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Conflict Zone Guide

When two Minor Factions in a system have the same amount of influence they either enter into an election or a war/civil war. When war breaks out Conflict Zones appear and new missions are issued to kill enemies within these zones. It is recommended to collect these missions from the faction you wish to support and then join the battle. Victories in conflict zones and war related missions contribute to the daily tally to determine which side won the day. The side that wins the most days gains Influence at the end of the war, the losing side loses Influence.

Conflict Zones come in 3 varieties of intensity. No matter what intensity you enter there is one basic and important action you should take before shooting a target. A prompt will come up in your comms panel asking which side you would like to fight for. Once you choose your side your radar will suddenly show the ships flying around as hostiles or allies. Don’t shoot the green. When flying in a wing, occasionally some target will turn purple. Generally this means a wingman has fired upon an ally, notify your wing. Whoever’s does not have a purple target on radar should leave the Combat Zone and return or they may suddenly have all ships shooting them.

Each kill and mini mission you complete grants you a bond. When you had your fill or the battle has ended, you collect your bond payout from a station in its Contacts Menu at the Combat Bond Contact.

During the war, the embattled factions will not experience influence changes. Each day you can view which side won the previous day either at a station on that faction’s news page or by expanding the factions information on the Status tab of your Internals Panel.

The NPCs here are outfitted for combat and are thus much more difficult than regular encounters in the wild.

Conflict Zone (Low Intensity)

These a basic combat zones. Nothing special. You get more kills for your faction, you win. No surprises.

Conflict Zone (Medium Intensity)

Combat with flavor. These zones have events that pop up that can hasten a victory or a loss.

Allied/Enemy Spec-Ops: Four special ops ships enter the zone. These are elite npc’s with heavily engineered ships with unique effects. They can wipe you out even if you think you are prepared. If they are friendly, you don’t need to do anything. If they are enemies, take them out fast. Not only can they destroy your ship, they can slaughter your allies and cause you to lose the fight. Killing all four gets you bonds plus a boost to your faction’s score in that fight.

Allied/Enemy Captain: This ship comes in with some engineering and an elite pilot and is usually an Anaconda, Corvette, or Cutter depending on what Super Power the faction is aligned to. If it is friendly, find him and protect him until he jumps out. If it is an enemy, find him and target either the FRAME SHIFT DRIVE or the POWERPLANT. These captains will try to leave before you can take them out and that will help the enemy beat you. Taking out the FSD will prevent running or if you are more confident then taking out the POWERPLANT can potentially blow up the entire ship without having to deplete the hull to 0.

Allied/Enemy Correspondents: This Event pulls in a few ships that fly around the battle for an extended period of time. They are not set up for combat. You either need to ensure they survive to spread friendly propaganda or destroy them before they can share enemy propaganda.

Conflict Zone (High Intensity)

These have all the flavor of the Medium Intensity zones with a kicker. If either of the embattled factions is aligned with the Federation or the Empire there is potential for them to call in a Capitol Ship. Both sides could call one in at the same time. Either you defend yours or take out theirs. There are two types of subsystems on the Capitol Ship. Guns and Heatsinks. To defeat the Capitol Ship you must destroy all of its heatsinks and it will spool up its hyperdrive and jump out. Taking out the weapons is not necessary but does help keep you and your allies alive.
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