Fact: The PvP function changes the style of a game
INTRODUCTION
When I realised that there is no PvP yet in Elvenar I was disappointed
(I didn't even expect that from Innogames because all the other games are PvP)
but...
As I can see above, there are many players that prefer a peaceful gameplay.
After I read the comments above I thought that PvP doesn't suit for Elvenar.
...
However I had a real excellent idea (thanks to Cletra's message) about how to make PvP an option to choose as there are already troops in the game, and it wouldn't be so difficult for the programing team.
DETAILS
PvP mode:
Can be enabled IF and only IF the player want to add this function from the Main Hall
Campaign Providences:
On the map like other providences (but less in number)
Only for PvP players
16 areas to capture (8 max for each player)
Monsters guard each area in the beginning
First player who capture an area
can put some troops to guard it (
or maybe a recourse cost?) and
must leave a relic of his choice for any possible conqueror
Players that come second have to defeat the troops exist in the area (placed at the above step) and get the relic
Extra resource boost (like the one of culture buildings) when areas are under control because campaign areas are difficult to capture + they don't belong to one player forever (more difficulty = more reward)
Of course people who are involved with war cant be always safe...
For PvP players only:
Players that belong to fellowships with PvP enabled (Fellowship PvP can be enabled/disabled/free to choose) and have opponent fellowships with the same status (PvP) can attack players of the opponent fellowship with the same technology level or higher (e.g. I or II or III or IV ...)
When defeat the army of the city the attacker can occupy buildings within an area 5x5 and use them as his own buildings for 24h
(
clarifications: 1) only supply maker buildings and building that produce goods capturable
2) no residences and other buildings within the area can be used by the attacker but cant be used by the owner too
3)these buildings doesn't require population or culture, they use population and culture of the city they belong geographically
4) Less than 24h if player has the barracks free and train units and attack the remaining troops of the opponent that stayed in the city
5) Recourses not collected by the attacker within the 24h or until the attacking units are defeated, can be collected by the player owns the city)
*Depending to the number of attacks of each player and the successful occupations, more players can attack him/her
(to allow players choose how PvP they want the game to be)!
IMPORTANT
THESE PVP FEATURES ARE COMPLETELY OPTIONAL AND DOES NOT AFFECT THE PROGRESS OF PLAYERS AT THE RESEARCH TREE AS THRE ARE NOT RESEARCH POINTS MENTIONED
ANY USE OF DIAONDS AND ANY FURTHER DETAILS (e.g. which troops defend the city) CAN BE ADDED BY THE RESPONSIBLE PEOPLE
Thanks for being patient!!!