# 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.