“Improving FW & Insurgency: Multiboxing, AWOXing, and LP Incentives”


Hi all,

This is intended as calm, mechanics-focused feedback from someone who enjoys Faction Warfare and Pirate Insurgencies and wants the content to stay healthy and approachable, especially for newer and more casual players.

The Situation as Seen in FW/Insurgency

In certain time zones (for me, primarily US), it is increasingly common to see a large share of militia local made up of characters controlled by one or two players running sizable multibox fleets inside plexes. These fleets often:

  • Sit in multiple plexes at once, or rapidly rotate between them, effectively “reserving” most of the active sites.

  • Attack members of their own militia inside plexes, using same-faction kills to remove competition for LP rather than to create fights.

  • Operate in or around corporations with very high (sometimes 100%) LP tax setups, concentrating the income from these activities.

None of this is about accusing anyone of breaking the rules. Multiboxing is allowed, LP tax choices are a corp decision, and PvP is part of EVE. The concern is that when these pieces line up, the combination of mechanics and incentives creates a play environment that feels hostile and discouraging to many FW/Insurgency participants who are not running large multibox setups.

Why This Feels Problematic

From a player-experience point of view, this has several effects:

  • Reduced access to content: A small number of multibox fleets can occupy or control most of the plexes in a system or constellation, leaving fewer meaningful opportunities for small-gang or solo pilots to participate.

  • Negative “first PvP” experiences: Newer or casual militia members enter a plex expecting to fight the enemy, and instead get destroyed by someone in their own militia, sometimes repeatedly. For many, this is confusing, demoralizing, and a reason to leave FW or stop engaging with the feature.

  • Concentrated LP rewards: LP income from these sites ends up heavily concentrated in a few hands (and sometimes corp wallets) while the rest of the militia sees fewer sites, fewer payouts, and less reason to log in for this content.

The net result is that FW/Insurgency – which should be a great entry point into PvP and factional conflict – can feel like a closed ecosystem where a handful of highly optimized setups set the tone and everyone else is just background.

A Targeted Mechanical Suggestion

Rather than arguing for or against multiboxing in general, here is a focused suggestion aimed at discouraging same-militia AWOXing inside plexes when it is used primarily to secure LP:

  1. LP forfeiture for same-militia aggression in plexes

    • If a pilot kills a member of their own militia inside a FW/Insurgency plex, the aggressor forfeits LP from that site.

    • If the aggressor is in a fleet, the entire fleet forfeits LP from that site as well.

  2. War declarations remain a valid exception

    • If two player entities are formally at war, their fights should still be treated as legitimate conflict, even if they share faction alignment. The LP forfeiture would not apply in this case.

This approach tries to align consequences with incentives: if a group wants to farm friendly kills inside plexes primarily to secure LP payouts and clear out “competition,” that behavior directly undermines the intended purpose of the site, so it should carry an LP cost. It does not stop anyone from shooting anyone; it simply says “you do not also get to treat that as normal site completion income for the purposes of LP.”

Goals of This Post

  • Not to name-and-shame any specific player or group.

  • Not to call for blanket bans on multiboxing.

  • To highlight how a particular combination of mechanics (multiboxing, same-militia AWOX in plexes, and LP structures) is affecting FW/Insurgency gameplay and morale.

  • To offer a concrete, limited change that could reduce the worst incentives while preserving freedom of action and emergent gameplay.

If others have alternative mechanical suggestions that address the same issues (e.g., different forms of LP penalties, cooldowns for repeated same-militia kills in plexes, or tweaks to site entry/participation rules), it would be great to hear them. The main hope is that FW and Pirate Insurgency remain spaces where new and existing players can find fun, fair-feeling conflict without feeling like they are just fodder for a handful of heavily optimized setups.

Thanks for reading.

are irrelevant.

If people are doing stuff you don’t like in FW, move to a different system. You have no more rights to that content than they have, and if they’re not directly breaking any rules you have no cause to denigrate how they decide to play.

I’m not claiming I have more “right” to the content than anyone else. The whole point of the thread is that certain mechanics currently let a very specific style of play crowd out a lot of other FW/Insurgency playstyles, especially for newer and non‑multibox players.

EVE has always evolved based on player feedback about how systems feel in practice. Saying “move systems” doesn’t address the underlying incentives or the impact on player retention, which is what this discussion is about.

Remove the NPC militias and adjust the content so it gives suspect timers when you engage with it and you have fixed 99% of problems with FW.

For example when you are forced to enlist in a militia, and be at war, then all of high sec becomes unsafe. This causes FW to only consist of multiboxers, bots and seaguls flying T1 destroyers.

You sound like a highsec miner in another thread, where they’re crying over the other miners bumping them out of the ice belt.

You can’t print ISK as quickly because other players are being mean to you, and rather than go where they’re not, they must pay for reducing your income.

:rofl:

This looks like AI made post. Not reading that.