# Epic 6 - PvP Security Zones and Fairness Rules

## Source Anchors

- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 6
- Related modules: E6.M1, E6.M2, E6.M3, E6.M4

## Ownership and success (Level 1)

- **Ownership focus:** Systems Design + Online Engineering + Trust/Safety
- **Success criteria:** PvP is compelling for participants while remaining fully optional and non-blocking for progression.

## Objective

Implement security-zone based PvP opt-in, clear consent and risk UX, reward parity with PvE/crafting paths, and later loss/anti-grief rules so PvE-first players never need PvP to progress.

## Module Breakdown

### E6.M1 - PvPEligibilityAndFlagState

- Responsibility: PvP enablement logic by zone state and explicit opt-in context.
- Key contracts: `PvPFlagState`, `EligibilityRule`, `PvPStateChanged`
- Dependencies: E4.M4
- Stage target: Prototype

### E6.M2 - ConsentAndRiskUxSignals

- Responsibility: Entry warnings, in-zone risk UI, and clear state communication for PvP status.
- Key contracts: `RiskPrompt`, `ZoneRiskState`, `PvPIndicatorState`
- Dependencies: E6.M1, E1.M2
- Stage target: Prototype

### E6.M3 - LossPenaltyAndAntiGriefRules

- Responsibility: Death/loss rules in PvP contexts plus spawn protection and abuse mitigation.
- Key contracts: `PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`
- Dependencies: E6.M1, E9.M4
- Stage target: Pre-production

### E6.M4 - RewardParityEnforcer

- Responsibility: Guarantee functional equivalents for PvP rewards through PvE/crafting paths.
- Key contracts: `RewardParityMap`, `EquivalentPowerBand`, `ParityViolationAlert`
- Dependencies: E3.M2, E5.M3, E7.M2
- Stage target: Prototype

## Implementation Slices (Backlog-Ready)

### Slice 1 - Zone-based PvP flag core

- Scope: E6.M1 driven by E4.M4 security tiers; high-sec blocks combat between players.
- Dependencies: E4.M4
- Acceptance criteria:
  - Server-enforced eligibility; no client-only PvP toggles.
- Telemetry hooks: `pvp_state_changed`, `pvp_zone_enter`, `pvp_zone_exit`.

### Slice 2 - Consent and risk UX

- Scope: E6.M2 prompts on low-sec entry and persistent in-HUD indicator.
- Dependencies: E6.M1, E1.M2
- Acceptance criteria:
  - Non-PvP testers report clear understanding without coaching.
- Telemetry hooks: `risk_prompt_shown`, `risk_prompt_accepted`, `risk_prompt_declined`.

### Slice 3 - Reward parity validation

- Scope: E6.M4 enforcing mapping for prototype sidegrade example.
- Dependencies: E3.M2, E5.M3, E7.M2
- Acceptance criteria:
  - Every PvP-only functional reward has validated PvE/crafting equivalent per policy.
- Telemetry hooks: `parity_violation`, `parity_grant_path_completed`.

### Slice 4 - Loss and anti-grief (pre-production)

- Scope: E6.M3 with spawn protection timers and strike escalation hooks to E9.M4.
- Dependencies: E9.M4
- Acceptance criteria:
  - Repeat killer patterns detectable in tests; abused spawns protected.
- Telemetry hooks: `pvp_death`, `spawn_protection_applied`, `grief_flag_raised`.

## Risks and Mitigations

- Risk: PvP feels mandatory due to reward leakage.
  - Mitigation: Parity enforcer blocks ship if mapping incomplete; KPI audit on non-PvP completion.
- Risk: Griefing destroys new-player trust.
  - Mitigation: High-sec safe hubs; anti-grief telemetry and fast iteration on rules.

## Definition of Done

- Prototype passes PvP optionality and parity gates from master plan.
- Pre-production tightens loss and abuse response with operational hooks.
