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Additionally, in the medium term, it may be worth having a trading or hauling alt to keep your FW character supplied. Therefore, move all the ships and modules you think you want to use out of enemy empire space. Keep in mind that, once you join FW, about half of empire space (including two of the four trade hubs) will be awkward to get to this means that you won't be able to run missions in the "enemy" half of empire space, and that any ships or items you have stored in enemy empire stations will be hard to get to. Start by bringing smaller ships (frigates and destroyers), and decide later if you want to start flying larger ships. Also, it's a lot less frustrating to just jump into a new ship and keep flying if you lose a fight (rather than have to go back to a trade hub and first buy and then fit a new one). While it's possible to make a decent income from FW, it's recommended that you stock up on a few ships (including fittings, ammunition), and have enough ISK (or other ways of making ISK) to cover your losses while you get your bearings.
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FW provides plenty of PvP opportunities for both solo players and fleets if you want to try flying in fleets, then it may be worth refreshing your memory of basic fleet operations (see The Rookie's Guide To Fleet Ops or attend the class Fleets 101). This will allow you to start looking for and getting into fights.Ī good knowledge of the overview and some practice with the directional scanner (D-Scan) is also helpful. 9 Enemy high-sec and the faction naviesīefore joining Factionalal Warfare, you should at be able to fly a frigate with the "holy trinity" of midslot PvP modules (a microwarpdrive, a scram or warp disruptor, and a web).6.2 Converting loyalty points (into cold hard cash).