Factional Warfare (FW) brings war to New Eden by open conflict between the four main empires of EVE. FW is designed to introduce PvP to both new and old players as well as to offer a new play option for veteran PvPers. Players participating in FW will engage in open conflict with enemies of their chosen empire. Participating in FW grants the player
Joining Factional Warfare
To participate in factional warfare, players may enlist in a faction's militia on an individual basis, a corporation's ceo can enlist their corporation, or the head of an Alliance can enlist their entire alliance.
Note: enlisting in Faction Warfare has an "As Below, So Above" effect; an individual may not enlist in in Faction Warfare if their player-owned corporation does not, nor can a corporation join a faction if the player-run alliance of which they are a member has not. In short, if any part of a larger organization wishes to join Faction Warfare, all of that organization must join, or none of that organization can join.
See How To Join Factional Warfare for more information about how to enlist in factional warfare.
Once a character, corporation, or alliance joins a faction, the faction warfare sign-up page is replaced by the Battlefield Intelligence page, which displays various Faction Warfare statistics. The numbers may be filtered on a militia, corporation, alliance, or personal level by selecting one of the tabs.
Effects of Joining Factional Warfare
Each entity - a player member of a FW Militia, an enlisted player corporation, or an enlisted Alliance - receives particular abilities and attributes. These abilities and attributes last until the entity retires from or is removed from Factional Warfare. This section details what those abilities are and their restrictions.
Player Aggression in Factional Warfare
All corporations in a particular empire's faction are permanently at war with that empire's enemies. This means that FW players may be attacked anywhere by their faction opponents. The exact difference between player corporations and FW Militias are explained below.
Enlisted player corporations
As a reminder, there are four different types of NPC security forces in high-security space, triggered by different conditions:
This is the result of a player engaging another player or player assets without having rights to do so.
As such, players are strongly advised to remain extremely vigilant to their plotted route when they are 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.
The expansion introduces the factional warfare agent who gives kill missions only to FW players. FW missions will require players to fly through enemy combat zones in order to achieve their objectives. The missions themselves 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.
With the war raging, various battle fronts have opened 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 theaters of combat for the two main conflicts. These sit in lowsec space between the Caldari and Gallente and the lowsec space between the Amarr and Minmatar. One front starts in central Metropolis, down through the Amamake area of Heimatar, and extends through into The Bleak Lands and Devoid. The other front 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.
The 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 see Factional Warfare Dungeons.
The 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 Overview
Conquering A Control Bunker
When 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 Control
The 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 the occupancy of a system involves the following steps:
Each 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 attacker. "Allied" factions cannot claim the system by themselves but may help the attacking/defending faction in their task.
System Occupancy states
There 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:
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