# Play-to-Own Mechanism

## Energy and Stamina Consumption <a href="#id-6c4c" id="id-6c4c"></a>

### 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.&#x20;

<figure><img src="/files/l1kOfklVnnQoWdyt61BH" alt=""><figcaption></figcaption></figure>

### 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 <a href="#id-2c27" id="id-2c27"></a>

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

* <mark style="color:red;">**Energy Deduction (Etotal)**</mark> <mark style="color:red;"></mark><mark style="color:red;">= min(T \* E, current account energy, sum of all characters’ remaining stamina)</mark>

\- **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 <a href="#debe" id="debe"></a>

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  |

<figure><img src="/files/gYcKV4Ymn1ALi8USZr9z" alt=""><figcaption></figcaption></figure>

## FIRE and Case Outputs <a href="#id-8525" id="id-8525"></a>

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

* <mark style="color:red;">**FIRE Earned**</mark><mark style="color:red;">=</mark> <mark style="color:red;"></mark><mark style="color:red;">**FIRE Power / FIRE Difficulty**</mark>
* <mark style="color:red;">**Case Points Earned**</mark><mark style="color:red;">=</mark> <mark style="color:red;"></mark><mark style="color:red;">**Case Power \* 10 / Case Difficulty**</mark>

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 <a href="#b60e" id="b60e"></a>

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

* <mark style="color:orange;">**FIRE Power**</mark> <mark style="color:orange;"></mark><mark style="color:orange;">= Base Token Output \* (1 + efficiency bonus + tactics bonus) \* credit score factor \* rank factor</mark>
* <mark style="color:orange;">**Case Power**</mark> <mark style="color:orange;"></mark><mark style="color:orange;">= Base Case Output \* (1 + efficiency bonus + tactics bonus) \* credit score factor \* rank factor</mark>

**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 <a href="#id-5c3c" id="id-5c3c"></a>

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 <a href="#id-15ae" id="id-15ae"></a>

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.

<mark style="color:orange;">The initial FIRE Difficulty is set at 0.4, and it updates at 1:00 UTC daily.</mark> 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 <a href="#id-2818" id="id-2818"></a>

[The Infinite Game Plan for MATR1X FIRE](https://medium.com/@Matr1x_Official/matr1x-fire-initiates-infinite-game-plan-burning-500-million-fire-97156463d21d) has three stages, each with its own method for adjusting FIRE Difficulty. Proposals for each stage will be voted on by $MAX stakers.

* **Stage 1: FIREfly Stage**

After the Genesis Flame Test (Non-wipe & Play-to-own Test), <mark style="color:orange;">FIRE Difficulty will remain at 1</mark>, 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.


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