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Loot Box Attributes: Add Images of Loot Boxes

Loot boxes can contain various items and have different probabilities of containing rare items. Players can obtain loot boxes from trading, redeeming tacopoints, or through special events. The rarity of loot boxes obtained from redeeming is determined by four in-game economic variables. Items obtained include sparks (rare avatars), equipment (improves sparks but deteriorates), consumables (one-time use items), and materials (used for crafting and repairs). Sparks are the most unique tokens that have genetic attributes and can be enhanced.

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0% found this document useful (0 votes)
95 views8 pages

Loot Box Attributes: Add Images of Loot Boxes

Loot boxes can contain various items and have different probabilities of containing rare items. Players can obtain loot boxes from trading, redeeming tacopoints, or through special events. The rarity of loot boxes obtained from redeeming is determined by four in-game economic variables. Items obtained include sparks (rare avatars), equipment (improves sparks but deteriorates), consumables (one-time use items), and materials (used for crafting and repairs). Sparks are the most unique tokens that have genetic attributes and can be enhanced.

Uploaded by

Charles Xue
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Loot Box Attributes

Add images of loot boxes

Loot boxes are obtained either by trading with other players or by redeeming tacopoints from the
shop. All loot boxes can be sold on the marketplace and pushed to wallets. Four types of items
can be obtained from loot boxes:
-Sparks
-Equipment
-Consumables
-Materials
Different loot boxes exist which have different probabilities of obtaining each of the item types
as well as rarities within each item type.

Players have the option to redeem 1000 tacopoints for a random loot box. The loot box that is
generated will have a randomized seed which determines its rarity as well as the probability of
obtaining rare items when opened.

Occasionally, extremely rare loot boxes will be available to be purchased by players who fulfill
particular quests, for a large number of tacopoints, or for ETH. These will typically be available
only for a limited period of time and have a limited quantity.

Some loot boxes have higher probabilities of obtaining Sparks or Equipment, while not
immediately obvious, the box art may provide a clue as to what players are likely to get when
they open it!

The rarity of loot boxes that players are likely to obtain when redeeming is tied to the overall
economy and is a function of four variables: The number of loot boxes recently redeemed, the
number of unredeemed tacopoints in the economy, the amount of consumables recently used,
and the number of Sparks which have been fused. The developers will adjust the formula as
needed in order to prevent abuse of the game economy and manage inflationary pressures to
keep the game economy healthy.

Item Attributes

Add images of various consumable objects / Equipment etc.

Equipment: equipment can be utilized by Sparks only if the Sparks have the necessary
attributes. For example, melee weapons can only be used by Sparks with arms or some
other means of holding them. Equipment will deteriorate as they are used which will
affect their stats and effectiveness. Once a piece of equipment reaches a durability of 0, it
is not useable until it is repaired.
Equipment will typically improve particular stats on a Spark. Sometimes equipment will
give Sparks special abilities which may give it an edge either in battle or in mini-games.
While the power boost associated with a particular piece of equipment is generally
associated with how rare that equipment is, players that are effective at combining
different equipment effects may achieve spectacular results with more common
equipment.

All equipment can be repaired at a cost of tacopoints and materials at the armory.
Specialized consumables may also allow players to repair their equipment.

While the majority of equipment is obtained through opening loot boxes, certain
equipment requires an additional step. Sometimes a loot box will drop the blueprint for a
piece of equipment instead of the equipment itself. In those cases, materials will be
necessary in order to craft the equipment at the armory. The majority of blueprints that
can be obtained are one time use consumable items. Very rarely, typically through special
events, blueprints with unlimited uses may become available. These blueprints will never
run out of uses but they have cooldowns which get longer with each use.

While very different from Sparks, equipment are also non-fungible tokens and have their
characteristics defined by a unique sequence of characters. Some of those characters code
for their aesthetics whereas others code for their functionality. Not all features of a
particular piece of equipment will be immediately obvious. Some of their most important
functions will not be revealed until they are used in the correct context!

Equipment may be recycled. Recycling a piece of equipment will return a random


amount of the materials needed to create it between 50%-90%. If a piece of recycled
equipment has multiple types of materials, those materials will be returned in randomly
distributed amounts but never more than the amount that was required to create the
equipment. Any gems that are used to enhance equipment will be treated as additional
equipment components and also may be returned in a randomized manner.

All equipment can be pushed onto wallets and traded in the marketplace.

Consumables: Consumables include a variety of objects which are one time use. Once
they are used, they are destroyed. These include items such as Bytes and charges.

Bytes serve as food for Sparks and are necessary for recovering stamina. All Sparks have
meal preferences based on their specific genetic code. Giving the perfect set of foods to
Sparks has the potential to give them a significant boost in power or unlock a useful skill
temporarily!

Charges are bits of code which typically give Sparks temporary buffs in particular stats.
Only one charge may be applied to a Spark at any given time usually and must
completely wear off before applying a new charge. Depending on the boost that’s given,
charges may be best used either for a mini-game or battle. Rare charges with special
effects can also be obtained which do more than simply boost stats. These charges may
result in everything from temporary invincibility to gigantism and it’s up to players to
figure out how they are most effectively used.

Other consumables include malware, repair programs, most blueprints, and many others
which serve a variety of in-game purposes. Some are only useable within a mini-game
while others may tip the scales of a battle in the user’s favor. Players who are able to
effectively utilize consumables will have a better chance at success in all aspects of the
game.

Consumables are fungible tokens. They are entirely defined by their visual aesthetic and
name. However, their function may not be immediately obvious. Players will only be able
to know what consumables do through experimentation and sharing knowledge with one
another.

All consumables can be pushed onto wallets or traded on the marketplace.

Materials: Materials are items which are used in repair, crafting, and enhancement. Each
piece of equipment or blueprint has different material requirements. The rarer the
equipment that a blueprint codes for, the rarer the materials that are needed to craft it.

Materials are fungible tokens, they are entirely defined by their visual aesthetic and
name. Unlike consumables, material uses are established by the equipment and blueprints
that require them. The recipes that require them will be readily available and provided by
either a piece of equipment that requires repair or a blueprint.

One special type of material is gems: they enhance existing equipment and can be added
to any equipment that has the appropriate slot. Once enhanced, they are used up and may
not be removed from the equipment. However, if the piece of equipment that they
enhanced is recycled, it is possible but not guaranteed that they will be returned.

All materials may be pushed onto wallets and traded in the marketplace.

Catalogue of Sparks with various procedurally generated designs

Sparks: Sparks are the rarest tokens that can be obtained from loot boxes. They are non-
fungible tokens that not only have a genetic algorithm, but can be enhanced through
training. They serve as avatars for players in mini-games as well as units for battles. They
are the most central part of the game and many other aspects of the game revolve around
collecting, maintaining, and powering up Sparks.

Details regarding features of Sparks will be provided in more detail in following sections.
As a brief summary, Sparks are coded by a genetic algorithm with mutable and
immutable sections. Immutable sections represent attributes that define their visual
aesthetic as well as base stats and abilities. Mutable sections represent both permanent
and temporary stat enhancements or granted abilities and their associated countdowns,
such as by equipment or charges. Immutable sections will always be considered during a
fusion by the fusion contract. Mutable sections may or may not be considered.

All Sparks are non-fungible assets and will likely be a unique combination of mutable
and immutable attributes. They will all may be pushed onto wallets and are tradeable in
the marketplace.

Core Nodes: Core nodes are the most special objects in the game. They represent a way
for the developers to give back to the player base and reward the most committed players.
Core nodes are objects which represent a percentage of the fees taken from marketplace
activity. Accounts which are associated with or own core nodes will receive the portion
of the fees that are collected that are represented by the core nodes.

Very rarely, wallets will be provided core nodes as tokens. The majority of these core
nodes will be given out during the presale to reward early supporters. Those tokens may
be tradeable like any other object and will be contained in wallets.

The majority of other core nodes will be temporarily assigned to wallets. These are
typically given out as a reward to players who win tournaments, complete special quests,
or win raffles. They will generally be awarded to players for a set period of time and are
not ever sent to the winner’s wallets. They cannot be traded and once the set period of
time is over, the core node becomes unassociated with the wallet freeing it to be re-
associated with a new wallet. During the period of time that it’s associated, their account
will be sent the fees that are represented by the core node. An example of this in action is
a monthly battle tournament where the winner gets the core node until the next
tournament. If a new champion is crowned the following month, association of the core
node transfers to them.

Core nodes add an extra dimension to the game, rewarding players who are the most
actively engaged in the game. Not all core nodes will require the strongest Sparks or the
greatest skill at mini-games, however. Enough events will be available that all players
will have a chance to obtain core nodes!

Spark Maintenance

While Sparks never die, they do have maintenance needs in order to perform actions. All Sparks
have stamina which decreases every time the Spark performs a task. This includes playing mini-
games, battling, quests, or any number of other activities. Stamina also decreases naturally over
time, even if the Spark does not perform any actions. Once a Spark’s stamina goes to zero, they
enter into hibernation where they are no longer able to be used. They can still be traded, but are
no longer able to perform any activities which consume stamina. In order to wake a Spark from
hibernation, they must be fed an amount of Bytes equivalent to ten times the normal amount
necessary to replenish a full stamina bar. Therefore, it is best to regularly maintain Sparks and
prevent them from entering hibernation in the first place!
Spark Fusion

Example of spark fusion: Image + Image2 -> Image3

Two Sparks have the ability to fuse into a new Spark. During this process, the fusion contract
will take the genetic algorithm of both Sparks and create a new one in a randomized way. In the
process, there is the possibility of a glitch occurring. When glitches occur, the genetic sequence
of the fused Spark contains elements that are different from either of the parents. This is a rare
event that occurs in a pseudorandom way coded into the fusion contract.

Certain genetic attributes can never be obtained through normal loot boxes. Fusion is the only
way to obtain those traits. The base traits do affect the probability of obtaining specific glitched
traits. It will be up to the community to puzzle out the nature of glitches

Being the first to discover glitches can be potentially rewarding. Sparks that are among the first
to receive a particular glitch receive a permanent, heritable tag. That tag will persist even if the
Spark is fused again and even if the following fusions result in the loss of the trait that the tag
was given for. In addition, some quests, special events, or hidden Easter Eggs may require the
use of a previously undiscovered trait. Being the first to acquire a new trait gives players that do
so a significant advantage in events that are frequently associated with core nodes.

The majority of mutable traits will not carry over following a fusion. Attributes provided by
charges will be lost and any equipment will be removed and returned to the player. Stat
enhancements through training may be carried over to the new Spark following fusion: for each
trainable attribute, the lower of the two parents’ enhancements will carry over to the new Spark.
The exception is if the new Spark has a lower maximum level in a particular attribute than the
lower of the two parents. In that scenario, the new Spark will be born with the maximum level
for that attribute.

Mini-games

Slide scrolling platformer game. Have images of “tacopoints” players can collect

Mini-games represent the primary method of income generation for players. Players without
Sparks may play and earn tacopoints but will generally be at a disadvantage to those who use
Sparks. Mini-games will span a variety of genres and will typically require a low time
commitment. They may be real time or turn based and may incorporate multiplayer elements.

Mini-games will provide players the option to use their Sparks as avatars. If a Spark is selected
to participate in a mini-game, some of their stamina will be consumed. The relevant stats and
abilities of the selected Spark will replace the default avatar which often offers a significant
advantage in the game. In addition, use of any consumables relevant to a mini-game requires a
player owned Spark as the avatar.
While playing mini-games, players will collect tacopoints in a number of ways. Some games will
allow points to be collected as the game is played. Other games reward points at the end based
on the player’s score. The rewards that games provide will be balanced in order to provide
players equal incentive to play all games.

Some games will have Easter Eggs incorporated into them which may require special avatar
abilities or significant player skill in order to discover. Easter Eggs will always require a player
to be playing with their own Spark as an avatar in order to discover.

All mini-games also have the potential to generate ETH rewards for players. This will generally
be a rare event and not every time a game is played will that possibility occur. ETH rewards do
not necessarily require a Spark as an avatar, however they will often be more challenging to
obtain and thus using a Spark will improve the chances of obtaining them.

Battles
Image of a battle grid with Sparks positioned on opposing sides. Show variation in the terrain

Battles are the primary mechanism by which players are able to compete against one another
with their Sparks. It also is one of the main mechanics by which players are able to earn access to
core nodes. Players will pit teams of Sparks against one another and battles are the the best way
for players to showcase their efforts and collection.

There are two types of battles: arena and tournament. Battling in the arena is the only way to
earn codexes. Codexes are necessary to enter into tournaments where core nodes and other high
value prizes are at stake. There are different types of codexes which are given to winners of
arena battles depending on the league they played in. Lower tier leagues limit the strength of the
Sparks and equipment that can be used in them but the codexes they award can only be used for
tournaments with less attractive prizes. This allows players at all levels to experience all aspects
of gameplay while simultaneously rewarding the most committed players.

Prior to the start of battles, players select a roster of Sparks and a set of consumables they want
to be made available during the game. Any items, including Sparks that are not already in the
player’s account inventory will need to be sent to the appropriate contract from their wallet for
use in the game.

Each player is given control of a command node on the map. Players start with a set amount of
processing power (PP) which they use to summon their Sparks onto the battlefield and use
consumables. They then deploy Sparks prior to the start of the battle up to the amount of PP they
have. More powerful Sparks and consumables will require more PP to deploy. Command nodes
provide a base amount of PP per turn.

Battles involve two turn based aspects: A tile based strategy element combined with direct turn
based combat. Once Sparks on both sides are deployed, each player will take turns moving
Sparks or using their abilities. Either of those will use energy. The turn order depends on the
stats of the Sparks.

Attacks happen in two ways: Ranged attacks generally occur on the broader grid. Sparks may use
energy on their turn to utilize a ranged attack if they are capable of making one. These directly
deal damage to opposing Sparks. Alternatively, when two opposing Sparks are on the same tile,
they enter into combat mode where they take turns using their abilities until one Spark loses or
flees. All melee attacks occur in this format.

Screenshot of “combat mode”

Sparks that lose a battle re-enter into the roster and may be summoned again for the appropriate
amount of PP. Special abilities or consumables may allow defeated Sparks to be re-summoned
under other conditions as well.

Terrain can significantly affect the outcome of certain battles. Some terrain will have modifiers
on ranged or melee attacks. Other terrain will be either advantageous or disadvantageous to a
Spark’s attributes. Some abilities or consumables may modify terrain.

One type of terrain that is particularly useful is the data hub. Data hubs represent tiles that, when
captured, provide additional PP to the player that controls it. They represent areas of strategic
value and high priority targets on the map. Data hubs require a Spark to capture and for a single
turn, that Spark is unable to use any other abilities while capturing.

The battle ends in two ways: If at any point, one player has no more Sparks on the battlefield,
they automatically lose, even if they have sufficient PP to summon one from the roster.
Additionally, if a player’s command node is captured, they lose. Command nodes are captured
similarly to data hubs but they take three turns to capture instead of one.

After a battle has ended, prizes are distributed to the players. Generally, only the winner will
obtain prizes though losers that have met certain criteria may be given awards as well in certain
circumstances. All Sparks that participated in the battle on the roster, even if they were never
summoned, will have a stamina reduction. Equipment will suffer a loss in durability only if they
were used. Consumables that were used during the battle are permanently lost. Regardless of
whether a Spark is on the winning or losing side, it will gain stat enhancements as long as the
maximum level has not been reached based on the actions that it took during the course of the
battle. Unsummoned Sparks will not gain any stats.

Data Center

Low priority image: Screenshot of a sample data center

The data center serves as a home base for players’ collections. Here, players may furnish a space
with items from their collection. It serves as a showcase for Sparks and equipment and allows for
a customizable space for players to design based on their preferences. Loot boxes will also drop
various “equipment” with no combat value, but are meant as aesthetic set pieces for these spaces.
When a player visits another player’s collection, their data center is the first thing that will be
seen.

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