PvP Zones (Red Circles) (Conquest)
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In addition to fighting other players in Port Battles, players can attack each other on the Open Sea, in what we refer to as Open Sea PvP (Player vs. Player).
That said, players can only attack each other in certain areas of the Open Sea. We refer to these areas as PvP Zones (or Red Circles—so called because they appear as a Red Circle on the map).
PvP Zones (Red Circles) (Conquest) is part of the guide: Conquest. This guide contains the following topics:
Players will encounter two kinds of PvP Zones: Pirate PvP Zones and Full PvP Zones. Each zone has its own special rules, which we discuss below. After we cover Pirate and Full PvP Zones we will discuss the general rules for Open Sea PvP battles.
Pirate PvP Zones display around ports that have entered the International Tension state (between 3,001 and 6,000 Unrest), as well as ports that have recently left the Raided state.
Privateers below level 15, as well as Freetraders and Naval Officers cannot attack other players in a Pirate PvP Zone (unless they have their PvP Flags turned on). However, these players can still engage any outlaws (Pirates or higher-level Privateers) they see.
While law-abiding citizens (non-Pirates, except Privateers over level 15+) cannot start trouble in a Pirate PvP Zone, these players can certainly help members of their own nation who are engaged in combat, regardless of who started the fight.
Often Naval Officers or Freetraders accompany a Privateer into a Pirate PvP Zone, and attack hostile targets as a group—with the Privateer attacking first and the others joining the fight later.
A Full PvP Zone (usually just called a PvP Zone) represents a complete breakdown in the rule of law. Players may not attack members of their own nation, but players may attack ships of any other nation sailing through a PvP Zone. We create Full PvP Zones around ports that are in the Civil Unrest state (6,001 to 10,000 Unrest) and the Under Attack state (AKA Contention state) in the lead up to a Port Battle.
Open Sea PvP Rules
When a Battle on the Open Sea begins, the players involved enter a separate area (or room), where the battle will take place. Players from each side of the battle begin the battle at Starting Locations that put them not too far from the opposing side.
The start of every Open Sea battle begins with a timer (the Battle Start Timer) that prevents everyone from moving. This timer makes sure that all players are in the battle and the timer gives players a chance to evaluate their opponents.
Once the timer expires, combat begins. After the battle begins, new players may still join the battle, but they will do so as Reinforcements, starting farther away at the Reinforcement Point. The Escape Points at the edges of the map allow players to exit the battle before one side has completely won; although, these points are difficult to reach.
Battles are limited to a maximum of six players per side. When the Battle Start Timer expires, if only one attacker and one defender are present, the battle locks and no other players may join.
As the direction of the wind can help determine a battle's outcome, players should understand how we set the wind direction for a battle on the Open Sea.
We base the wind direction in an Open Sea battle on the direction of the attack and the direction of the wind at the time of attack.
For example, if the attacker is facing south on the Open Sea, and the wind is coming from the north, then the attacker will start the battle facing south with the wind coming from the north.
Also, the defender will be facing the same direction as at the time of attack.
For example, if the defender is facing north, and the wind is coming from the north, then when the battle begins the defender will be facing north, and the wind will be coming from the north.