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Combat Systems

PvP
Combat System

A comprehensive framework covering both structured competitive modes and unstructured open-world conflict. Built on the philosophy: "Danger Creates Value."

6-Day

Alliance Duel Cycle

2-Week

Sector War Duration

4 Zones

Risk Gradient

Core Design Philosophy

"When players feel their progress is at risk, they engage more deeply, spend more strategically, and form stronger social bonds with their alliance."

However, danger must be carefully calibrated—too much creates frustration and churn; too little creates boredom and stagnation.

Alliance Duel System

A week-long competitive event that pits two alliances against each other in daily challenges.

Day 1

Mobilization

Resource gathering

Day 2

Arsenal

Troop training

Day 3

Hunt

PvE boss kills

Day 4

Raid

Rally attacks

Day 5

Siege

Territory capture

Day 6

Enemy Buster

Full PvP warfare

Enemy Buster Scoring

Day 6 is the climax—all PvP restrictions lifted. Scoring rewards strategic targeting over farming weak players.

Target TypeBase PointsModifier
T1-T3 Troops1 point/troop×0.5 if target 50%+ weaker
T4-T6 Troops3 points/troopStandard
T7-T9 Troops8 points/troop×1.5 if target 25%+ stronger
T10 Troops15 points/troop×2.0 if target 50%+ stronger
Hero Defeat500-2,000 pointsBased on hero level/rarity

Sector War

Monthly cross-server event that pits entire servers against each other in a two-week battle for dominance.

Days 1-3

Preparation

Scout enemies, prepare defenses

Days 4-7

Skirmishes

Border zones open, limited PvP

Days 8-12

Full Engagement

All zones open, unrestricted warfare

Days 13-14

Final Push

Bonus points, climactic battles

Contested Map Objectives

ObjectiveCountControl BenefitPoints/Hour
Data Relays12+5% attack bonus100
Power Stations4+10% resource production (server-wide)250
The Nexus1+15% all stats1,000

Arena Systems

Structured, skill-based PvP accessible to all players regardless of alliance affiliation.

Proving Grounds

Format1v1 Async
Attempts5 free/day
RewardDaily ranking rewards

The Gauntlet

Format3v3 Real-Time
AttemptsBest of 3 rounds
Reward90 Cores for 3 likes

The Colosseum

FormatAlliance 5v5
AttemptsWeekly tournament
RewardLegendary gear blueprints

Protection & Balance Systems

Robust protection mechanics that prevent excessive griefing while maintaining meaningful danger.

Shield System

4 hours50 Cores
8 hours100 Cores
24 hours300 Cores
72 hours500 Cores

Attacking breaks your shield. Scouting does not.

Newcomer Protection

Full Immunity

72 hours or until HQ Level 8

Reduced Damage

Days 4-7: 50% incoming damage

Safe Teleport

First 14 days: free escape to Haven

Anti-Griefing

Diminishing Returns

Repeated attacks yield 25-75% less

Power Gap Penalties

Attacking 50%+ weaker = "Bully" debuff

Revenge System

48h window, +25% damage, +50% steal