Faction Wars v1
This document goes over the release of the v1 version of the Faction wars.
Key notes: Everything in game uses $GP - https://jup.ag/swap/SOL-GP "Faction Wars" is a PVP game, so when Version 2 is released, your progress will only carry over to PVP modes.
The next mode is PVE (Player vs. Environment), which isn't based on levels but focuses on stealth and not combat. We're building in real time and plan to release new versions and updates fast. v1 is marked as "beta" with only one mode; v2 is already 7 days into development and is much more robust, releasing 3 other game modes, battlepasses, and many more ways to burn or earn $GP.
Faction Wars is the first iteration of a new gamified staking system we're releasing for pilots. Pilots are split up into four factions (rebels, enforcers, operators, and resistance) and all reside in the same city known as Lunar. Lunar is gripped by conflict on a daily basis, and the factions often go into conflict with each other, battling over the city's main resource, Graphite.
Faction Wars is a semi-idle gamified staking mechanic, so there isn't any actual gameplay involved. Every day we'll post new missions where pilots can join and fight for a share of the $GP loot we've put into the pot.
Faction Wars utilizes a mix of dynamic and static pricing in $GP to create a more fair and balanced game. We have created algorithms that take into account the prize pool and players entering and come up with an estimate of the revive or armor cost we should enter for each mission. How does the game work? Faction wars v1 works like this: Cores: Before going into battle, your player needs a "battleid", This ID tells our system that you can play. In order to obtain a battle ID, you need to burn a core to your pilot. Once a core is burned on, the system assigns you a "battleid" in the backend, and that is your entry to start entering missions. here are three types of cores, and each gives you different benefits: Average core: This gives you a blank battleid," which means that you're just granted entry to play the game. Normal core: Normal cores give you a "battleid" that grants you 2 free armor plates for your first mission and 5 free levels free throughout the lifetime of the game. This means that as new versions release and new modes with different stat pools are added, a normal core grants you 5 free levels every time. Additionally, we drop external boxes, which are tradeable on our internal marketplace, and normal cores are given a rarer box than average. Rare core: Rare cores give you a "battleid" that grants you 5 free armor plates for your first mission and 15 free levels throughout the lifetime of the game. This means as new versions release and new modes with different stat pools are added, a rare core grants you 15 free levels every time. Additionally, we drop external boxes, which are tradeable on our internal marketplace, and rare cores are given a rarer box than any other core type. Rewards: Everyday missions are created with a different reward pool; these rewards are dynamic and, using our algorithm, are determined a day before. The missions for the day will be announced so people can prepare or get ready in advance. Rewards are based on the economics of the game, active players, and people upgrading and spending $GP. How you win/earn $GP: There are always two sides (factions) battling against each other, and there's always a reward in the pot ($GP). The factions go into battle and fight until one side comes out victorious. The battle is brutal and deadly, and it's a fight. The winning side with players that didn't go into a death state gets a share of the $GP pot once the mission ends, split between each surviving member once the winner is announced. The winnings are sent automatically to the winners and will arrive in their wallets. The team with the most players alive at the end of the mission is crowned the winner. Level gating: Each mission has a minimum level requirement so every time a mission in formed on the UI it mentions what level is needed to enter the mission. The higher level you are the higher rewards you can earn as there's less people entering level 50 missions vs level 10. This way we can encourage people actively playing the game and reward them. Losing/"Death state": Players can get cricially wounded in the game and become in a "death state" since the battle is fight to the death the side that lost the battle a % of their players will go into a death state but also on the winning side players can also be cricitally wounded and fall into the same state. failure to pay $GP in the allotted time will result in the Pilot dying and going into the "Sanctuary" which means that they go up for auction in $GP. To avoid going into a death state we've added dynamic elements like levelling and bonus stats & armor which decrease the risk of your Pilot going into the "death state" and help the overall team become victorious.
Armor: Armor plates are dynamic and using math we fairly price it per mission. Pilots in v1 can carry up to 5 armor plates. If you Pilot gets shot, every shot penetrates one armor plate making it so if you have 5 armor plates you effectively have to be shot 6 times to enter a death state.
IMPORTANT: in v1 it's important to note that armor only lasts for the mission you're entering they DON'T carry over into the next mission. Levelling: There are 100 levels in the Pilot game, each level has an cost assosicated with levelling up, each level adds on bonus survivability and aim which makes your Pilot less likely to be hit and more likely to hit the enemy. Notes: All prices below are in $GP. The prices below begin at level 1 and end at level 100, meaning that going from 1>2 will cost 0.98 $GP using these numbers below.
0.7, 0.98, 1.26, 1.54, 1.82, 2.1, 2.38, 2.66, 2.94, 3.22, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8.01, 10.5, 10.78, 11.06, 11.34, 11.62, 11.9, 12.18, 12.46, 12.74, 13.02, 13.3, 13.58, 13.86, 14.14, 14.42, 14.7, 14.98, 15.26, 15.54, 15.82, 16.1, 16.38, 16.66, 16.94, 17.22, 17.5, 17.78, 18.06, 18.34, 18.62, 18.9, 19.18, 19.46, 19.74, 20.02, 20.3, 20.58, 20.86, 21.14, 21.42, 21.7, 21.98, 22.26, 22.54, 22.82, 23.1, 23.38, 23.66, 23.94, 24.22, 24.5, 24.78, 25.06, 25.34, 25.62, 25.9, 26.18, 26.46, 26.74, 27.02, 27.3, 27.58, 27.86, 28.14, 57.91
Here's some milestone levels once added up: Level 10 - 19.60 $GP Level 35 - 155.61 $GP. Level 100 - 1450 $GP. Bonus stats: Bonus stats on top of levels add increased chance of dodging, stamina and aim these stats only go to level 10 and serve as addtional bonuses for surviviblity and gameplay, these stats carry over into v2 PVE. Aim = Increased chance to hit someone and fatally kill an enemy.
Agility = Increased chance of dodging attacks and bullets missing you. Stamina = Extend revive time before heading to sanctuary( this stat is more beneficial in PVE).
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