MATR1X Whitepaper
  • 1. MATR1X Entertainment Platform Overview
  • 2. MATR1X Core Business
    • Game
      • MATR1X Studio
        • MATR1X FIRE
          • Game Modes
          • Economy & Asset
            • Weapon Skins
              • Souvenir Skins
              • Weapon Synthesis
            • Character
              • Genesis Character NFT
              • Play-to-Own Mechanism
            • Case
          • FIRE Token
        • MATR1X BATTLE
      • Game Investment
        • CASTILE
        • EVERMOON
      • Game Distribution
        • MATR1X Launchpool
    • IP & Entertainment
      • NFT
        • Platform NFT
        • Profile Picture
        • Character
        • Case
        • Weapon Skin
      • Worldview IP Story
        • MATR1X Universe
        • Worldview Stories
          • Cyber Earth
            • Hero Squad
            • Selected Maps
            • Major Forces
            • Weapon-pedia
              • Weapon Type
                • Pistol
                • Rifle
                • Submachine Gun
                • Light Machine Gun
                • Sniper Rifle
                • Shotgun
                • Melee Weapons
                • Tactical Projectile
        • IP Development
          • Worldview Novel
          • Franchising Consumer Products
          • Music
      • Creator Economy
        • MATR1X KUKU
        • Game Asset Editors
        • Creator DAO
          • Creator Community
    • AI
      • AIGC
      • AI Agent
    • Esports
      • Professional League
      • Watch To Earn
      • Esports & Entertainment Hub
        • GEDA Esports
      • Merchandise
    • Blockchain Infrastructure
      • Website Blockchain Portal
        • Asset Account
        • Asset Staking
        • Asset Creation
      • Blockchain Middle Platform
      • NFT Marketplace
      • Decentralized ID
      • Chain
        • DEX
  • 3. MAX Tokenomics
  • 4. Community & DAO
    • Community
      • Web3 Community
      • Web2 Community
      • SNS Community
    • DAO
      • MAX Allocation to Community
      • Rights of MATR1X DAO
      • X To Earn Community
        • Creator DAO
        • Scout Community
        • Other X-to-Earn Communities
  • 5. Technology
    • Public Chain
    • Game Engine
    • Security
  • 6. Roadmap
  • 7. Team
  • 8. Investors
  • 9. Disclaimer
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On this page
  • Energy and Stamina Consumption
  • Advanced Battle Pass
  • Minimum Rank Requirement
  • Energy Consumption
  • Stamina Consumption
  • FIRE and Case Outputs
  • FIRE Power and Case Power
  • Dynamic Balance of Output Difficulty
  1. 2. MATR1X Core Business
  2. Game
  3. MATR1X Studio
  4. MATR1X FIRE
  5. Economy & Asset
  6. Character

Play-to-Own Mechanism

PreviousGenesis Character NFTNextCase

Last updated 8 months ago

Energy and Stamina Consumption

Advanced Battle Pass

The Battle Pass is divided into a free Basic Pass and a paid Advanced Pass. The S1 season of Genesis Flame Test phase will last for a total of 60 days. Activating the Advanced Pass unlocks exclusive game rewards and eligibility to exchange for batteries (Energy is earned by completing daily active tasks; players can exchange 4 batteries per day, with a maximum of 40 exchanges per Advanced Pass).

Players who log in and start playing the game automatically activate the free Basic Pass. The Advanced Pass requires a paid activation, which can be purchased as a tradable NFT from the official website store or directly activated within the game.

After using a battery in the game, the game account can gain 10 Energies. Batteries can be used for Character Leveling or breakthrogh.

Minimum Rank Requirement

When you enter the game world of MATR1X FIRE, you can configure a bounty squad using character NFTs. Along with energy, completing ranked matches will earn you mining rewards.

To earn these rewards, characters must meet a Minimum Rank Requirement. If the character doesn’t meet this rank, the match won’t deduct stamina or energy, and no mining rewards will be given.

For this test, the minimum rank requirement is Gold. This requirement will be dynamically adjusted based on the matchmaking environment and community feedback.

Energy Consumption

When players configure a bounty squad and participate in eligible matches, energy consumption follows this formula:

  • Energy Deduction (Etotal) = min(T * E, current account energy, sum of all characters’ remaining stamina)

- T: Effective battle duration in seconds

- Smax: Total maximum stamina of all characters in the lineup

- E: Energy consumption efficiency

- If Smax < 150, E = Smax / 2700

- If 150 ≤ Smax < 600, E = 1 / 18

- If Smax ≥ 600, E = Smax / 10800

Stamina Consumption

Stamina is deducted based on the order of characters in the bounty squad, until the total stamina deducted equals the energy used in the match. This means the sum of character stamina deducted equals the energy consumption per match.

Stamina caps for characters of different rarities from Level 0 to Level 20:

Level
Uncommon
Rare
Epic

0

100

160

240

10

120

200

320

20

150

240

400

FIRE and Case Outputs

For each match, the FIRE and case points generated per character are:

  • FIRE Earned= FIRE Power / FIRE Difficulty

  • Case Points Earned= Case Power * 10 / Case Difficulty

FIRE Difficulty and Case Difficulty are system parameters designed to balance the production rate.

The values for FIRE Difficulty and Case Difficulty will be announced daily in the MATR1X FIRE community (on Telegram and Discord).

FIRE Power and Case Power

Each character that consumes stamina during a match will generate FIRE Power and Case Power based on their mining attributes and stamina consumption.

  • FIRE Power = Base Token Output * (1 + efficiency bonus + tactics bonus) * credit score factor * rank factor

  • Case Power = Base Case Output * (1 + efficiency bonus + tactics bonus) * credit score factor * rank factor

Formulas:

  • Base Token Output = En * (20+Attr_reputation)^ 0.65*0.35* X1 * Z

  • Base Case Output = En * (20+Attr_lucky)^ 0.65*0.35 * X2 * Z

  • efficiency bonus = Attr_efficiency / ((level + 3 ) ^1.45 + 70) * (tanh((Rating-1)*1.7)*0.8+0.8)

  • tactics bonus = Attr_tactics / ((level + 3 ) ^1.45 + 70) * (tanh((RSW-1)*1.7)*0.8+0.8)

Where:

  • En: Stamina consumed for the character in the match

  • Attr_reputation: Character’s reputation attribute

  • Attr_lucky: Character’s lucky attribute

  • Attr_efficiency: Character’s lucky efficiency

  • Attr_tactics: Character’s lucky tactics

  • Rating: Performance score in the match (ranges from [0, 2])

  • RSW: Team behavior score in the match (ranges from [0, 2])

  • X1: FIRE Power coefficient, X1 = 0.006666667

  • X2: Case Power coefficient, X2 = 0.006666667

  • Level: Character’s level

  • Z: Character health production coefficient (Z = 1 if health ≥ 50; Z = 0.9 if 20 ≤ health < 50; Z = 0.2 if health < 20)

  • Credit Score Factor: Default is 1. If the account’s credit score drops below a certain threshold, it will reduce the mining power.

  • Rank Factor: Different ranks apply different factors; higher ranks will slightly increase the factor.

Dynamic Balance of Output Difficulty

We drew inspiration from Bitcoin’s difficulty adjustment mechanism, which balances block production speed and changes in computing power. Similarly, we’ve established parameters for adjusting FIRE Difficulty and Case Difficulty. These adjustments help dynamically balance the relationship between FIRE&Case Powers and their total Outputs in the MATR1X FIRE economy.

Initial FIRE Difficulty Setting

At the start of the mining test, FIRE difficulty begins at a lower value. As more players participate and the total daily FIRE Power increases, FIRE Difficulty will gradually rise to a balanced value.

The initial FIRE Difficulty is set at 0.4, and it updates at 1:00 UTC daily. The new difficulty is calculated as follows:

  • P: Total FIRE Power from the previous day (UTC 00:00–24:00)

  • If P ≤ a, FIRE Difficulty = 0.4

  • If a < P < b, FIRE Difficulty = (a — 0.4*b — 0.6*P) / (a — b)

  • If P ≥ b, FIRE Difficulty = 1

Where:

  • a = 15,000

  • b = 37,500

Difficulty Setting in Infinite Game Plan

  • Stage 1: FIREfly Stage

After the Genesis Flame Test (Non-wipe & Play-to-own Test), FIRE Difficulty will remain at 1, unless special circumstances arise, until the total FIRE token circulation reaches 200 million, triggering Stage 2.

  • Stage 2: Flamingo Stage

During this stage, FIRE Difficulty will be adjusted based on the total system FIRE Power, aiming for a balanced output rate until total FIRE token circulation reaches 500 million.

  • Stage 3: Phoenix Stage

In this stage, the game’s economic cycle will be upgraded, and FIRE Difficulty will be more influenced by market supply and demand, with market dynamics determining the production rate of FIRE tokens.

has three stages, each with its own method for adjusting FIRE Difficulty. Proposals for each stage will be voted on by $MAX stakers.

The Infinite Game Plan for MATR1X FIRE