Warfare

With Ark Medieval Life we want to bring reason and meaning to the battles, and give PvE players the ability to participate in this new dynamic without fear that standard PvP toxicity brings. The warfare will consist of three new concepts explained below.

Kingdom vs Kingdom (KvK)
So when a server is started the admin will place 4-6 keeps around the map. This will setup the kingdoms. Now whoever thinks they have what it takes to rule can try and take these keeps over in a type of king of the hill kind of way. Players will have the ability to upgrade the keep and of course build castle walls and other castle elements around it to fortify it. It will be up to other kingdoms or power-seeking groups to try and take them over. You will need to break through the defenses and then remain in control of the kingdom chamber for a certain amount of time. Doing so will then promote the new monarch. The idea is to keep the fighting between kingdoms and not individual villagers.

Kingdom Territory Control
Kingdoms will be able to place outpost throughout the map giving them the ability to extend their reach and grow their territory. These outpost do not require using tokens in order to initiate an attack.

Player vs Structure Damage
With KvK mode what buildings take damage is different so that only government buildings within a specific area around the keep are flagged for damage. This allows towns and villagers to live around the castle without the blacksmith or carpenter, for instance, having to fear that their shop will be pillaged. This is one of the keys to protecting PvE minded players the safety of not worrying about logging on and having lost everything.

Player vs Player Damage
Player to player damage is also adjusted so that players can not just go kill on spawn other players, or repeatedly just kill players for the fun of it. PvP is turned on only during a war event and only in the region at war. So, for example, Kingdom  A is attacking Kingdom B. Any citizen of either kingdom A or B in the vicinity of kingdom B will be attackable.

Initiating an Attack
Each kingdom will be presented with a war token once a week, and are only allowed to have one at any given time. Once their forces are ready they can march upon the kingdom of which they want to attack. Then outside of the kingdom, they can place a siege camp. This is an act of war. This starts a 24-hour notice. The kingdom initiating the attack can not go on the offensive at this time. The attackee is allowed to try and squash the skirmish during this time, and the attacker can defend its camp. If the attacker can successfully defend the camp after the timer is up they can begin the attack.

Outpost, however, may be attacked at any given time.

Why the restrictions?
We’ve put these restrictions in hope that this prevents the very frowned upon offline raid which isn't really fair or fun for both parties, have it so that the battles are built up over time and are not a constant threat players have to be worried about and finally to prevent a group from spamming a kingdom repeatedly with no actual intention of attacking.