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

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* They have a regular paid EVE account (trial accounts may not join), and
 
* They have a regular paid EVE account (trial accounts may not join), and
 
* 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.  
 
* 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.  
<!-- add screenshot of character page with standings tab open -->
 
  
 
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.  
 
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.  
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== Capturing systems ==
 
== 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:
 
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.
 
* 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 [[#control bunker]] to capture the system.
+
* Once the system is vulnerable, attack and destroy ("capture") the system's [[#control bunker]] (also known as an "infrastructure hub", or "i-Hub") to capture the system.
<!-- graphic showing how these work together (circle diagram) -->
+
 
 +
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; 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 control bunker. Once the control bunker 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; 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".
 +
 
 +
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 ===
 
=== Complexes ===
 +
[[File:Scanner_Window_showing_plexes.jpg|thumb|200px|right|Complexes can be found via the system scanner.]]
 +
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 all [[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. At the center of each complex, a few kilometers away from the beacon, is a small structure (commonly called a "button"). You must first clear the area (radius: 30&nbsp;km) around the button of enemy ships, and then
 +
<!-- a graphic of a plex' layout -->
 +
Reaction to non-militia.
 +
Defensive and offensive plex
 +
 +
While a system is "vulnerable" or "lost", the attacking faction may still complete complexes, but they will not get any reward or affect a system's capture.
 +
 +
Once a complex has been completed, it disappears from the scanner/overview and despawns. New complexes spawn randomly; depending on how many players are active in a system, (check about plex spawning)
 +
 +
Complexes come in four "sizes":
 +
 +
{| class="wikitable" style="font-size:90%"
 +
! style="background-color:#222222;" | Type
 +
! style="background-color:#222222;" | Capture time
 +
! style="background-color:#222222;" | Allowed ships
 +
! style="background-color:#222222;" | NPC defender
 +
|-
 +
| style="background-color:#333333;" | Novice
 +
|10 min
 +
|T1 and Faction frigates<br>Industrials<br>(no rookie ships)
 +
|Frigate
 +
|-
 +
| style="background-color:#333333;" | Small
 +
|15 min
 +
|Frigates<br>Destroyers
 +
|Destroyer
 +
|-
 +
| style="background-color:#333333;" | Medium
 +
|20 min
 +
|Frigates and Destroyers<br>Cruisers and Battlecruisers<br>(no T3 cruisers)
 +
|Cruiser
 +
|-
 +
| style="background-color:#333333;" | Large
 +
|20 min
 +
|Unrestricted
 +
|Battlecruiser
 +
|}
 +
 +
<!-- screenshot of an Overview with a complex on it -->
  
 
=== Control bunkers ===
 
=== Control bunkers ===
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== Factional Warfare missions ==
 
== Factional Warfare missions ==
  
 +
== Rewards ==
 +
A discussion of all rewards (linked to from plexes and missions)
  
  
Line 77: Line 126:
 
* LP store, LP rewards
 
* LP store, LP rewards
 
* missions (probably link to a separate page)
 
* missions (probably link to a separate page)
 +
** damage types
 
* effect on aggression: who you can shoot without repercussions, WT in high-sec,
 
* effect on aggression: who you can shoot without repercussions, WT in high-sec,
 
* faction navy (''not'' CONCORD)
 
* faction navy (''not'' CONCORD)
Line 82: Line 132:
 
* how FW impacts your standings (faction / FW corp)
 
* how FW impacts your standings (faction / FW corp)
 
* Split off a separate page on strategy and tactics (include the FAQ?)
 
* Split off a separate page on strategy and tactics (include the FAQ?)
 +
** plexing: check whether it's on the overview ("visited")
 +
 +
== External links ==
 +
* Eve Wiki page on FW
 +
* GamerChick42 guide to FW
 +
* [http://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009)

Revision as of 15:08, 9 May 2014

Note: this is my draft copy of an overhauled page on Factional Warfare.

Factional Warfare

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 space. It was first introduced in the Empyrean Age expansion (2008) to offer players a stepping-stone into PvP (player-vs-player) gameplay.

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 NPC faction navies (who patrol the high-sec star systems belonging to their faction).

Joining Factional Warfare

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.

Joining as a solo player

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).

Any player can join Factional Warfare provided that:

  • They have a regular paid EVE account (trial accounts may not join), and
  • 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 Icon skillbook2.png Social into account) count; you can check your standings on your character page.

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 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.

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 relinquish your roles and leave your corporation).

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 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 militias, 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

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 #control bunkers), 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 #faction navies of the Amarr and the Caldari should he enter their high-sec space.

Capturing systems

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 #control bunker (also known as an "infrastructure hub", or "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; 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 control bunker. Once the control bunker is destroyed, the system is considered "lost" and will switch to the attacking faction's control after the next downtime (DT).

During this time, the defending faction can also complete complexes in the system; 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".

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

Complexes can be found via the system scanner.

Factional Warfare Complexes (commonly known as "Plexes", not to be confused with 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 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 all Deadspace Complexes, you cannot warp directly into them, but must first use an acceleration gate, after which you will land at the complex' beacon. At the center of each complex, a few kilometers away from the beacon, is a small structure (commonly called a "button"). You must first clear the area (radius: 30 km) around the button of enemy ships, and then Reaction to non-militia. Defensive and offensive plex

While a system is "vulnerable" or "lost", the attacking faction may still complete complexes, but they will not get any reward or affect a system's capture.

Once a complex has been completed, it disappears from the scanner/overview and despawns. New complexes spawn randomly; depending on how many players are active in a system, (check about plex spawning)

Complexes come in four "sizes":

Type Capture time Allowed ships NPC defender
Novice 10 min T1 and Faction frigates
Industrials
(no rookie ships)
Frigate
Small 15 min Frigates
Destroyers
Destroyer
Medium 20 min Frigates and Destroyers
Cruisers and Battlecruisers
(no T3 cruisers)
Cruiser
Large 20 min Unrestricted Battlecruiser


Control bunkers

System upgrades and warzone tier

Factional Warfare missions

Rewards

A discussion of all rewards (linked to from plexes and missions)


War zones

Description of war zones. Regions, constellations.


Permanent war

Effects of being in a permanent war

Enemy militia

You can kill enemy militia (and they can kill you) without losing sec status or CONCORD intervention (in high-sec).

Faction navies

Will attack you if you enter highsec systems controlled by enemy factions

  • FW UI elements (FW window, system info)
  • overview settings
  • finding plexes (overview & scanner)
  • maps (ombeve, dotlan)
  • mechanics of capturing systems, contested/vulnerable/stable states (and how to move between them), victory points
  • tier and system levels, what affects them
  • FW corps (player corps, militias), ranks
  • LP store, LP rewards
  • missions (probably link to a separate page)
    • damage types
  • effect on aggression: who you can shoot without repercussions, WT in high-sec,
  • faction navy (not CONCORD)
  • geography of warzones (which regions; link to Dotlan)
  • how FW impacts your standings (faction / FW corp)
  • Split off a separate page on strategy and tactics (include the FAQ?)
    • plexing: check whether it's on the overview ("visited")

External links