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Faction Warfare

An in-depth breakdown for capturing complexes in faction warfare space

By: BearThatCares

Faction warfare complexes (plexes) are where most fights and most LP happen. Capture them to earn loyalty points and push systems toward flipping for the Minmatar Republic.

For map colors, system types (frontline / command ops / rearguard), contested vs advantage, and how site names are read, start with Faction Warfare Basics. This guide covers plexing itself: the deadspace pocket, and the LP / victory point tables.

Basics

Outside the plex

Warping to a plex lands you at an acceleration gate (Open plexes have no gate—you land inside at your warp range).

  • Align to the pocket before activating the gate so you don’t sit still on the gate.
  • Gate activation range is ~90km. A warp-to-100 may land you just outside range.
  • A warp disruptor or scram blocks the gate.
  • The gate is collidable—warping to 0 often means bouncing off it when you activate.
  • Longer warps are safer: you always land between the gate and your origin, so distant warpins leave more room.
  • You can warp to objects on the outside grid.

Inside the plex

  • You cannot warp to anything on the grid (objects or fleetmates), even after the site finishes.
  • You can always warp out (unless pointed/scrambled); warping back returns you to the acceleration gate.
  • Capture radius is 30km; the pocket itself is much larger.
  • The central structure has no collision.

Landing beacon

You land within ~3.5km of the landing beacon at a random spot.

  • Enable brackets so you can see the beacon.
  • The beacon is a large collidable with a small hitbox—rarely sticky.
  • Sitting on the beacon minimizes distance to anyone entering.
  • Hold the range you want for the next fight relative to the beacon.
  • The NPC spawns from the central structure ~8–12km from the beacon.

Landing invulnerability

Anyone already inside sees you before you finish landing and can move on you early.

  • Landing ships decelerate to 0 m/s.
  • ~10 seconds of invulnerability after landing ends immediately if you do anything other than preheat modules.
  • Use that window to decide: burn in, burn out, or hold.
  • Reinforcements always land on the beacon—they cannot land on a friendly already inside.

Site Restrictions

Each site name encodes size, ship classification, and how many pilots get a full payout. Anything under the size cap can usually enter.

Size Capture time Maximum ship class
Scout 10 min (BSC-1: 5 min) Frigates and below
Interceptor 10 min Interceptors only
Small 10 min Destroyers and below
Medium 15 min Cruisers and below
Moderate 15 min Battlecruisers and below
Large 15 min Battleships and below
Open 15 min Any ship
Classification Allowed ships
BSC Tech I only
NVY Navy and Tech I
ADV Tech II, Pirate, Navy, and Tech I
ELT Tech III destroyers and below (all ships of that size, including T3s)
Payout suffix Meaning
-1 One pilot receives full payout before rewards split
-2 Up to two pilots receive full payout before rewards split
-3 Up to three pilots receive full payout before rewards split
-4 Up to four pilots receive full payout before rewards split
-X Up to X pilots receive full payout before rewards split

Example: Minmatar Scout BSC-1 — frigates only, Tech I only, one full payout before splitting.

Other rules:

  • The payout number is not a hard entry cap—extra pilots can enter, but LP splits past the cap.
  • Smaller ships can enter larger plexes (e.g. destroyers in a Large).
  • T3 destroyers count as one size larger (Medium ADV+). T3 cruisers only fit Large ADV and Open.

Where to plex: Frontlines pay the most LP and VP. Command Ops and rearguards pay less, but are quieter and sometimes useful for surprise contest / advantage work. See Faction Warfare Basics → Systems.

Site rewards

Loyalty points depend on site type and system type.

System type LP multiplier
Frontline 1.5× base
Command Operations 1.0× base
Rearguard ~0.01× base (almost nothing)
Site Full-payout pilots Base LP Frontline LP
Scout BSC-1 1 7,500 11,250
Scout NVY-1 1 10,000 15,000
Scout NVY-2 2 12,500 18,750
Small Interceptor-1 1 25,000 25,000
Small NVY-1 1 15,000 22,500
Small NVY-2 2 18,750 28,150
Small ADV-1 1 17,500 26,250
Small ADV-2 2 20,000 30,000
Contested Field Research Facility up to 5 30,000 45,000
Medium NVY-1 1 20,000 30,000
Medium NVY-3 3 25,000 37,500
Medium ADV-1 1 25,000 37,500
Medium ADV-3 3 30,000 45,000
Moderate NVY-3 3 35,000 52,500
Large NVY-1 1 25,000 37,500
Large NVY-4 4 30,000 45,000
Large ADV-1 1 25,000 37,500
Large ADV-4 4 30,000 45,000
Open up to 5 30,000 45,000
Battlefield up to ~30 50,000 50,000

Notes:

  • Multi-pilot sites pay the listed LP to each pilot up to the cap; past that, the pool splits.
  • Solo (-1) versions of a size usually pay a bit less than the multi-pilot variant of the same size/class.
  • Grouping into a -2 / -3 / -4 site is often better ISK than splitting a -1.
  • Small Interceptor-1 is listed at the same LP in both columns because it pays frontline-like rates while spawning in Command Ops.

CCP is always tweaking these values—numbers above may have changed recently.

Site impact

Capturing a plex adds victory points toward contested %. A system needs 75,000 VP to hit 100% and become vulnerable. Advantage increases VP per capture—see Faction Warfare Advantage.

Site Victory points ≈ Contested % (no advantage) Capture time
Scout NVY 25 0.03% 10 min
Scout BSC-1 50 0.07% 5 min
Small NVY 50 0.07% 10 min
Small ADV 75 0.10% 10 min
Small Interceptor-1 150 0.20% 10 min
Medium NVY 150 0.20% 15 min
Medium ADV 175 0.23% 15 min
Contested Field Research Facility 300 0.40% 10 min
Large NVY 250 0.33% 15 min
Large ADV 300 0.40% 15 min
Moderate NVY-3 600 0.80% 15 min
Open 350 0.47% 15 min
Battlefield 2,000 2.67% ~30–45 min

Larger sites move contested much faster. When both sides are pushing the same system, expect the real fight over Mediums, Larges, Moderates, Opens, and Battlefields.

System Capture

At 100% contested the infrastructure hub becomes vulnerable. Push a bit past 100% before committing to the siege—defenders will try to grind contested back down.

Destroying the i-hub flips the system and resets victory points to 0.

Additional Resources


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