4. Gameplay
4.1 Game Play Modes
There are three main modes of gameplay.
Scavenge (PvE) In scavenge mode, you embark on a mission to harvest Mechanite from NPC droids. They are left over from the civil war so there are not many around and may not always come in good shape. There is a daily limit on the number of droids you may be able to battle, and the amount of usable Mechanite from each basic droid defeated will vary. Sometimes you may come across a specialized droid (boss fight) which could reap greater rewards.
Colosseum (PvP) Prize fighting in the colosseum is a way to battle other MiniMecha players for Mechanite. Winning a fight not only gives you Mechanite, but also reputation points from the loser. A separate player ranking board will be run for each season (currently planned as monthly) and the top players at the end will be rewarded with additional prizes. To ensure fair battles, the MiniMecha ranking system will sort players into different ranks based on the reputation points they win or lose from each match. Matches will be against opponents with a similar reputation rating. Please note that a player’s rank is by account.
Smith You will be able to use any Mechanite gathered to upgrade your mechs in the smithing workshop. Able Mechasmiths who horde enough Mechanite may also be able to forge new equips or even new playable mechs. However, the art of smithing is tricky and doesn’t always pan out. There is a chance your Mechanite will be destroyed when the smith fails.
4.2 Guilds
Due to the turmoil, all Mechasmiths have split into three guilds which specialise in different areas.
Huntsmith - huntsmiths have learned to live off the land and have a deep understanding of droids for more effective harvesting. As a result, huntsmiths obtain a higher Mechanite drop rate in scavenge mode.
Warsmith - warsmiths are imbued with a battle hungry spirit, and their attacks are more effective against other mechs in colosseum mode.
Blacksmith - Those hailing from the blacksmith guild have an affinity for the trade, and have a better success rate in smith mode.
4.3 Mechs
Our long term vision is that each in-game mech is its own NFT. As such we plan to airdrop owners of our PFP Mech NFTs a Generation 0 Mech NFT and equips (which will be used for gameplay) once we get close to the launch of our game.
Components of a mech:
Mech pilot
Headgear and head style
Eyes and eyewear
Mouth
Pilot Body/Vest
Mech
Body
Arms
Back boosters
Attachments
Aura/Glow
A mech is built with 4 slots in which a player can equip abilities (Equips). All players begin with a set of standard abilities subject to the traits of their mech. With time and effort, players can obtain and unlock additional battle abilities enhancing gameplay.
4.4 Battle Mechanics
The MiniMecha team is planning to build gameplay such that players will be able to login with their NFTs and battle as mechs. Battles happen live and are a 2D artillery-based tactics game with turns for each player. Please note this is not card-based battle but with actual visualised battle movements. Two historical points of reference are Worms and Gunbound.
With the release of gameplay, players will be able to play 1v1 or in team battles of up to three players per side. As gamers ourselves, we endeavour to ensure skill plays a primary role in advancement. However, a degree of pay to improve your mechs is inevitable, though this is largely mitigated by each player’s strategic approach to the game, skills applied and time spent playing. For example, a player may freely shoot a cluster bomb in a 1v1 match up, however, in a team battle, this may deal friendly fire to other team members.
Five traits influence the battle ability of your mech, these being:
Attack – how much damage your mech inflicts on other mechs
Defence – the maximum amount of shield your mech is able to generate
HP – the maximum amount of health your mech will have
Range – the firing range of your mech. Other mechs will need to be within firing distance for you to hit them
Movement – the distance your mech can move per turn
Equips will enhance mech components and determine your mech’s abilities in battle. The ability to swap equips ensures value is retained in your mech and thus longer-term sustainability. Equips will be tradable NFTs and can be sold on the market.
In order to participate in the game, you must own at least one mech. These mechs can be acquired at mint or purchased on market from other players. As further detailed in this paper, there will be a mech building ability that allows players to increase their number of mechs which they can sell or use.
4.5 Mechanite
Mechanite ($NITE) is the core resource needed in game and within the MechaVerse. Players obtain Mechanite by battling droids (PvE) or winning colosseum (PvP) battles against other players.
Mechanite is used for:
Forging equips
Building new mechs
To fully embrace blockchain technology, the team intends Mechanite to be a tradable token that players can buy and sell. Further details will be provided in the tokenomics section of this White Paper.
4.6 Equips
Equips play a pivotal role in winning battles with your mech. With only 4 slots per mech, the equips you decide to load into your mech will be the deciding factor as to whether you and/or your team will win the battle. Equips will determine the actions your mech can take during the battle and also enhance your mech’s stats (attack, defence, HP, range and movement).
Each mech begins with a standard set of equips and will be randomised. Players can obtain additional equips by forging new equips and/or purchasing forged equips from other players in the marketplace.
To forge new equips, players need to gather and use Mechanite. Forging is chance based. The more Mechanite used; the higher the likelihood of success in forging a new equip. In the event a forge is unsuccessful, any Mechanite used will be burned. A full table of forging costs by equip and probabilities will be released to the market. These probabilities may change as the game evolves and new mechanisms are introduced. In addition to playable equips, cosmetic equips will be made available throughout the seasons and as part of special events.
4.7 Mech Forging
Mechanite is also used to build more mechs. With only a limited number of Generation 0 mechs being released, future growth will mostly depend on mech building. Initial players have the option to build more mechs and sell these on market or expand their team.
As with forging equips, the success rate of building mechs is probability based. The more Mechanite used, the higher the chance of success. The traits and stats of your newly built mech will be randomized. Thus, players have the chance of unlocking new combinations through building.
Mechs can also be recycled for Mechanite. Although players need to keep in mind that recycling a mech will only return a fraction of the amount of Mechanite used to forge it.
4.8 Levelling Up
Mechasmiths can level up by battling droids (PvE) and higher levels will allow players to gather more Mechanite per battle.
Players must reach level 10 before they’re able to engage in the colosseum (PvP). A player’s level will not matter in the colosseum and outcomes are determined by a mech’s base stats, equips and each player’s skill.
4.9 Fuel
Mechs run on fuel. Each player has a specified amount of fuel per day which can be used for PvE or PvP. This automatically replenishes every 12 hours.
4.10 Future Gameplay Improvements / MiniMecha Land
The team behind MiniMecha views this as the Genesis Age of MiniMecha and we have plans to create a future Faction Age where macro game play factors will be introduced.
The two main concepts to be introduced are: factions and land.
Players, beyond competing individually each season, will also compete for their faction to conquer land. The faction with the most land at the end of each season will be deemed the winner and its players will be rewarded based on their contribution.
Land itself will be NFTs and can be owned and traded by players, although its faction attributes can change based on faction battles during the season. As a bonus to our Generation 0 mech owners, they will be airdropped a plot of land upon successful launch of the Faction Age.
4.11 Rarities
Our vision is that each mech is a NFT and will have unique and randomly assigned attributes and rarities. In addition, each type of equip will have rarity assignments, and its value over time will be determined by the players and the market.
As we come closer to the completion of the game we intend to transform our PFP NFTs to Generation 0 mechs and equips through an airdrop. Each Mech will have a unique design and rarities for these pioneers are as follows:
Common: 60% chance
Uncommon: 25% chance
Rare: 12% chance
Epic: 2.75% chance
Legendary: 0.25% chance
We may release future mechs to ensure we can welcome new players to the game though any subsequent mechs will not replicate Generation 0 mechs.
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