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1. Vehicle System

Vehicle support is the core gameplay, using slots and accessories attached to the vehicle to expand value and functionality, encouraging players to trade and experiment more.

Design Concept:

  • The vehicle is a durable product crafted from resources and blueprints. Its variables include appearance, engine+slots+passive traits, different types of slots and quantities, aging and mutations, and the player’s vehicle proficiency. Players can own multiple vehicles, but can only use one at a time.
  • Players can increase their vehicle proficiency by using vehicles in the game, gradually unlocking slots. Slots differ greatly in type and function. Vehicles can display a maximum number of slots, ranging from 6-10, all represented by ❓ before unlocking. If players are not satisfied with unlocked slots, they can use cleaning coupons at repair shops.
  • Slot types can be mobile, attack, auxiliary, universal, or even multifunctional. The probability of different slots is determined during vehicle crafting.
  • Plugins that can be installed in slots are consumable and require players to purchase or generate embedded plugins. Plugins come with one or more skills.
    • Mobile plugins (jet engines/maglevs/grappling hooks/boosters/climbing hooks, etc.)
    • Attack plugins (laser weapons/tracking missiles/swords/life energy guns, etc.)
    • Auxiliary plugins (shields/invisibility cloaks/invisible detectors/business licenses/storage space/detectors/pacemakers, etc.)
  • Vehicles as durable goods will age (next page) and have a chance of being damaged when invaded by bounty hunters or in battles in no man’s land. Vehicles can be disassembled into raw material resources. Vehicle plugins will be automatically removed when vehicles are sold. Proficiency will be reset after the change of ownership.
  • Plugins found in PVE can be equipped and used directly, but cannot be taken out.

Design Purpose:

  • The randomness of slots, game progress requirements, plugin consumption, and vehicle aging will continue to promote resource/consumption in various dimensions (repetitive).
  • The randomness of slots encourages specialization and cooperation, promoting trade. It will also enable players to own multiple vehicles, promoting more resource consumption.
  • In other words, even as a durable asset, vehicles will have depreciation (aging), maintenance costs (repurchasing plugins and cleaning/retraining), uncontrollable risks (bounty hunter invasion), and heavy discounting secondary market risks (proficiency reset upon sale), maximizing its “consumable” nature.

2. Plugin System

Non-raw material consumables – plugins serve as the fundamental units constructed by players and exhibit differences in terms of functionality, skill effects, and elemental properties. The large-scale circulation and experimental characteristics of various types of plugins reduce players’ anxiety about their aging and damage.

Design Concept:

  • Plugins are consumables that are crafted from resources and blueprints. Their variables include appearance, features, inherent skills, and aging mutations. The same plugin may come with different skills (basic attacks or ultimate skills: attack range, duration, elemental release, etc.). The final combination of plugins allows for extremely diverse gameplay.
  • Plugins will age faster with energy overclocking, making them more likely to drop, unstable, and easier to damage. Frequent plugging and unplugging will also accelerate aging.
  • If damaged, “Plugin Fragments” will drop, which can slightly improve the unlock probability of similar plugins when used on vehicles.
  • “Patches” can be added to designated parts to withstand the possibility of any plugin damage or loss.
  • We may allow negative EV synthesis between plugins to increase their upper limit and mix skills.

Design Purpose:

  • We deliberately chose to make plugins consumables rather than durable goods.
  • Consideration of balance: Pure numerical inflation is not suitable for games that are still player ability-oriented. Not allowing plugins to exist permanently sets an implicit ceiling.
  • Encourage experimentation and trading: In non-numerical designs, there is no optimal solution. Different parameters, feel, and skills will drive players to constantly try new plugins. Players may find that some plugins match their existing vehicles and clothing combinations very well, or they may purchase a set of vehicle slots for a handy plugin. Combinable, lifespan plugins can create diverse attempts and needs, thereby driving in-game economy.
  • Reduce anxiety through game design: Unlike the few or even dozens of vehicles that each player may only have in their lifetime, players should try hundreds or even thousands of different plugin combinations during gameplay. In addition, a single plugin’s features are not particularly overpowered or special, thereby reducing players’ obsession with collecting and “permanently owning.” At the same time, relying on diverse resource blueprints + abundant accessory output + new combat scenes and special gameplay to reduce player anxiety while driving players to continue trying more comfortable and updated vehicle builds.

3. Clothing system

The dual standards of appearance and passive gain effects make the clothing system a huge value accumulation, strongly related to socializing and gameplay, rather than just optional decorations.

Design Concept:

  • Clothing, including headwear, clothing, and shoes, is a durable item created through resources and blueprints. Its variables include appearance, slots and quantities of fragments with different traits, mutations, and the player’s personal proficiency. Players can own multiple sets of clothing, but can only use one set at a time.
  • Using clothing in gameplay can improve proficiency and gradually unlock fragments. Fragments have significant differences in type and function. Clothing can display the maximum number of fragments, ranging from 3-5, all represented as ❓ before being unlocked. If players are unsatisfied with the unlocked fragment, they can use cleaning vouchers at the repair shop.
  • Fragment buff effects are passive and can be movement, attack, or support types. Fragments cannot be traded and can only be unlocked on clothing through gameplay.
    • Movement buffs (e.g. movement speed, jump, dodge cooldown, float duration, etc.)
    • Attack buffs (e.g. critical hit probability, damage increase, armor penetration, etc.)
    • Support buffs (e.g. energy usage rate, defense, stealth, luck, etc.)
  • Fragment effects can stack and have bonuses. The fragment types and appearance probabilities of clothing are determined when created.
  • Clothing, as a durable item, has a chance of being damaged in any situation. When damaged, there is a high chance of dropping the consumable “fragment dust,” which can slightly increase the unlocking probability of fragments of the same type when used on clothing. Clothing can be decomposed into raw material resources. Proficiency and fragments will be reset after a change of ownership. Clothing can add “patch” plugins to withstand one chance of damage, which players need to produce through resource production.

Design Purpose:

  • Clothing is a “durable consumable item” between vehicles and plugins. Different from traditional equipment trading, if all clothing enters circulation, it needs to be treated as consumable items that are easy to obtain and easy to replace/duplicate. At the same time, “fragment dust” is used as a value carrier for progress retention.
  • Referring to Jetpack Joyride, extensive and high-quality visual design can meet the personalized needs of novice players. The dual rarity standards of style and buff potential encourage high-level players to pursue top-tier equipment. Using random buffs and stacking effects encourages players to repeatedly clean and refresh buffs, making the clothing system a heavy gameplay and social bond, as well as a huge value accumulation rather than an optional cosmetic item.

4. Summary

Based on this durable goods + consumables system, players’ equipment should be constantly changing while also consuming game resources to make up for shortcomings or achieve perfection.

Item Variable 1x vehicle 5-10x plugins 3x clothing
Exterior Various (map spray paint) Various (map spray paint) Various (brand/style/color)
Combo (Movement/Attack/Assist) 5-10 slots 1+ active skills 3-5 passive buff
degree of aging multi-level multi-level
Variation degree various various various

Example Setup:

  • Full set of black knight armor with patch explosion resistance, after washing Buff several times, obtained all critical hit shards.
  • “Ancient” premium 7-socket glider vehicle (2 mobility, 2 weapons, 3 auxiliary), all black paint. Aging fluctuates critical hit rate and CD length, no mutation.
  • Coordinated with grappling hook (to pull closer) + dimensional jet (teleportation), holding 2x lightsabers (charging + double shot), with invisibility cloak (invisibility), invisibility detector (detecting invisibility), and bounty hunter license. 10 hearts, achieved on the entire map. The skin is fragile, and normal overclocking combo harvesting will either result in death or self-destruction.
  • Specifically configured for PVP and bounty harvesting gold farmers. It’s difficult to find knight equipment, considering whether to patch it. 2x charging + double shot lightsabers are not easy to produce, so players have been collecting raw materials and blueprints for lightsabers, with a pile of inventory in the warehouse. It doesn’t matter if the vehicle is a bit slower due to aging, as long as the critical hit rate is high, and the older glider vehicle looks pretty good with knight armor.