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
"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.
A week-long competitive event that pits two alliances against each other in daily challenges.
Day 1
Resource gathering
Day 2
Troop training
Day 3
PvE boss kills
Day 4
Rally attacks
Day 5
Territory capture
Day 6
Full PvP warfare
Day 6 is the climax—all PvP restrictions lifted. Scoring rewards strategic targeting over farming weak players.
| Target Type | Base Points | Modifier |
|---|---|---|
| T1-T3 Troops | 1 point/troop | ×0.5 if target 50%+ weaker |
| T4-T6 Troops | 3 points/troop | Standard |
| T7-T9 Troops | 8 points/troop | ×1.5 if target 25%+ stronger |
| T10 Troops | 15 points/troop | ×2.0 if target 50%+ stronger |
| Hero Defeat | 500-2,000 points | Based on hero level/rarity |
Monthly cross-server event that pits entire servers against each other in a two-week battle for dominance.
Days 1-3
Scout enemies, prepare defenses
Days 4-7
Border zones open, limited PvP
Days 8-12
All zones open, unrestricted warfare
Days 13-14
Bonus points, climactic battles
| Objective | Count | Control Benefit | Points/Hour |
|---|---|---|---|
| Data Relays | 12 | +5% attack bonus | 100 |
| Power Stations | 4 | +10% resource production (server-wide) | 250 |
| The Nexus | 1 | +15% all stats | 1,000 |
Structured, skill-based PvP accessible to all players regardless of alliance affiliation.
Robust protection mechanics that prevent excessive griefing while maintaining meaningful danger.
| 4 hours | 50 Cores |
| 8 hours | 100 Cores |
| 24 hours | 300 Cores |
| 72 hours | 500 Cores |
Attacking breaks your shield. Scouting does not.
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
Diminishing Returns
Repeated attacks yield 25-75% less
Power Gap Penalties
Attacking 50%+ weaker = "Bully" debuff
Revenge System
48h window, +25% damage, +50% steal