The PVP system of Warhammer Online would work very well in Scars of Honor:
From the starting area on, you can run without loading time into PVP zones, which could also be the place of quests and there meet players of the other faction.
This would reinforce the feeling of a lively and dangerous world and greatly increase the excitement of all quests there.
Warhammer Online (WAR) had the best implememntation of WPvP in any MMO I've played.
1. Keeps and Areas to control with meaningful and MASSIVE battles. Watch the Zerg potential...as I've seen it FIRST HAND and it destroyed WAR. I was in the guild that overran and destroyed 3 servers and was moving to a 4th when I quit. Nobody could compete with our numbers and organization....even when we tried to help them. Find a way to minimize the Zerg that doesn't look forced and you'll have a winner/
World of Warcraft Vanilla did some great things as well.
1. Quest NPC's that could be killed and needed defended if people wanted to complete quests in an area. Vanilla WoW was designed from the ground up to be a WPvP game. Even the Faction leaders are killable. This kind of friction between factions brought players together to defend areas and NPC's and helped forge lifetime Friends...and enemies on many servers. This friction is what modern MMO's are missing and what needs to come back to revive the genre.
2. DO NOT CENSOR CHAT! Player friction creates amazing WPvP. I've seen people leave a faction and completely restart a game just to hunt down @sshole players on their previous faction. This is wonderful, exciting game play. Good drama and keeps people playing. We've had BLOCK and MUTE buttons since the beginning of the interwebs and we don't need companies to choose what we see or read for us. A good argument with name calling in chat is good player friction. Most men have a story of how they met a good friend by getting in a fight with them...later they were laughing and having a beer together (women...not so much).
3. Please stop with "No killing lowbies." talk. Again...this creates player friction and interaction. Instead of whining about being killed by a high level player in Vanilla WoW...we just called for some help from a high level player and/or grouped up. It's an MMO. You're supposed to interact with other players. Negative and Positive player interaction forms bonds which create better game play. When I got camped by a higher level player I just wrote down their name, called for some help, and pushed harder to level so I could hunt them down and do the same to them.
STORY TIME: I was playing a Private WoW Vanilla server the other day when I decided to go hunt for a rare spawn pet. The pet wasn't there and the area was camped already, and my Hearthstone was on a 45 minute cooldown, so I decided to head over to Westfall. I proceeded to killed the Defias Messenger NPC, and a couple farmer quest NPC's by the bridge. Boy did I piss off the players in the area. I had four players chasing me around for 45 minutes while I killed players and NPC's all over Westfall and Elwyn Forest. I had more fun in that 45 minutes (and I bet the four players did too) than I had the entire time playing to my level. It was fun chase and they got me 3x before my Hearthstone was off cooldown. THAT IS WORLD PVP!
WPvP...the good and the bad, create memories and promote player retention in ways many people have forgotten. WPvP isn't just players hunting down players. It should be an integral part of the game. It should include Areas, NPC's, Players (of all levels), and the environment.
Find a good balance between these two (WoW and WAR) excellent examples and you'll create some fun and exciting WPvP for players to enjoy.