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Factional Warfare Accuracy: Accurate
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Factional Warfare (FW) brings war to New Eden by launching open conflict between the four main empires of EVE. FW is designed to introduce PvP to both new and old players as well as offering a new way to play for veteran PvPers. Players participating in FW will be engaged in open conflict with their chosen empires enemies. Participating in FW grants the player access to new missions, the ability to earn ranks within their chosen militia, obtain unique faction ships, fight over solar systems to win occupancy over it for their faction, and just general good times shooting stuff.
Joining Factional WarfareTo participate in factional warfare players must enlist in a factions militia on either a indiviual basis, or a ceo can enlist their corporation.For information on how to enlist in factional warfare see How To Join Factional Warfare. Battlefield IntelligenceOnce a character or corporation joins a faction, the sign-up page turns into the battlefield Battlefield Intelligence page, which displays various empire statistics. The numbers may be filtered on a militia, corporation or personal level by selecting one of the tabs. For more information on the Battlefield Intelligence page and how to get more statistics for factional warfare see the Battlefield Intelligence page. Effects of Joining Factional WarfareSummaryEach entity - either a player member of a FW Militia or an enlisted player corporation - receives particular abilities and attributes. They last until the entity retires or is removed from Factional Warfare. This section details what those abilities are and their restrictions. Effects
Player Aggression in Factional WarfareSummarySince all corporations in a particular empire faction are permanently at war with their enemies, FW players may be attacked anywhere by their faction opponents . The exact difference between player corporations and FW Militias are explained below. FW Militias
Enlisted player corporations
Empire Navy ForcesAs a reminder, there are four different types of NPC security forces in high-security space, triggered by different conditions:
Empire Navies and police have been made considerably more challenging with the FW expansion: they can easily destroy any unprepared player ship venturing into their area of jurisdiction. As such, players are strongly advised to remain extremely vigilant to their plotted route when being part of a Factional Warfare corporation. Even if the destination may not be located in an opposing faction space, always be sure to check the route itself does not pass through enemy territory. Factional Warfare MissionsThe expansion introduces a new type of factional warfare agent who only gives kill missions to signed-up FW players. FW missions will require players to fly through enemy combat zones in order to achieve their objectives. The missions themselves though are easier than their regular counter parts. Once warped to, the mission beacon is broadcast in space and on the overview, allowing any player to enter the mission area. Microwarpdrives are allowed in FW Missions, but cynosural fields are not. FW missions are only "kill" missions, and after the first 16 missions are completed there are no storyline missions. FW missions may only be given by a FW militia corporation to enlisted players. Characters not part of such a corporation will not be able to receive a FW mission regardless of his/her standings. Apart from the above, FW missions work in the same way than their normal counterparts: players receive standing increase, LPs and ISK for completing them. Combat ZonesWith the war raging, various battle fronts are opening between the opposing empires. These areas, all located in low-security constellations between major empire space, are named combat zones. The main point of Factional Warfare is to bring players in your enemy combat zone to either complete missions or achieve territory control (implying FW Dungeons and Control Bunkers), both with a heavy focus on PvP. There is two main theatres of combat for the two main conflicts. These sit in lowsec space between the Caldari and Gallente, and between the Amarr and Minmatar. The first one starts in central Metropolis, down through the Amamake area of Heimatar, and extends through into The Bleak Lands and Devoid. The second starts in Black Rise and parts of The Citadel, and stretches across into eastern Placid and the northern lowsec areas around Old Man Star. These are the systems that are "up for grabs," as it were. Factional Warfare DungeonsThe Factional Warfare Dungeons can be found only in combat zones. Conquering these dungeons is required to take system occupancy and is the primary focus of Factional Warfare. For information on how to find and capture these dungeons please see Factional Warfare Dungeons. Control BunkersSummaryThe Control Bunker is the key to unlock the system occupancy and switch it to your faction. In its natural state it remains completely invulnerable to attack and cannot be locked by anyone. However, if an attacking faction manages to capture enough FW Dungeons, the Control Bunker will enter a vulnerable state where it may be locked by any character belonging to the attacking FW faction. Bunkers On The OverviewThe screenshot on the right refers to the Control Bunker icon in the Overview. Unlike FW Dungeons, Control Bunkers are not in exploration complexes but are static structures. Conquering A Control BunkerWhen vulnerable, the Control Bunker may be attacked and conquered. Conquering it is as simple as dealing structure damage. After a control bunker receives structure damage the attacking faction will gain Occupancy control during the next downtime. Any remaining FW Dungeons will grant no progress toward capture and no more FW Dungeons will spawn until the system Occupancy switches. When the Occupancy occupancy has changed, FW Dungeons belonging to the new faction occupying the system will spawn and the whole process starts again. Occupancy and Territory ControlSummaryThe main objective for a particular faction remains to conquer enemy systems while defending its own. To meet this goal, a new variable, Occupancy, is used to determine which faction currently military owns a particular system. Changing OccupancyChanging the occupancy of a system involves the following steps:
Attacking/Defending factionsEach system that is located in a combat zone is fought over by two opposing factions. The faction owning Occupancy is the defender, while the one trying to gain it is the offender. "Allied" factions cannot claim the system by themselves but may help the attacking/defending faction in their task. System Occupancy statesThere are different system states appearing in the "Occupancy" line on the top-left corner of the screen depending on the attacker/defender general strength status:
RanksPlayers enlisted in Factional Warfare may receive ranks depending on the empire they are working for. For a full list of available ranks, please refer to one of the following militia pages:
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