects how many [[LP|loyalty points]] you receive for various activities you do in Factional Warfare; the higher your faction's tier, the higher your [[#rewards]]<ref name="patch notes inferno 1.3" />.
 
* Tier 1: -50% LP rewards
 
* Tier 2: (no effect)
 
* Tier 3: +75% LP rewards
 
* Tier 4: +150% LP rewards
 
* Tier 5: +225% LP rewards
 
 
 
For example, the base reward for capturing a novice complex in an enemy-held system is 10,000 LP. If your faction is at Tier 1, then you will only receive 5000 LP, while if your faction was at Tier 4, you would receive 25,000 LP for capturing that same complex! This bonus affects all activities which reward Factional Warfare LP, notably [[#capturing complexes]] and [[#running missions]].
 
 
 
If you open the militia window in a station (see [[#joining factional warfare]]) then you can see the tier of that faction's war zone (so the militia office at a Minmatar station would show the tiers in the Amarr-Minmatar war zone), as well as the number of systems (and their upgrade levels) currently controlled by that faction. [http://evemaps.dotlan.net/factionwarfare Dotlan] also shows the system occupancy and the system state (stable/contested/vulnerable, see [[#capturing systems]]), but not the system upgrade level or the faction tier.
 
<!-- how many systems in C-G war zone? Is +LP the only benefit of tier? Does it only apply to plexing and missions, or also eg PvP kills? screenshot showing where you can see all this on the UI (incl if you're not in a militia). Is "tier" or "war zone tier" the official name for this mechanic? I seem to recall that the militia window looks different for enlisted and non-enlisted; confirm what info can be seen by whom? -->
 
 
 
== Factional Warfare missions ==
 
Each of the four Factional Warfare corporation ("militias") have a number of agents which offer missions to pilots enlisted with their militia (and their allied militia). These missions work similarly to the [[Missions#Encounter_Missions|encounter missions]] offered by agents of other corporations, although there are a few notable differences (detailed below). Note that even though these missions are run in the [[#war zones]], they do not contribute to capturing or defending star systems in those war zones.
 
<!-- double check that missions don't give victory points! -->
 
 
 
=== Finding, accepting and rejecting missions ===
 
Factional Warfare missions are only available to pilots enlisted in the respective militia and their allied militia (i.e. the Gallente Federal Defence Union corporation will only offer missions to pilots enlisted with either the Gallente or Minmatar militias). As with regular missions, you can find nearby agents by using the in-game [[Agent Finder]] tool, or third-party tools like E-UNI's [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Rangefinder]; make sure to filter by the correct corporation:
 
 
 
* Amarr: 24th Imperial Crusade
 
* Caldari: State Protectorate
 
* Gallente: Federal Defence Union
 
* Minmatar: Tribal Liberation Force
 
 
 
Just like with agents from other corporation, Factional Warfare agents have a level, which indicates the difficulty of the missions they offer (see also [[#running missions]]), and how much they reward pilots for completing those missions. In addition to being enlisted in the correct militia, you also need to have sufficiently high standings with the agents or their corporation to access them (this works the same way as [[Missions#Regular_Agents|accessing agents of other corporations]]):
 
 
 
* Level 1 agent: (no standings requirement)
 
* Level 2 agent: standings of 1.0 or higher
 
* Level 3 agent: standings of 3.0 or higher
 
* Level 4 agent: standings of 5.0 or higher
 
 
 
Unlike other corporations, militia corporations only have agents in the "security" division, and no storyline agents; this means that you will only run encounter (militiary) missions for them (no mining or distribution missions), and you will not get a [[Missions#Storyline_Missions|storyline mission]] every 16 missions. Additionally, unlike other agents, there is no standings penalty for declining missions with Factional Warfare agents, so you can be more picky about what missions you accept. 
 
<!-- really no penalty for rejecting mission?? screenshot of agent finder-->
 
 
 
=== 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 [[low-sec]], 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 [[Missions#Levels_of_Missions|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.
 
 
 
As with missions in Empire space, [http://eve-survival.org/missions Eve Survival] is an excellent resource for finding out ahead of time what a mission objective is, and what kind of NPC enemies to expect.
 
<!-- confirm ship restrictions -->
 
 
 
=== Completing missions ===
 
As these missions never require you to return an item to your agent, they can be completed remotely - to do so, dock up at any station once you have completed the mission objectives, start a conversation with the agent, and complete the mission to receive your rewards. This is handy as it can save you a long trip back through low-sec.
 
 
 
Just like "regular" missions, Factional Warfare missions pay both ISK and [[LP|loyalty points (LP)]], as well as increasing your standings with the agent and their corporation (since there are no [[Missions#Storyline_Missions|storyline mission]], they do not increase your standings with the agent's faction). For more details, see [[#rewards]].
 
<!-- check that there really are no faction standings changes -->
 
 
 
== Rewards ==
 
While the primary reason for Factional Warfare is to encourage PvP in lowsec, players are also rewarded directly for participating in the Factional Warfare mechanics.
 
=== Complexes ===
 
If you capture a [[#complex]] you are rewarded with [[LP|loyalty points]] (for your faction's militia corporation, so a pilot flying for the Gallente would receive LP for the Federal Defence Union). The LP rewards for capturing a complex in an enemy-held system ("offensive plexing") depend on the size of the complex and on your faction's [[#tier]]. 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|right|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).]]
 
{| class=wikitable style="font-size:90%;text-align:center"
 
! style="background-color:#333333;" | Complex size
 
! style="background-color:#222222; padding:0.1em 1em" | Tier 1<br><span style="font-weight:normal; font-size:95%">(-50% LP)</span>
 
! style="background-color:#222222; padding:0.1em 1em" | Tier 2<br><span style="font-weight:normal; font-size:95%">(base)</span>
 
! style="background-color:#222222; padding:0.1em 1em" | Tier 3<br><span style="font-weight:normal; font-size:95%">(+75% LP)</span>
 
! style="background-color:#222222; padding:0.1em 1em" | Tier 4<br><span style="font-weight:normal; font-size:95%">(+150% LP)</span>
 
! style="background-color:#222222; padding:0.1em 1em" | Tier 5<br><span style="font-weight:normal; font-size:95%">(+225% LP)</span>
 
|-
 
| style="background-color:#333333; text-align:left" | Novice
 
|5000 LP
 
|10,000 LP
 
|17,500 LP
 
|25,000 LP
 
|32,500 LP
 
|-
 
| style="background-color:#333333; text-align:left;" | Small
 
|8750 LP
 
|17,500 LP
 
|30,625 LP
 
|43,750 LP
 
|56,875 LP
 
|-
 
| style="background-color:#333333; text-align:left;" | Medium
 
|12,500 LP
 
|25,000 LP
 
|43,750 LP
 
|62,500 LP
 
|81,250 LP
 
|-
 
| style="background-color:#333333; text-align:left;" | Large
 
| style="padding:0.1em 1em" | 15,000 LP
 
| style="padding:0.1em 1em" | 30,000 LP
 
| style="padding:0.1em 1em" | 52,500 LP
 
| style="padding:0.1em 1em" | 75,000 LP
 
| style="padding:0.1em 1em" | 97,500 LP
 
|}
 
 
 
If you capture a complex in a friendly-held system ("defensive plexing"), you receive a reduced reward based on how contested the system is (see [[#capturing systems]]). The formula for this is<ref name="dev blog fast forward">[http://community.eveonline.com/news/dev-blogs/73491 Dev blog: Fast Forward] (2012)</ref>:
 
 
 
:{{co|wheat|2=LP reward = Base reward of complex * (Contested percentage of the system/100) * 0.75}}
 
 
 
This means capturing a complex in a friendly-held system will pay out, at most, 75% as much as capturing an equivalent complex in an enemy-held system, and the closer the system is to "stable", the lower the reward.
 
<!-- is there a reward for flipping a system or destroying an iHub? -->
 
  
 
=== Missions ===
 
=== Missions ===
[[#Missions]] in Factional Warfare, just like missions anywhere else in Eve, pay in both ISK and loyalty points (LP). The rewards from these missions depend on both the mission level (i.e. their difficulty) and the [[Security Rating|security rating]] of the system where the agent is located (the lower the security rating, the higher the rewards). Any levels of the {{sk|Negotiation|icon=yes}} and {{sk|Security Connections|icon=yes}} skills you have trained increase the ISK and LP rewards, respectively. In addition (just like with capturing complexes), the LP rewards are also affected by your [[#faction's tier]] (so if a mission normally pays, say 1000 LP, but your faction is at tier 3, you would receive 1000 + 75% = 1750 LP). Since these different bonuses stack, the LP rewards from high-level missions (when combined with a high faction tier and a few levels of the Security Connections skill) can be very high indeed.
+
* Using a stargate to jump to another star system. Unlike in other space games, you can only travel inside a star system (using warp drive) or jump between star systems (using, for the most part, stargates); you cannot travel to an arbitrary point between star systems.
 
+
* Using the [[autopilot]] to:
Note that, unlike missions in Empire space, the NPC enemies you kill in Factional Warfare missions do not have bounties on them and drop very little loot (other than Navy tags, which can be sold or used to buy items in the LP store). 
+
** Plot a course to a more distant star system. Plotting a course highlights the next stargate on your journey yellow in your overview, allowing you to easily find your way even on a lengthy journey.
 
+
** Automatically fly your ship to your destination. While this can be a very hands-off way of flying, it takes much longer than "manually" warping from stargate to stargate, as the autopilot will always warp you to 10&nbsp;km off the next stargate, requiring an additional sub-light-speed flight to the stargate before you can jump to the next star system. Potentially unfriendly players will use this time you spend slowly flying towards a stargate to potentially [[Suicide Gank|attack and destroy]] your ship to steal your cargo; therefore, in most cases it's recommended that you only use the autopilot to plot a course, not to actually fly your ship.  
=== Destroying enemy player's ships ===
+
* Warping into a [[deadspace]] area using an acceleration gate.  
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>[http://community.eveonline.com/news/dev-blogs/28659 Dev blog: Factional Warfare overhaul] (2012)</ref> you killed (including modules and the contents of their cargo bay): 
+
* Using a hacking module to [[Hacking#Relic Sites and Data Sites: Hacking|hack]] into a structure
:{{co|wheat|2=LP reward = (value of ship hull - value of ship insurance + value of modules/rigs/subsystem/cargo) / 10000}}
+
* Using a mini skill injector to receive 25,000 unallocated skill points, which you can use to advance your skill training (by approximately 14 Hours for [[Clone States|Omega characters]]; 28 Hours for Alpha characters, as these train skills more slowly). You can also purchase regular [[Skill_Injector#Skill_Injectors|skill injectors]] from the market to gain additional unallocated skill points, although these cost a substantial amount of ISK.  
 
+
* Receiving a new ship, [[assembling]] it, and using it. All ships and modules are sold/manufactured in a "packaged" state (think: IKEA flat-pack furniture); before a ship can be used, it must be assembled (modules are assembled automatically when fitted to a ship)
As with capturing complexes, if several pilots are involved in killing a ship, the reward is shared equally between them<ref>[http://community.eveonline.com/news/dev-blogs/war-is-a-full-time-job Dev Blog: "War is a full-time job"]</ref>.
+
* Using a Stasis Webifier ("[[web]]") module to slow down an enemy ship. Webs are often used to make enemy ships easier to hit with weapons.  
 
+
* Having your ship and [[pod]] destroyed, causing your character's consciousness to transfer to its [[Home Station|medical clone]].  
=== Factional Warfare LP store ===
+
* Recommending that you fly to the station with the nearest [[Career Agents]] to do their missions. You will also receive some useful modules and ships (including a [[Venture]] mining frigate with mining modules) as a reward.  
 
+
** The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.  
As with all corporations which reward loyalty points (LP), the four faction militia corporations each have a [[Skillbooks_from_Loyalty_Point_Stores|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 [http://www.ellatha.com/eve/lp/Amarr-Navy Amarr Navy] LP store, but only 250,000 LP from the [http://www.ellatha.com/eve/lp/24th-Imperial-Crusade 24th Imperial Crusade] LP store).  
 
 
 
Before the [[Expansion#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="patch notes inferno 1.3" />. This led to a massive see-saw as the factions swung between tier 1 and tier 5, cashing out all their LP at tier 5.  
 
<!-- confirm that the LP store prices really are constant? -->
 
 
 
=== Standings and ranks ===
 
{{main|Factional Warfare Standings}}
 
Participating in Factional Warfare can impact your [[standings]] towards, notably, the militia corporations and the empire factions. High standings towards your faction militia corporation not only grants you access to higher-level [[#mission agents]], but also awards you "ranks" (which are visible on the "decorations" tab in your character sheet), although these are purely cosmetic.
 
 
 
== Permanent war ==
 
Being enlisted in a Factional Warfare militia (be it as a solo player or as a corporation) means that you are constantly at war with:
 
* the players enlisted in the two enemy militias, and
 
* the two enemy NPC factions (see [[#factional alliances]]).
 
 
 
The first of these is similar to being a member of a player-run [[corporation]] which is [[War Declaration|at war with another player-run corporation]]. You can attack pilots who are enlisted in the enemy militia anywhere in New Eden ([[CONCORD Details|CONCORD]] or sentry guns will not interfere) without impacting your [[Security Status Details|security status]] (and, of course, they can also attack you!). This effect is most felt in high-sec, where you now have to be on the lookout for enemy players.  
 
 
 
The second of these restricts your movement through high-sec systems controlled by the two enemy factions. If you enter one of these systems, you will get a text warning on your screen; if you don't leave the system promptly, you will be attacked by NPC faction navy ships. These ships are more powerful the higher the [[Security Rating|security rating]] of the system you are in, and will use [[EWAR Guide|electronic warfare]] against you (such as [[Capacitor Warfare Guide|neuts/nos]] and [[web]]s). However, unlike [[CONCORD]], they will not [[point|scram or warp disrupt]] you, so you can run away from them (therefore, also unlike CONCORD, it's certainly feasible to survive encounters with them - but they make travel through enemy-held high-sec a hassle at the least). The in-game star map (or a third-party site like [http://evemaps.dotlan.net/map Dotlan]) can help you to plan safe routes.
 
<!-- do faction navies attack pods? -->
 
 
 
Additionally, you cannot dock in stations controlled by the enemy faction (anywhere in New Eden, but the effect is most felt in the [[#war zones]]). In a pinch, you can create a [[contract]] to a neutral player, alt, or hauling service to get your items out of an inaccessible station.
 
<!-- only in war zones, or anywhere in New Eden? -->
 
 
 
== Leaving Factional Warfare ==
 
You can leave Factional Warfare at any time through the Militia window if you joined as a solo player (or, for an entire corporation, the CEO or Director can do this). You will keep any loyalty points you have earned, but will no longer be able to participate in the formal Factional Warfare mechanics (capturing complexes and systems, or running missions). Additionally, you can re-enlist at any time (provide you meet the criteria, see [[#joining]]).
 
 
 
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 [[DT|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 corporation who join FW, except that in that case it's the corporation's faction standings which counts.  
 
 
 
== Classes ==
 
* [[Factional Warfare 101]]
 
 
 
== References ==
 
{{reflist}}
 
  
== External links ==
+
[[Category:Getting Started]]
* [https://wiki.eveonline.com/en/wiki/Factional_Warfare Eve Wiki: Factional Warfare]
 
* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: Beginner's guide to Factional War] (2013)
 
* [http://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009)
 

Latest revision as of 13:32, 1 December 2021

This article is deprecated and no longer in use.
Please visit New Player Experience Tutorial - Seeker Investigation for current info. User: Shauny Tsero, Mentor Manager (talk) 17:48, 2 February 2020 (UTC)
Starting the EVE tutorial.

The EVE tutorial (also known as the "New Player Experience", or "Inception") is a story-driven experience which introduces you to the very basics of playing EVE and to the EVE universe. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. The tutorial is available to any brand-new character.

You start the tutorial in space in a corvette, the sole survivor of an attack on your fleet by Drifters. Through voiceovers, the game will introduce you to the basic concepts you need to play EVE. The tutorial gives you step-by-step instructions, you should follow them carefully. However, the tutorial is often a bit light on context (while it may tell you to do something, it often doesn't explain why or when you might normally want to do this). Therfore, if you'd like to know more about what the tutorial asks you to do, follow the list below, and/or click on the links for an even more in-depth explanation of the concepts covered by the tutorial.

For a more general guide to getting started in the game, see Getting Started in EVE Online.

Tips and general notes

Any friendly on grid in the final suicide mission will get killed and podded!
  • Skipping the tutorial completely.
    To skip the tutorial completely, click on the tutorial icon in the info panel and click "Skip Tutorial". However, keep in mind that there is no way to resume the tutorial (not even through a GM support ticket ) after you've skipped it.
  • If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
    • Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
    • Reset a tutorial step.
      Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
    • If all else fails, submit a support ticket to the game masters (GM) through the EVE support website, and they will manually reset your tutorial to allow you to continue.
  • Showing/hiding the audio transcript.
    The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.
  • The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way.
  • While the EVE user interface (UI) cannot be modded, it can be customised by moving and resizing windows. The more you play the more you will get a feel for how you like setting up your interface, but there are two things you should do to the default UI from an early stage:
    • Make the overview window as large as practical, and play around with the column widths to prevent the text from being clipped too much.
    • Increase the size of the chat window, and change the chat window settings (using the icons at the top-left of the chat window) to reduce the amount of screen space taken up by character portraits.

Topics covered by the tutorial

Aftermath of Drifter attack

  • Camera control
    • Zooming and rotating the camera around your ship, using your mouse.
    • Moving the camera to other objects (using the "look at" command).
  • Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage.
    • Manual piloting, by double-clicking in space, which will cause your ship to turn and fly away from your current camera position (irrespective of where in space you double-click). As a beginner you will only use this rarely.
    • Semi-automatic piloting, such as approaching or orbiting another ship or structure. Your ship's current command is displayed near the bottom middle of the screen.
    • Setting your ship's speed (via the throttle setting, from stop to its maximum speed).
  • Interacting with objects, either through the radial menu or the right-click menu.
    • Virtually every context-sensitive command in EVE can be accessed by right-clicking.
    • Opening a cargo container using the radial menu.
      The most common context-sensitive commands can also be accessed (in many, but not all, cases) through the radial menu. To use the radial menu, press and hold the left mouse button on the object you wish to interact with, move the mouse to the desired command, and releasing the mouse button.
  • Retrieving the contents of containers (or other objects) in space (this is referred to as "looting"; despite the name, it may not necessarily involve theft or other criminal activity). Your ship must be within 2500 m of an object to retrieve its contents; if you're further away, your ship will first fly automatically towards the object.
  • Using the overview to find and interact with nearby objects, which can often be much easier than finding them in space. You may want to enlarge the overview window and resize the columns to see more information at once.
  • Targeting ships (or other objects in space), which is necessary if you want to (for instance) fire your weapons at them. Any ships you have locked will appear as circles in the top-right of your screen.
  • Click your weapon to fire at the currently selected target. Note your weapon's range on the tooltip.
    Firing your ship's weapons at both stationary and moving targets. Your weapons have a maximum range; hover over the icon to see it, and keep your ships (e.g. with the "orbit" command) within this range.
  • Taking and dealing damage. Your ship (as well as enemy ships) is protected by shields, armor, and structure (collectively referred to as "tank"), which are depleted sequentially by incoming weapon fire; once a ship's structure has been depleted, it will be destroyed. Your ship's tank is represented by three concentric circles at the bottom of the user interface. Shields slowly regenerate over time; armor and structure must be repaired once they've taken damage.
  • Using an afterburner module to increase your ship's speed. Using this module uses energy from your ship's capacitor, which regenerates over time. Your capacitor's current charge level is shown in the middle of the tanking circles (at the bottom of the user interface).
  • Warping to another location within the same star system, and docking at a station.

Space station

  • Training skills, being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.
  • Viewing and managing your items
    • Your ship's cargo bay can store a limited amount of stuff (measured by volume).
    • Your item and ship hangars in a station have effectively unlimited storage, but are location-specific (i.e. items stored in one station cannot be remotely accessed from another station).
    • Items and ships which you receive from "out of the game" (e.g. PLEX, refer-a-friend rewards, or some of the rewards from the tutorial) can be found in your "redeem items" window.
  • Fitting a module on a ship
  • The Info Panel (on the left-hand side of the user interface) shows where you should fly to next; right-click or use the radial menu on the location to warp/fly your ships to the location.
  • Manufacturing a module from a blueprint original (BPO)
    • Almost everything in EVE (including BPOs) can be bought on the market. While some items on the market (including BPOs) are sold by NPCs at fixed prices, most items are sold by other players, causing their prices to fluctuate with supply and demand.

Missions

  • Using a stargate to jump to another star system. Unlike in other space games, you can only travel inside a star system (using warp drive) or jump between star systems (using, for the most part, stargates); you cannot travel to an arbitrary point between star systems.
  • Using the autopilot to:
    • Plot a course to a more distant star system. Plotting a course highlights the next stargate on your journey yellow in your overview, allowing you to easily find your way even on a lengthy journey.
    • Automatically fly your ship to your destination. While this can be a very hands-off way of flying, it takes much longer than "manually" warping from stargate to stargate, as the autopilot will always warp you to 10 km off the next stargate, requiring an additional sub-light-speed flight to the stargate before you can jump to the next star system. Potentially unfriendly players will use this time you spend slowly flying towards a stargate to potentially attack and destroy your ship to steal your cargo; therefore, in most cases it's recommended that you only use the autopilot to plot a course, not to actually fly your ship.
  • Warping into a deadspace area using an acceleration gate.
  • Using a hacking module to hack into a structure
  • Using a mini skill injector to receive 25,000 unallocated skill points, which you can use to advance your skill training (by approximately 14 Hours for Omega characters; 28 Hours for Alpha characters, as these train skills more slowly). You can also purchase regular skill injectors from the market to gain additional unallocated skill points, although these cost a substantial amount of ISK.
  • Receiving a new ship, assembling it, and using it. All ships and modules are sold/manufactured in a "packaged" state (think: IKEA flat-pack furniture); before a ship can be used, it must be assembled (modules are assembled automatically when fitted to a ship).
  • Using a Stasis Webifier ("web") module to slow down an enemy ship. Webs are often used to make enemy ships easier to hit with weapons.
  • Having your ship and pod destroyed, causing your character's consciousness to transfer to its medical clone.
  • Recommending that you fly to the station with the nearest Career Agents to do their missions. You will also receive some useful modules and ships (including a Venture mining frigate with mining modules) as a reward.
    • The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.