Difference between revisions of "Factional Warfare Complexes"

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Revision as of 23:53, 18 January 2010

Factional Warfare Dungeons

Each solar system located inside a combat zone will spawn a certain number of FW Dungeons that may be found using scan probes (the scan difficulty is quite low). Depending on the system location and which faction a player is part of, pilots may either attack or defend the complex.

The main objective to capture FW Dungeons remains to make the system Control Bunker vulnerable to open attack, which will then switch the occupancy to the attacking faction.

The FW Dungeons are classified as "Cosmic Anomaly" in the scanning menu (CTRL+F11).

Please note: The ships on-board scanner may also be used with good results due to the high signal radius of FW Dungeons.

When found, players may warp to the FW Dungeon just like any regular exploration site.

When first warped to, the FW Dungeon will switch to an active state where its location will be broadcast in the system and available as a warp-in beacon in the overview. From this point, it is possible to right-click the beacon line from the overview to know exactly which vessels are restricted to enter the dungeon acceleration gate.

On the right, the FW Dungeon icon broadcast on the overview when activated.

If your ship matches the acceleration gate restriction filter, it is then possible to warp inside the complex itself to either attack or defend the site, depending on character faction.

Dungeon naming convention

FW dungeons come with different names, all starting with the faction name (ie Amarr, Caldari, Gallente, Minmatar) they belong to, may be followed or not by an adjective (Minor, Major or nothing) then ending with a flavor noun like Installation, Compound, Outpost. The adjective indicates the Dungeon size for the purpose of claiming it and the restrictions that may apply :

Tech 2 cruisers, Tech 1 battlecruisers, and Tech 2 industrials

    • Major Unrestricted is without any acceleration gate thus no restriction (yes, it allows even capital ships in.)

Claiming Dungeons

Capturing dungeons is fairly simple, all you have to do is stay alive inside the dungeon and kill any NPC or players that try and kick you out, simple right? The length of time you need to stay next to a dungeon beacon and how close you need to be very's depending on the FW Dungeon size.

  • Small: 10 minute timer, 10km Range
  • Medium: 15 minute timer, 20km Range
  • Large: 20 minute timer, 30km Range
Warning: The site is guarded by NPC spawns whose strength varies based on the importance of the FW Dungeon.
Please note: Players may conquer FW Dungeons belonging to any opposing faction, but they will only conquer it for the defending/attacking factions in this system.


Factional Warfare Dungeon limitations

  • Microwarpdrives are allowed in all FW Dungeons.
  • If the FW Dungeon is closed (meaning, if it possesses an acceleration gate at its entrance), then no cynosural fields are allowed.
  • Only flying a proper ship, not a pod or shuttle, will count towards the timer.
  • Being cloaked will not count towards the timer.


The countdown timer

When capturing a FW dungeon, pilots have to pay attention to the countdown timer that will show the following:

  • [Faction name] capturing [time]: a faction is currently conquering the site as at least one player is close enough to the beacon. It will be captured in the amount of time specified.
  • Contested: two or more players belonging to opposing factions are close enough to the beacon. One of the two opposing factions will have to be eliminated for the capturing process to resume (the timer is not restarted when switching from "capturing" to "contested"). This flag is also shown when no faction is currently capturing the beacon.
Warning: The capturing countdown does not function in an absolute fashion. If a first faction has been capturing the site for a certain amount of time before being crushed by an opposing force, the victors will first have to undo the capturing time before starting to claim it for their own.

Example: a Minmatar Republic strike team seizes and starts capturing a FW Dungeon belonging to one of the Amarr Empire systems. Timer displays 7 minutes out of 15 elapsed when an Amarr fleet destroys the Minmatar and conquers the site. The Amarrians will have to wait 7+15 = 22 minutes before capturing it.

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