Combat & Conflict
Zones & PvP
A zone is a polygon laid over the grid that overrides what happens inside it: how tough the mobs are, which faction owns it, and whether players can attack each other. Zones are how you sculpt difficulty and pick the fights worth having.
- PvP engage
- 25% / decision
- Kill reward
- +8 fun
- Level gate
- +3
How zones work
- Shape — a polygon of three or more corners; a cell belongs if its centre falls inside.
- Level range — sets the min/max level mobs spawn at, intersected with the spawner's own range.
- Faction — optionally owned by a side, or left neutral.
- PvP — a per-zone toggle, only live when the PvP feature is unlocked.
Player-versus-player
Inside an active PvP zone, the combat brain gains two new branches — retaliation and aggression:
| PvP rule | Value |
|---|---|
| Engage chance | 25% per decision to attack a nearby enemy |
| Kill reward | +8 fun |
| Death penalty | −5 fun |
| Level gate | won't attack anyone more than 3 levels above |
| Both-ends rule | the target must also be on PvP-active ground |
Retaliation vs aggression
There are two ways a fight starts. If an adventurer is hit by an enemy faction, it retaliates once the target is validated as alive, hostile, and in the same zone. Otherwise it may go looking — scanning for nearby enemies and rolling the 25% engage chance. The level gate keeps low-levels from throwing themselves at untouchable targets.
PvP is opt-in by design: both attacker and victim must be standing on PvP-enabled ground, mirroring the classic contested-zone model.
Why factions stick
A balanced rivalry is some of the stickiest content an MMO has; a lopsided one bleeds half your server. Faction balance is a dial you watch and sometimes have to correct — by placing content and zones to pull population where it's needed.
This article documents MMOS v0.1 behaviour. Systems, numbers, and formulas are pulled from the current simulation and will be updated as the game evolves.