WHITE PAPER METACLASH: THE METAVERSE BATTLE BEGINS
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
Table of Contents 01 Introduction 06 01.1 Game Overview 01.2 What Is MetaClash: D.A.D. 01.3 Vision 01.4 MetaClash: D.A.D. Roadmap 01.5 MetaClash: D.A.D. Main Audience 02 Gameplay 11 02.1 Introduction 02.2 Vehicle Parts 02.1.a Plasma Energy Core 02.1.b Chassis 02.1.c Weapons 02.1.d Mobility 02.1.e Armor 02.1.f Support Arm 02.3 Part Rarity 02.4 Reinforce 02.5 Fusion 02.6 Growth-Types 02.7 Factions 02.8 DAO 02.9 Buffs 02.10 Style 02.11 Classification 2
Digitial Avatars of Destruction 02.12 Statistics 02.13 Abilities 02.14 Combat 02.15 Player vs. Environment (PvE) 02.16 Player vs. Player (PvP) 02.17 Land 02.18 Energy 03 Sound Effects 27 and Music 03.1 Introduction To MetaClash’s Sound Design 03.2 Audio Feedback 03.3 Sample Randomisation 03.4 Music 03.5 Sound Effects 04 Avatars 30 04.1 Avatars In Combat 05 Economics 32 05.1 Game Economy Goal 05.2 Reward Mechanics 05.3 Consumption Mechanics 05.4 Land Mechanics 05.5 Arena Mechanics 05.6 Overarching Mechanics 3
Digitial Avatars of Destruction 06 Tokenomics 37 06.1 MetaClash: D.A.D. Economy Assets 06.2 Token Supply 06.3 $PCORE & $ION Utilities 06.3.a $PCORE Tokens 06.3.b $ION TOkens 07 MetaClash: D.A.D. NFTs 40 07.1 Land NFTs 07.2 D.A.D. Battle Vehicle NFTs 07.3 In-Game Items & Resources 07.4 MetaClash: D.A.D. NFT Marketplace 08 Governance 41 08.1 Goal & Structure 08.2 Factions As DAOs 09 Market Research 52 09.1 NFT Market 09.2 Gaming Market 10 Metaverse 57 10.1 The MetaClash World 10.2 Avatars In The Metaverse 4
Digitial Avatars of Destruction 11 Tools 59 11.1 Platform 11.2 Stardust 11.3 Solana // Immutable X 11.4 Unreal Engine 12 Conclusion 61 13 Disclaimer 62 5
GAME OVERVIEW MetaClash: Digital Avatars of Destruction (MetaClash: D.A.D.) is a competitive Player vs. Environment (PvE), Player vs. Player (PvP), and Player vs. Player Wager (PvPW) game with a Play-And-Earn (PnE) model. The appeal of MetaClash: D.A.D. is the ability for its players to design their Digital Avatars of Destruction (D.A.D.), an ERC-721 aka Non-Fungible-Token (NFT), whichever way they desire, with the vehicle parts they attain within the game. Each vehicle will have different functions, powers, speeds, and characteristics, making MetaClash: D.A.D. a constantly evolving game. Players can be competitors or landowners within MetaClash, allowing them to participate in or organize tournaments, granting the victors and owners revenue from those tournaments.
Digitial Avatars 01 INTRODUCTION of Destruction 01.2 What is MetaClash: Digital Avatars of Destruction? A blockchain game built on Unreal Engine to create a hyper-realistic science fantasy metaverse. MetaClash: D.A.D. has developed an innovative new approach to Non-Fungible Token (NFT) based games. To create a secure ecosystem of decentralized autonomous organizations (DAOs) and tokens, MetaClash: D.A.D. uses blockchain technology to provide a seamless play-and-earn gaming experience for players. A complex network of DAOs, also known as Factions in-game, operated by Stakers of $PCORE The Factions are (1) TELUM is the only surviving multinational corporation from the old years, the supreme political and military power of the New World Order. (2) MACHINA, the most significant threat to the absolute power of TELUM. (3) INVICTUS, an unknown group of mysterious seven horsemen of the apocalypse, their resources and technology come from an unknown origin that has created a force as powerful as TELUM and MACHINA. 7
Digitial Avatars 01 INTRODUCTION of Destruction 01.3 Vision MetaClash: D.A.D. shall construct a digital world for the community, by the community. An entire ecosystem of play-and-earn games, realistic virtual event grounds, and ever-evolving entertainment. Fully-decentralized DAOs will govern the ecosystem, which rewards users based on their skills, effort, and contributions. Collaborating with our members to build stages for concerts, art galleries for exhibitions, billboards for advertising, and games that will be the future battlegrounds of the metaverse. Metaclash: D.A.D. provides a space for avatars to hang out and enjoy the pleasures of camaraderie in tactical assaults on other users of the metaverse.
Digitial Avatars 01 INTRODUCTION of Destruction 01.4 MetaClash: D.A.D. Roadmap Phase 1 • Whitepaper & Roadmap Reveal • Website Launch Phase 2 • Website Update • Launch Public Sale Genesis D.A.D. NFT - 7777 NFTs • Public Token Sale via Launchpad Phase 3 • The Garage & Utility Reveal • Exclusive Clubhouse for Genesis NFT Holders • NFT Utility Reveal Phase 4 • Introduction to the Manufacturing of Next-Generation D.A.D. • Arena Lots, Land & Pet Reveal • Mini-Games • Bi-weekly mini-game events where community members can win prizes Phase 5 • Website Update for Game Reveal • Additional Mini Games • Game Alpha Access for Community Feedback • MetaClash: D.A.D. Alpha • $PCORE Staking for DAO Governance Rights Phase 6 • MetaClash: D.A.D. Game Release • Next-Generation D.A.D. Release • MetaClash: D.A.D. Marketplace • Burn Serum to Load Avatars into MetaClash: D.A.D. 9
Digitial Avatars 01 INTRODUCTION of Destruction 01.5 MetaClash: D.A.D. Main Audience Play-and-earn games usually target an older audience, mainly investors or entrepreneurs with some knowledge of NFTs and Cryptocurrencies, to be able to use the ecosystem’s tools as best as possible. However, the general gameplay may target a younger audience as entertainment since it will not contain blood or explicit actions that violate the parental advisory rating system. 10
Digitial Avatars 02 GAMEPLAY of Destruction 02 Gameplay MetaClash: D.A.D. focuses on quality graphics, player creativity, and detailed soundscaping. We have developed an intriguing storyline with realistic game mechanics to create an authentic and immersive game, enhancing player experience throughout the MetaClash world. INTRODUCTION To play MetaClash: D.A.D., users must create an account with a compatible cryptocurrency wallet, allowing them to access the metaverse. Players will then be asked to complete/skip the tutorial. Upon completion, users can now load their existing D.A.D.s into MetaClash: D.A.D. or manufacture a D.A.D. and pick a Faction to partake in the Digital Avatars of Destruction game, available in the MetaClash world. Players are given a set amount of energy for each D.A.D. they own to engage in combat. There will be several forms of combat players can engage in, such as PvE, PvP, PvPW, and Faction Wars; these are the initial maps, stages, and arenas developed by the team. 11
Digitial Avatars 02 GAMEPLAY of Destruction 02.2 Vehicle Parts All D.A.D.s are made of at least four parts, only obtainable via loot boxes or a secondary market. Each part gives the unit different statistics (stats) depending on the rarity of the part which will be randomly generated. The list of vehicle parts are as follows: Plasma Energy Core The plasma energy core supplying power to a D.A.D., the most important part of a D.A.D., is extremely limited due to the resources required to create an unlimited energy source. Thus energy cores will be released seasonally. The larger the amount of energy the energy core provides, the heavier the core will be. This ratio changes with the rarity of the energy core. When the total energy requirement of the vehicle parts required is greater than what the energy core can supply, the vehicle parts will not function. The amount of energy produced by the power core is related to the speed and acceleration of your vehicle. Acceleration is how fast you can get up to Max Speed from 0. Heavier vehicles will take a longer time to get to Max Speed, while lighter ones with more power will be able to accelerate faster. Acceleration = ((Energy provided by Power Core - Energy consumed by Non-Mobility Parts)/ Total Weight of D.A.D.) + (Added Special Effects from all parts.) 12
Digitial Avatars of Destruction 02 GAMEPLAY 02.2 Vehicle Parts Chassis The Chassis is the main structure of a D.A.D., this will provide the bulk of hitpoints (HP) every D.A.D. has. Aside from additional armor, the chassis is the only other part which adds to the survivability of a D.A.D. when taking damage. There currently are three types of chassis. Each of which has its pros and cons in different stats. For example, a tank’s chassis would have higher base armor than any other chassis, and it would also have a lower base speed. The weight of the chassis also correlates to the amount of base armor/hp the vehicle has. All of which would affect a D.A.D.’s role in combat. 13
Digitial Avatars 02 GAMEPLAY of Destruction 02.2 Vehicle Parts Weapons Weapons will be the primary method of inflicting damage. There are three types of weapons: Melee Weapons: These weapons will be located at the front of the vehicle and will damage another vehicle when colliding with another vehicle. According to the vehicle's Faction, the design of the melee weapons range from energy blades to flamethrowers. Melee weapons have the shortest cooldown/reload time of all weapons and consume the least energy. Melee weapons also weigh less, allowing your vehicle to move faster. Ranged Weapons: These weapons will be the main source of damage for most vehicles. While all vehicles will be able to carry ranged weapons, some will benefit more from having contact weapons due to the statistics they offer. Range weapons consume more energy and have a slightly longer cooldown/reload time. In addition, they weigh more than melee weapons. A reduced or increased % applied to the damage formula depending on the distance; this applies to short or mid-ranged weapons such as submachine guns or shotguns. Long-ranged weapons will also have minimum and maximum damage, but the distance formula will not affect them. Ranged weapons will not be able to explode the wheels of the enemies, inducing movement debuffs, only trap weapons will have status effects. 14
Digitial Avatars 02 GAMEPLAY of Destruction 02.2 Vehicle Parts Trap Weapons: Damage trap (landmine), Stun Trap (emp), Slow trap (gravity/tire spike/magnet ), Hologram. These weapons, when put into good use, can change the tide of the game. Traps play a big part in the game, but their cooldown/reload timer is significantly longer. Depending on the rarity/type of trap you have, a default limit on how many traps you can deploy during a battle round unless the arena owner changes. Mobility Multiple forms of movement. Wheels, Spiked Wheels (like the chariots gladiators used), Tank Threads, Spider Legs, Hovers. Each requires a different amount of energy, resulting in different max speeds and maneuverability. Each has a spe- cialty. For example, spider legs would be able to leap over obstacles. Each of the different mobility parts also has a different sound, which will affect their stealth ability. Max Speed = (Mobility Part Speed + Plasma Energy Core Speed)/2 Armour Armor adds on defense and additional HP to the already existing armor base given by the chassis. Stronger Armor = More Weight = Less Mobility. The ratio of weight to mobility gets better with rarity. Armors may also have dispersive behavior against ranged weapons. When struck, certain armors may disperse a fraction of the damage to their surroundings. 15
Digitial Avatars 02 GAMEPLAY of Destruction 02.2 Vehicle Parts Support Arm Support Arms can assist you in numerous ways, depending on the type of support it provides. These are drone-like robots, similar to pets, which can help you scout, attack, or even repair your vehicle. 02.3 Part Rarity Parts rarity is a standard in all games, rarity in MetaClash: D.A.D. not only increases the overall power of a D,A,D,, it increases the value when listed on NFT marketplaces. There are currently 5 types of rarities in MetaClash: D.A.D. - Common: The most basic and easily obtainable. It can be used as a "base" to classify both statistics (for example, rare parts could be twice as strong as normal) and percentages of appearance in boxes (for example, normal parts can have 70% appear and 30% remaining is used for the other rarities). Rare: They are a little more advanced, their statistics will be higher, and the chance of appearing lower. Despite this, they should not be classified as high-value items but relatively normal. Epic: These pieces will have a much higher value in the market due to their statistics and low chance of being obtained. Legendary: The most complex and strongest pieces to get in the game. Having one of these parts would make the vehicle much stronger and dramatically increase its value. Mythic: Not much is known about these weapons, they are one in a million. 16
Digitial Avatars 02 GAMEPLAY of Destruction 02.4 Reinforce Part rarity is dependent on the randomised stats provided by the part, but can be upgraded with the right materials. Reinforcing a part will increase the stats provided but it will not raise the rarity of the part, and parts stand an increasing chance of being destroyed when upgrading past a certain point. 02.5 Fusion Raising a part’s rarity will require fusing of two similar parts after they’ve been reinforced past a certain point, the fused parts will share the median of stats from both parts that were selected for fusion. Fusion at higher rarity tiers have a lower chance of success, but there will be materials which can increase that percentage. These materials can be obtained from loot boxes or the in-game marketplace. 02.6 Growth-Types Mythical weapons which start as Commons leveling up with the player and becoming stronger as it grows. This will improve token flow as well, as players would trade items and materials required to upgrade their Mythical weapons. Each part has specific characteristics and statistics, which will combine during the creation of a D.A.D., as the class of the vehicle is dependent on it’s stats distribution. Taking into account the stats boost when picking a class from the chosen Faction. 17
Digitial Avatars 02 GAMEPLAY of Destruction 02.7 Factions Factions are separate DAOs within MetaClash: D.A.D., players stake $PCORE to gain voting rights in their Faction. There are starting 3 Factions- Telum, Machina, and Invictus: TELUM MACHINA INVICTUS 18
Digitial Avatars 02 GAMEPLAY of Destruction 02.8 DAO Stakers have full control over the direction each Faction will develop in. From choosing which D.A.D.s represent them in Faction Wars to how the city should be developed, players get to decide the future of their gameplay. 02.9 Buffs Classification of D.A.D.s will help players adjust their teams to win bouts. Each Faction will have buffs associated with different classes.. For example, Telum members have a choice between additional range, or higher critical rate. Allowing members to easily be classified as snipers or close range fighters, outclassing the other Factions in damage-per-second (DPS) capabilities. Whereas Machina would have a defence buff, allowing for stronger “Tank” classed D.A.D.s to emerge from that Faction. 02.10 Style Faction styles are a purely aesthetic element. Each Faction will have all the classes implemented in the game, with its aesthetics style categorized as follows: (Telum - Futuristic-Cyberpunk, Machina - Steampunk, and Invictus - Post-Apocalyptic). 19
Digitial Avatars 02 GAMEPLAY of Destruction 02.11 Classification The class of the vehicles will be the way that the players identify themselves in the matches. Each class will have a different combat role, their differences in stats are noticeable. The classes implemented are the following: Tank: This class focuses will be mainly on defensive and will always be ahead in the combat to receive attacks from the enemies. His health and defense stats will be high. Assassin: This class will be in charge of quickly eliminating enemies and placing the right traps behind enemy lines. His attack and speed will be high, but his life and defense will be minimal. His role is to get in and out fast, somehow staying alive in the chaos using his speed and drifting skills to dodge attacks. Assassins usually opt to wield high damage lightweight close-range weapons. Fighter: This class will be balanced since it will not excel in any statistics. Fighters can use both contact weapons and ranged weapons as needed effectively. Sniper: This class will be in charge of eliminating enemies from a distance. It will deal a very high amount of damage, but all its other stats are low. Support: Used mainly to assist the team. Thanks to skills, you can increase both the defenses, attack, and life of the allies. Turret: This class will have very high damage, armour, and attack speed, but short-range, and its mobility will be very low compared to the other classes. 20
Digitial Avatars 02 GAMEPLAY of Destruction 02.12 Statistics Health Points Power Speed Skid Defense Stats Distribution Graph Statistics will be the primary method of differentiating the classes and overall power of each vehicle. There will be a total of 5 statistics in the game (the amount can vary as desired): HEALTH POINTS: Define the amount of damage the vehicle can receive before being destroyed. SPEED: Corresponds to the maximum speed that the vehicle can have. Max Speed is dictated by (Wheel Speed + Power Core Speed) /2. Speed has sub-stats which include Turn Rate or Acceleration. 21
Digitial Avatars 02 GAMEPLAY of Destruction 02.12 Statistics 1000 750 500 250 0 3% 5% 8% 10% 13% Armor to Damage Reduction Graph DEFENSE/DISPERSION: Defines the damage reduction of each hit ((Force of D,A,D, + Force of Weapon) - Defense of the D.A.D.). Damage reduction percentage will be calculated in an inclined curve, at higher levels of damage reduction the amount of armour required increases significantly. FORCE/POWER: Defines the damage that the vehicle can inflict, this damage will be added to the weapon's damage. Melee Weapons have an additional FORCE factor, which calculates the impact of collision. SKID/FRICTION: This statistic will define the ability for a D.A.D. to skid or drift, allowing for a faster and stealthier approach. Providing players with the ability to change directions without having to slow down, and the ability to “kite” their enemies. This stat depends on the ratio of weight to power provided by the unit’s Plasma Energy Core, for example, a "Turret" class D.A.D. would have 0 skid ability due to the weight and mobility of the unit. 22
Digitial Avatars 02 GAMEPLAY of Destruction 02.1.3 Abilities Each vehicle will have unique abilities depending on the parts it carries and the class it is defined as. Skills will be implemented in the following ways: When manufacturing a D.A.D., an ability is selected from a pool of abilities depending on its class. At the beginning of a match, an additional skill can be chosen by the players preferably assisting in their role within the team. Each class will have a pool of abilities, and the player will be able to choose which one to use in combat. Each skill would have a particular cooldown time depending on its power and usefulness in combat. 23
Digitial Avatars 02 GAMEPLAY of Destruction 02.14-17 Combats The combat within MetaClash: D.A.D. must be strategic at all times. The players will have specific functions that they must respect if they want to win, developing new and evolving strategies will arise, or it could quickly become repetitive. Despite the strategy, it will be sought that the combats contain constant action either by the enemies, or randomised "events" happening all over the map (traps, nukes, sandstorms, etc.) There will be three types of combats: Player vs. Environment (PvE) A player/team goes on a mission to battle against AI mobs and bosses in accordance to the storyline, though each round will be set differently due to the randomising factor of each new round. There will be a communal death count, limited to 3. If a player’s D.A.D. is destroyed they add to the team’s death count, after 3 deaths the mission will fail and all players lose. Consumes daily energy to participate in PvE. Player vs. Player (PvP) These are battles against other players, the winner will be based on a best of three rounds, or more, set by the arena. Players battle until their base is captured or all players are considered dead. Players get to bring up a set number of D.A.D.s each, a player is considered dead when his avatar is killed. When a D.A.D. is destroyed the avatar will eject to a secure location of the player’s selection, and is invulnerable for a period of time. The players will have to set a location for their next D.A.D. to be deployed, while waiting for the D.A.D. to be dropped players have to avoid anything that does damage. Once their D.A.D. has been deployed, users must now get within distance to enter their vehicle. 24
Digitial Avatars of Destruction 02 GAMEPLAY 02.14-17 Combats PvP series are divided into three types: 1 vs. 1: They will be simple matches where the winner takes the prize and match ranking points from the loser. Consumes daily energy. 5 vs. 5: These team battles will have higher rewards divided among the winners according to their contribution to the series. The arena is larger than the one used in the 1 vs. 1. Consumes daily energy. 5 vs. 5 Wagered: Teams will deposit a set amount of $PCORE into a smart contract which will distribute the pot to the winning team. 02.18 Land Land is required to construct more activities, these activities could be games, art galleries, and more. The development of the land will be done, to the specifications of the landlord. There may be developments that require larger land; owners may choose to acquire more land around their existing plot to construct their desired structure. 02.19 Energy Each D.A.D. in a player’s account provides a set amount of energy to the player, this energy is used to play maps that consume energy. This energy is known as daily energy; it recharges daily, limiting players’ gaming hours in ratio to the number of D.A.D.s they own. 25
Digitial Avatars 03 SOUND EFFECTS AND MUSIC of Destruction 03 Sound Effects and Music 03.1 INTRODUCTION TO METACLASH’S SOUND DESIGN Sound design plays an important role in games; the slightest change in intensity of music can instantly indicate to the player that a boss fight has begun. In MetaClash: D.A.D., we need our users to be fully immersed in the metaverse, emphasizing the audio quality in-game on top of the high-quality graphics from Unreal Engine. Our players will experience a hyper-realistic world through both their visual and aural senses. MetaClash: D.A.D.'s soundscape accurately portrays the balance between serenity and chaos in a post-apocalyptic world riddled with war. 03.2 AUDIO FEEDBACK In all games, audio feedback is one of the most important features, especially for shooter games, allowing games to communicate with their players through audio. An example of audio feedback would be footsteps in PlayerUnknown’s Battlegrounds (PUBG), allowing players to perceive where the enemies depend on loudness and direction. MetaClash: D.A.D., an arena-type shooter similar to PUBG, will implement quality audio feedback. From weapons loading and firing to avatars running and dying. We want our players to feel the satisfaction of being able to hear the avatars they've just gunned down or that cannon shell they just avoided by an inch. 26
Digitial Avatars 03 SOUND EFFECTS AND MUSIC of Destruction 03 Sound Effects and Music 03.3 SAMPLE RANDOMISATION Samples are audio clips used for actions, such as opening a door, shooting a gun, or plasma hitting a wall. Each scene has multiple layers of audio, and they also have different variations of sound for the same action. These samples are randomized and limited to give players a realistic aural experience and to be perceived as monotonous or repetitive. An excellent example of such a feat comes from fighting mobs in Diablo, where a single slash hits hundreds of skeletons. There can't be a single sample played a hundred times within half a second that would ruin the game with a mass of noise every time the character attacks or receives attacks. To solve this issue, they've created various samples for the same slash and have limited the amount of those samples that can be played at any moment in-game. MetaClash: D.A.D. intends to follow in their footsteps with the usage of our samples as a mass-multiplayer game, where multiple shots may land simultaneously. We must implement such methods for players to have the best experience during mass combat scenes 03.4 MUSIC Briefly mentioned in the introduction, music can change the atmosphere instantly, bringing life to each scene within the game. MetaClash: D.A.D.'s music of choice would consist heavily of metallic classical thriller and industrial synth scores. For example, the Mad Max film scores a heavy adrenaline-pumping element to specific scenes. Additionally, there are scores with dramatic, slightly industrial orchestra pieces, perfectly depicting a post-apocalyptic world through music. 27
Digitial Avatars 03 SOUND EFFECTS AND MUSIC of Destruction 03 Sound Effects and Music 03.5 SOUND EFFECTS Sound effects add another layer to a gamer's experience, much like surround sound in a movie theatre. MetaClash: D.A.D. will provide players with the option to enhance their gameplay by adjusting specific settings, such as turning on the doppler effect. The doppler effect will allow players to hear enemies within the game as they get closer or further, through pitch-changing and delays on top of the traditional increase or decrease in volume. An example of the Doppler effect can be experienced with the passing of a train or race car. Another way to implement such sound effects would be to dampen high frequencies from sounds produced behind the player. Unlike the Doppler effect, this effect cannot be turned off as it allows players to deduce the direction of where the sound comes from and will affect gameplay if turned off. Imagine not being able to perceive that the enemy has snuck up behind you and is ready to attack your vital points. However, MetaClash: D.A.D. also has visual indications for when players receive damage, letting players know which direction the attack came from—allowing for aurally impaired community members to experience MetaClash: D.A.D. as best as we can design it. 28
AVATARS Avatars are a part of the MetaClash ecosystem. These may be MetaClash: D.A.D. avatars or avatars from other projects such as BAYC, Cyberkongz, etc. loaded into MetaClash. For example, using a special serum (serum NFT to be burnt ), a unique in-game avatar will be produced and tagged to the NFT that is modeled after. If the NFT is sold, that unique in-game avatar will follow the NFT to the new buyer.
Digitial Avatars 04 AVATARS of Destruction 04 Avatars AVATARS IN COMBAT At the start of the combat, players will spawn as Avatars in a safe zone, summon their D.A.D.s, and mount them before starting actual combat. In combat, avatars come into play, when your vehicle is destroyed, your avatar hops out. It is immune for a few seconds while it runs from the enemy. Players will then start calling down another D.A.D. to ride by setting a flare to summon the next vehicle. This D.A.D. will take some time to land at that specific spot selected by the player while in avatar mode. The flare can only be set off when the player is in avatar mode. The player is only considered dead if his avatar gets killed before getting into a new vehicle. When they enter the new D.A.D., they will have a fresh set of everything, but they have to reach the new D.A.D. for that to happen. In addition, they have to be careful to remember where they set the new D.A.D.'s drop location. The D.A.D. will drop from the sky and inflict slight damage to anything it lands upon. Players without avatars will be assigned a MetaClash: D.A.D. avatar. 30
Digitial Avatars of Destruction 05 Economics GAME ECONOMICS GOAL MetaClash: D.A.D.’s in-game economy will balance the supply and demand of rewards within the game, covering player rewards, player spending, energy planning, and overall economics of the game to ensure our players have the best gaming experience available.
Digitial Avatars 05 ECONOMICS of Destruction 05.2 Reward Mechanics There are several types of rewards within the game- $ION, $PCORE, loot, and MMR. Most in-game rewards will be $ION; these rewards are given out to players of PvE & PVP. There will be a set amount of $ION per match as players engage in PvE & PvP combat. The chance of loot being awarded to a player is by their contribution to the match. Players who contribute more to a match have a higher chance of receiving loot. MMR can only be earned/lost through PvP matches, and all PvP rounds will match players against other players with similar match rankings. A set amount of MMR will be released to the winner/s, deducted from the opposing team. $PCORE can only be earned through PvP wagered matches, and there is no other way to earn $PCORE through the game. Before entering the lobby, players are notified about the amount of MMR and $PCORE required to be deposited to play a series of matches. The lobby is considered armed and ready to start when allplayers have deposited their $PCORE into the contract. The winners will receive all $PCORE from the pot, split evenly amongst their team. For example: LOBBY 1. 8/10 Players, Wager: 200 coins, MMR range: 1000-1500. ---------------------------------------------------------------------- LOBBY 2. 2/10 Players, Wager: 400 coins, MMR range: 200-500. ---------------------------------------------------------------------- LOBBY 3. 8/10 Players, Wager: 100 coins, MMR range: 3000-3500. The arena owners set the MMR range and the wager limit to give them the freedom of either wanting to host high level or high paying matches or low ranking and easy paying matches. These wagered matches do not consume daily energy and can be played as long as one has sufficient $PCORE. 32
Digitial Avatars 05 ECONOMICS of Destruction 05.3 Consumption Mechanics ENERGY Each game consumes daily energy at a different rate. A single D.A.D. adds daily energy to a player’s max energy, only recharging once a day. Games with a longer expected playtime would consume more energy and award more $ION upon completion. LOOT Upgrading parts requires specific materials obtained via loot from stages and loot boxes or on the marketplace. ION In-game $ION is used for loot boxes, reinforce parts, fusion, and minting of D.A.D.s. All $ION used in-game is burnt, creating a constant demand for more $ION while limiting the amount of $ION that can be minted weekly through daily energy limitations. PCORE $PCORE is used in-game to buy plasma energy cores, land-related assets, minting of D.A.D.s, PvP wagers, and staking of DAOs. Depending on the use, $PCORE in-game either goes back into the MetaClash: D.A.D. ecosystem and DAO treasuries or back to the players via PvP wagers and staking. 33
Digitial Avatars 05 ECONOMICS of Destruction 05.5 Arena Mechanics Besides providing players a location for PvP and PvPW matches, arenas give players the chance to earn more tokens. Players can acquire a fraction of an arena, known as a "Lot." Similar to a stadium's seating arrangement, there will be several tiers of Lots, giving Lot stakers a different % of the arena's profits depending on their tier.
Digitial Avatars 05 ECONOMICS of Destruction 05.4 Land Mechanics After members have purchased land, they become landlords in-game. There is a limited supply of land, and landowners can earn based on what they do with the land. Landowners have the right to mine their land for materials by staking the land NFT and $PCORE. As mentioned in the gameplay section, owners use $PCORE to construct features on their land for others to utilize, such as building their own arena, a race track, or a stadium for events, and earning income through its features. Landlords can also rent out land for events like concerts, pop up art galleries, and more. The income earned also depends on the popularity of their land and what they have constructed on said land. For example, with the coins earned, they can buy more upgrades for their arena to make it more fun for other players, increasing their chances of getting picked to host a series. Landlords can get revenue from advertising placed on their land. Each plot of land will have limited advertising space in accordance with its size, so there will not be a land of ads.
Digitial Avatars 05 ECONOMICS of Destruction 05.6 Overaching Mechanic Below are the Overarching Mechanics that will influence the economics of the game. 1. Vehicle Development is the player's primary focus as it contributes the most to the game's enjoyment. 2. The Land is for players that want a high return of investment in this game. They will be the big spenders or long-time players of the game. 3. Faction Governance will only be done by a few people in the game. These players are usually heavily invested in the game. Land Vehicle Ownership Development Faction Governance 36
Digitial Avatars of Destruction 06 TOKENOMICS 06 Tokenomics 06.1 MetaClash: D.A.D. ECONOMY ASSETS MetaClash: D.A.D.'s economy is built on three unique assets, which are represented either on-chain or in-game in their own form. • Monetary assets represented by $PCORE and $ION • Land NFTs, D.A.D. NFTs • In-game items & resources (weapons, vehicle parts, materials, serums, buffs) 06.2 TOKEN SUPPLY The total supply of $PCORE tokens is 100,000,000,000 and will be distributed as follows: Advisor Seed Sale 3.0% 3.0% Private Sale Team* 13.0% 13.0% Public Sale 2.5% NFT Sale 2.7% Listing and Liquidity Ecosystem Fund 3.0% 24.8% Staking Rewards 35.0% 37
Digitial Avatars of Destruction 06 TOKENOMICS 06 Tokenomics ALLOCATION ALLOCATION TGE UNLOCK VESTING PERIOD Token Price (%) (DAD) (%) (QUARTER) Seed Sale 3.0% 3,000,000,000 $0.00020 5% 3 mth cliff, 20 mth linear Private Sale 13.0% 13,000,000,000 $0.00030 5% 3 mth cliff, 20 mth linear Public Sale 2.5% 2,500,000,000 $0.00035 20% 4 mths Linear NFT Sale 2.7% 2,700,000,000 $0.00035 10% 9 mth Linear Listing & Liquidity 3.0% 3,000,000,000 28% 36 mth linear Staking Rewards 35.0% 35,000,000,000 0% Rewards given from launch Combat Ecosystem Fund Arena 24.8% 24,800,000,000 0% Unlock as needed Team* 13.0% 13,000,000,000 0% 12 mth cliff, 24 mth linear Advisor 3.0% 3,000,000,000 0% 12 mth cliff, 24 mth linear * 100% locked into DAO Staking at TGE 06.3 $PCORE & $ION UTILITIES MetaClash: D.A.D. will deploy a dual currency system, with each of the tokens carrying its own set of unique utilities and combination utilities. $PCORE will be the hard currency while $ION will be the soft currency. $PCORE UTILITIES MetaClash: D.A.D.'s tokenomics is geared towards community ownership and ecosystem sustainability. $PCORE is used to purchase NFT assets such as land and plasma energy cores, staking, upgrading certain in-game assets, and voting rights within the different DAOs. 38
Digitial Avatars of Destruction 06 TOKENOMICS 06 Tokenomics $ION TOKENS $ION is the in-game reward token for MetaClash: D.A.D., carrying purchase and payment qualities. Although without a total supply cap, to curb hyperinflation, deflationary mechanisms are set in place to maintain a balance of the supply and demand of $ION. $ION enables players to craft vehicle parts, mint D.A.D.s, upgrade in-game assets, purchase loot boxes, and more. $PCORE & $ION FLOWCHART $PCore collected $PCore collected $PCore collected $PCore collected $ION earned by through NFT through in-game through Land through player as in-game minting sales sales transaction fees rewards $PCore distribution Add to $ION collected $ION collected $ION collected percentage $PCore /$ION through minting from in-game from loot box sale liquidity pool sales DAO Treasury MetaClash $ION Distribution Ecosystem Fund percentage $PCore distribution $ION is Burned DAO Treasury decision $PCore Burned Staking DAO Faction DAO Faction DAO Other DAO Rewards Distribution Distribution Proposals 39
Digitial Avatars of Destruction 07 METACLASH NFTs 07 MetaClash: D.A.D. NFTs 07.1 LAND NFTs Land NFTs are amongst the most valuable NFTs within MetaClash: D.A.D. The Land NFTs is another revenue-generating asset, income earned from hosting events is given to the bearers. 07.2 D.A.D. BATTLE VEHICLE NFTs These D.A.D. NFTs will act as the access key to the game and the Play-and-earn model. The first release of D.A.D. NFTs are considered the Genesis set and carry their own set of Genesis utilities, such as Garage clubhouse access. Minting of future generations of D.A.D. NFTs will be purely based on an algorithm that factors in-game user-base growth and adoption, maintains reasonable supply for new entry users, and optimizes price appreciation. New generations of D.A.D. NFTs will not carry certain Genesis utilities, but they can be used in MetaClash: D.A.D.. 40
Digitial Avatars of Destruction 07 METACLASH NFTs 07 MetaClash: D.A.D. NFTs 07.3 IN-GAME ITEMS & RESOURCES MetaClash: D.A.D. in-game items and resources form the range of vehicle parts, constructible materials, and upgradable weapons, assist drones, all of which are resources that can be acquired via completing game quests, PVP, or PVE duels, or purchased within MetaClash: D.A.D. Marketplace. 07.4 METACLASH: D.A.D. NFT MARKETPLACE MetaClash: D.A.D. Marketplace is the epicenter that connects all players to buy, sell and upgrade most asset types, and take uniquely rare in-game bounties to forge (minting) new battle vehicles, which could be a challenging yet rewarding task. Amongst all these, the highlight of the marketplace is its loot box store, where players can purchase and win valuable items and utilize any way they deem fit or even sell them for profit. Players are also able to list their assets or bid for desired assets. Revenue generated from the MetaClash: D.A.D. NFT marketplace will be allocated between MetaClash: D.A.D. Ecosystem Fund and MetaClash: D.A.D. DAO. 41
Digitial Avatars 08 GOVERNANCE of Destruction 08 Governance GOAL & STRUCTURE The long-term vision of MetaClash: D.A.D. is an autonomous, player-owned game, fully controlled and funded by decentralized governance. Therefore, its economy is designed with a hierarchy of DAO from the early stages, fueled by $PCORE and D.A.D. NFTs. The MetaClash: D.A.D. DAO Treasury will be established upon the game completion milestone and begin to receive revenue, which DAO stakers will manage once it is sufficiently decentralized. 42
Digitial Avatars 08 GOVERNANCE of Destruction 08 Governance 08.2 FACTIONS AS DECENTRALIZED AUTONOMOUS ORGANIZATION Factions as DAOs, top stakers of a DAO will govern the Faction as a cabinet. The cabinet will decide by vote, and they will decide how to allocate the Faction's funds. These funds will be used to upgrade Faction bases, Faction-owned arenas, Faction stats buffs, etc. • Monetary Policy • Faction Development Upgrade Decision • Governace Framework • Faction Military Decision • Community Treasury • Faction Treasury Management MetaClash DAO Telum Faction Machina Faction Invictus Faction New Faction DAO DAO DAO DAO Faction Land Arena Faction Land Arena Faction Land Arena Higher % for top Members Owners Owners Members Owners Owners Members Owners Owners Performing members 43
Digitial Avatars 09 MARKET RESEARCH of Destruction MARKET RESEARCH This document is to display the Market Research relevant to the D.A.D. and MetaClash Project. It will highlight the Global Video Game Market, N.F.T. Game Market, Competitors, and Demographics. In this segment, we will prove that the D.A.D. The project will succeed in the current markets today. 44
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 Global Game Market In 2020 the US video game industry grew about 27% to almost $57 billion in revenue, surpassing movies and music combined, according to NPD Group. The gaming industry has seen very high growth in revenues over the last decade or so. For example, industry revenues increased from $8 billion in 2006 to $160 billion in 2020. And forecasts call for further growth to more than $200 billion by 2023. The gaming industry has multiple potential avenues for future growth and diversification. For example, esports revenues have grown to $300 million in the US alone, with total esports revenue expected to grow to $1 billion by 2022. Furthermore, the growing popularity of virtual reality in gaming opens up new revenue streams for player engagement in the future. In terms of reach, the gaming industry has already surpassed some of the top-earning entertainment industries. In 2020, there will be 2.69 billion gamers worldwide. The Asian market, in particular, is enormous. And forecasts predict that the number of gamers will constantly increase over the following years. 45
Digitial Avatars of Destruction 09 MARKET RESEARCH 09.1 Global Game Market 2020 GLOBAL GAMES MARKET Per Device & Segment With Year-on-Year Growth Rates MOBILE PC $77.2Bn $36.9Bn +13.3% YoY +14.8% YoY 23% TABLET GAMES 9% 2% BROWSER PC GAMES $13.7Bn 21% $3.0Bn +2.7% YoY +13.4% YoY 2020 TOTAL 48% $159.3Bn BOXED/ (SMART)PHONE GAMES +9.3% YoY DOWNLOADED PC GAMES 40% $63.6Bn $3.0Bn +15.8% YoY +6.7% YoY 28% 28% CONSOLE $45.2Bn +6.8% YoY $77.2Bn Mobile game revenues in 2020 will account for 48% of the global market Source: NewZoo | 2020 Global Games Market | April Update newzoo.com/globalgamesreport 46
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 Global Game Market 2020 GLOBAL GAMES MARKET Forecast per segment toward 2022 $196.0Bn $164.6Bn $178.2Bn $152.1Bn $138.7Bn 19% 21% 20% 22% 21% 1% 1% 3% 2% 2% 31% 32% 31% 31% 31% MOBILE MOBILE MOBILE MOBILE MOBILE $62.2Bn $68.5Bn $76.7Bn $85.4Bn $95.4Bn 8% 8% 9% 8% 9% 40% 41% 35% 36% 38% 2018 2019 2020 2021 2022 +9.0% TOTAL MARKET CAGR 2018-2022 Smartphone Tablet Console Browser PC Boxed/Downloaded PC Source: NewZoo | 2020 Global Games Market | April Update newzoo.com/globalgamesreport 47
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 Global Game Market THE WORLD’S TOP 10 GAMING MARKETS Estimated revenue of video games per country (in billion U.S. Dollars) 2021 2025 49.3 China 71.2 30.4 U.S 40.5 18.2 Japan 24.0 South Korea 6.2 8.7 UK 6.1 8.6 India 5.2 8.6 France 2.7 3.8 Russia 2.7 3.6 Germany 2.7 3.5 Mexico 2.3 3.4 As of June 2021 Source: Statista Digital Market Outlook 48
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 Global Game Market NFTs/COLLECTIBLES TOKENS MARKET CAPITALIZATION THETA CHZ ENJ MANA FLOW WAXP AXS NFTX AUDIO SAND $25B $43M $20B $15B $10B $5B $23M $0K As of June 2021 Source: Statista Digital Market Outlook 49
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 Global Game Market GLOBAL GAMES MARKET FORECAST Forecast Toward 2023 $204.6Bn $177.8Bn $175.8Bn April 2020 Forecast $144.4Bn $200.8Bn April 2020 Forecast $174.2Bn 2019 2020 2021 2023 +7.2% Total Market CAGR 2019-2023 Source: NewZoo | 2020 Global Games Market | April Update newzoo.com/globalgamesreport 50
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 Global Game Market 1 GLOBAL GAMERS SNAPSHOT 2.7 BILLION 26% 1.4 BILLION Number of Global Gamers Gamer’s share of the Gamers from the Asia Pacific World Population Region, the most in the world 386 MILLION 377 MILLION 377 MILLION Gamers from Europe Gamers from the Middle East Gamers from Africa 2 TOP GLOBAL ACTIVE GAMERS BY GENERATION 56% 51% 51% Millennials Gen X Gen Alpha + Z (ages 19-22) 3 GLOBAL GAMERS’ PLATFORMS OF CHOICE 69% 41% 25% 21% 12% 6% Smartphone Desktop Game Tablets Handheld Media Streaming Devices PC/Laptop Consoles Gaming Devices Devices 51
09.1 NFT Game Market The global gaming market will value around $200 billion by 2023. Meanwhile, the overall capitalization of the NFT market reached to value of over $22 billion in 2021. By the end of 2021, there will be approximately 2.9 billion gamers worldwide. Blockchain technology, via NFT’s, gives property rights to gamers. For the first time, gamers can now take ownership of the digital assets they acquire in games.
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 NFT Game Market TOP NFT PROJECTS IN GAMES AND METAVERSES Others 10.6M Others 10.7M 24.3M 22M 76.7M 106.5M 62.2M 23M 20.1M 10.3M 34,604 35,155 125,044 Decentraland Gods Unchained 569,561 14,811 86,503 91,947 328,377 The Sandbox Axie Infinity 5,483 2,878 8,914 9,479 Cryptovexels F1 Delta Time Active Wallet Number of Sales 53
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 NFT Game Market MULTIPLAYER VEHICULAR FIGHTING GENRE The Vehicular Fighting Game Genre is widely popular, with millions of downloads every year and thousands of concurrent active players every hour. This genre mainly appeals to 21-40-year-old adult males, which is perfect for the NFT market. This fast-paced multiplayer strategic action combat game makes it exciting for the NFT game market as many of the current games are simple clicking-type games. GAME COMPARISON Top Multiplayer Action Mech Based Games 1 2 3 4 Multiplayer Mech Based Game MechWarrior 5 MechWarrior War Robots RobotCraft Online Total Owners 100k-200k 1Mil-2Mil 1Mil-2Mil 1Mil-2Mil Price $29.99 Free Free Free Active Players 1181 1038 1795 1795 Customer Satisfaction Source: NonFungible 54
Digitial Avatars 09 MARKET RESEARCH of Destruction 09.1 NFT Game Market VEHICULAR COMBAT DEMOGRAPHIC 23.05% 20.9% 18.16% 13.09% 11.72% 5.86% 4.3% 2.92% 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51+ MALE 98% FEMALE 2% TOP NFT GAMES USER COUNT (1 YEAR) 800,000 600,000 400,000 200,000 0 ks es s s nd ld oc it y ad X or d rla Bl BO fin 8 an bl W rc te y In to O pl A ax n lin yp M e U lie al xi Sp Cr A A G 55
Digitial Avatars 09 MARKET RESEARCH of Destruction Conclusion We are confident that the market has plenty of potentials to grow from the data and projections provided. The D.A.D. project can fit into this growing market, and there is high demand for games of this type. The Multiplayer Vehicular fighting genre has a long history of replayability and sustainability, thus making it perfect for the NFT game market. 56
Digitial Avatars of Destruction 10 METAVERSE THE METACLASH WORLD Explore mind-blowing worlds, incredible landscapes, and structures owned by users and DAOs. From a cyberpunk arena to a post-apocalyptic desert, we will bring avatars to breathtaking sceneries, battles, virtual concerts, or to hang out with each other in an ever-expanding world. 57
Digitial Avatars of Destruction 10 METAVERSE 10 Metaverse 10.2 AVATARS IN THE METAVERSE An Avatar is an in-game representation of a player, a Bored Ape, Crypto Punk, Vogu, etc. Each avatar can be equipped with unique weapons and vehicles purchased or upgraded in the MetaClash: D.A.D. game by the owner. Players can visit the faction's bases, neutral lands, owned lands such as arenas, tracks, and other areas of the metaverse created by the team and the community. Each avatar will have different abilities and come with different animations such as running, jumping, and fighting. An avatar will be modifiable piece by piece (helmet, arms, pistols, etc.) by equipping it with different compatible MetaClash NFTs. Data Nonce Hash Data Encrypt Encrypted Data With Private Key Insert Oraclized MetaClash NFT Data Database Meta API Engine Hash Value Web API Application Interaction 58
Digitial Avatars of Destruction 11 TOOLS 11 Tools PLATFORM We will be releasing MetaClash: D.A.D. on multiple platforms, starting with PC, mobile (iOS and android) expanding to consoles after that. We will improve the meta-gameplay to create more than just a vehicular game and provide incentives for players to explore and participate in the game expansion (voted by the DAO). Players will have individual goals and objectives for the meta-gameplay, but we will also include collective objectives to create communities and competition. MetaClash will be a hub for the players, providing different experiences, advertising, voice chats, and other adventures. STARDUST Stardust processing engine takes in normalized JSON data and turns it into a signed blockchain transaction. This transaction is optimistically settled to give our developers the instant response times required; then, it's posted and settled on-chain. With this model and their serverless architecture, we can process millions of concurrent game actions giving large-scale games the speed and scal- ability we need to run a fully performant game. Stardust processing engine is also wholly blockchain independent allowing us to support multiple blockchains. 59
Digitial Avatars of Destruction 11 TOOLS 11 Tools SOLANA//IMMUTABLE X The Solana blockchain's high transaction speed allows for a seamless gaming experience, with 50,000 transactions per second. This feature enables gameplay interactions between assets to be recorded in real-time and bypasses the need for a traditional server backend for online multiplayer games. In comparison, Immutable X allows gamers to receive and trade their assets in real-time, with zero gas fees for peer-to-peer trading secured by the Ethereum chain through the use of StarkWare's zk-Rollup. Any NFT that is created or traded on Immutable X is 100% carbon neutral. Immutable X, Solana, and also Polygon are all compatible with Stardust. UNREAL ENGINE When it comes to shooter games, quality graphics are essential; achieved through Unreal Engine 5's new virtual geometry system, also known as Nanite, by Epic Games. With Nanite, we will create the MetaClash verse and launch it on the Epic Games Store, as they have been extremely welcoming of blockchain games. 60
CONCLUSION MetaClash is the ideal product to emerge from a convergence of the latest graphics, multiplayer video games, and decentral- ized technology. At MetaClash, we aspire to bring all these technologies together and present a unique opportunity for Metaverse Games! Digital Avatars of Destructions will be one of many games in MetaClash with an excellent strategy of creating long-term engaging gameplay. Game assets with real-world value will create a whole new meaning to players and their factions. Players will make friends, hang out, and discover new games in ever-expanding worlds that are in a constant state of flux—all while having a lot of fun doing it! Join us at metaclash.online and help us build a better-decentralized gaming metaverse.
Digitial Avatars of Destruction DISCLAIMER PLEASE READ THIS DISCLAIMER SECTION CAREFULLY. IF YOU ARE IN ANY DOUBT AS TO THE ACTION YOU SHOULD TAKE, YOU SHOULD CONSULT YOUR LEGAL, FINANCIAL, TAX, OR OTHER PROFESSIONAL ADVISOR(S) This whitepaper is intended to provide readers with general information and documentation only and may be subject to change without prior notice. You should not consider any information in the Whitepaper legal advice, business advice, financial advice, or advice of any sort. Any actions motivated by or based on the contents of this whitepaper are taken at your own risk. MetaClash does not make or purport to make, and hereby disclaims any representation, warranty, or undertaking in any form whatsoever to any entity or person, including any representation, warranty, or undertaking in relation to the accuracy and completeness of any of the information set out in this whitepaper. MetaClash accepts no liability for damages, whether consequential or indirectly, of any kind arising from the use, reference, or reliance on the contents of this whitepaper. $PCORE & $ION can at no time be considered an official or legally binding investment of any form. Acquiring $PCORE & $ION is done at your own risk and carries various risks. Before acquiring $PCORE & $ION, you should carefully consider the risks, expenses, and benefits of purchasing and, if necessary, obtain independent advice in this regard. Any interested individual who is not in a position to accept or understand the risks associated with the activity, including any risk related to the non-fulfillment of the roadmap, or any other risks as indicated in the whitepaper, should not acquire $PCORE & $ION at any stage.
You can also read