Gameplay
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By clicking here, you will enter in the war against the 6 kingdoms of Neisti.
It’s a war of territories in which countless battles will be fought. Each battle lasts up to 20 minutes, and you’ll be able to join in!
To jump into battle, just select one of your characters – cyborg or robot – and click on “Fight”. 42 players, including you, will then be selected and the game will begin.
All players are randomly divided into 6 teams and placed on the map of Neisti (see layout map). Each team is assigned a color according to the alliance they will have to defend: red, green, purple, white, blue and yellow. These colors will allow you to visualize which alliance is the most extensive, and who your enemies are during the battles.
You will fight in teams of 7 for total domination of the continent. Each alliance is divided into 7 territories that have a mine with resources at their centers. So, the alliance that rules the territory controls the mine and its production.
To control enemy territory, you need to destroy its infrastructure (destruction phase) and replace it with your own (construction phase). Once the mine is cleared, it produces resources for you and your allies every second.
At the beginning of the battle, your alliance will possess 1 mine of each type of resource, plus 1 additional specific mine, depending on your region (see layout map for details). Each second of the game, you’ll win a bit of each resource... until you lose one of them!
There are 6 resources available to increase your fighter’s abilities for the ongoing battle. The higher the level of the ability, the more expensive the resource price is for increasing it.
These abilities are:
Firepower (DPS), increased by Uranium.
Speed (MS), which is increased by Gold.
Life Points (LP), increased by Platinum.
Endurance (END), which is increased by Copper.
Repairability (REP – corresponds to the rate of regenerating LPs), increased by Iron. Rage (RAG – increased Firepower if LPs are low), increased by Cobalt.
The more territory you control, the more you can increase your abilities, which leads to controlling more territory... until final victory. This is achieved either by total domination - when an alliance holds all the continent’s territories – or within a time limit of 20 minutes. At that time, the alliance that controls the most territories wins.
In terms of organization, battles are grouped into leagues that are organized by level. When the game starts, there will be two types: training leagues – free to everyone – and traditional leagues, in which you have to bet a certain amount of $Alpha tokens be able to fight. The idea is simple: the alliance that wins the battle divides up the losers’ $Alpha antes!
A new era is dawning for you, in which not only your skills as a warrior will be recognized, but also that these talents will also earn you money. Don’t wait any longer and join the millions of cyborgs sweeping across the globe.
The abilities of different classes of Cyborgs and Robots
Before plunging into the heart of battle, you have to create a fighter. You have a choice between three factions, which are themselves divided into two classes:
The Skydas Faction, the Protectors.
Auka : One of a class of protective cyborgs that dedicates her existence to the defense of her community. A bulwark against the surging enemies, she is certain rise to the occasion when things turn bad. Although favorable to global peace on the continent, she will not hesitate to kill the cyborgs and robots that threatened her alliance. Her strong firepower paired with her robust constitution make her an ideal ally to defend a position. Her name means “sacrifice.”
Gydymas : The other class of protective cyborgs was created in the spirit of military engineering. A military MacGyver, she knows how to repair everything, build anything, and save her allies from certain death. Used for defensive purposes, she can nevertheless transform into a highly effective field agent who can set up traps and other defense towers to slow the enemy’s advance. Having less firepower, she can still defend herself in single combat, but relies primarily on her speed. Her name means “care”.
The Karys Faction, the Warriors.
Mintys : A class of tactical warrior cyborg, her program is well-versed in the art of guerrilla warfare. She stakes everything on her high firepower and unusually high speed to defeat her enemies before they have time to fight back. If by any chance this assault is not enough, she uses the same speed to hide, because she can’t rely on her weak metabolism. And this possibility is perfectly taken on board here, as this tactical combat unit is endowed with formidable intelligence and works wonders on the battlefield, killing both cyborgs and robots. Each action is carefully planned and timed right down to the microsecond. With no time for soul-searching, the Mintys only thrive in conflict, and the war was seen as fortunate by them. Her name means “thought”.
Grubus : This is a heavy unit with offensive weapons. This class of cyborg was developed to kill as many enemies as possible. If you’re looking for finesse, look somewhere else, because here you’re surrounded by beasts. Desperate for destruction, a Grubus relies almost exclusively on her destructive firepower and her ability to fly into a rage, like Scandinavian Berserkers. The more hits she takes, the more enraged she gets, becoming a killing machine impossible to stop. We can assure you; you do not want to find yourself around a Grubus near death; her destructive power will have you shaking in your boots. Her name means “brute.”
The Viltis Faction, the Robots.
Tik : This was the first generation of robots to emerge from the Ŝāār Republic’s technological plants. The Three Laws of Robotics are embedded into their minds, so much so that they are unable to kill humans. They do, however, have the most sophisticated arsenal for neutralization on the continent, being able to squash any threat with a snap of a finger. Mainly used in tactical reconnaissance, this class possesses unparalleled stamina and speed. Her name means “alone”.
Jeya : This class of robots is specialized in fortress assaults and has been freed from the Three Laws of Robotics. Able to kill any foe – flesh or metal – she is frighteningly effective in combat, relying on a lethal, Dante-esque arsenal, a stamina to beat all stamina, and a sturdy resistance. Her name means “strength”.
As sophisticated as they are, the power generators that permanently provide energy for cyborgs and robots do have limits. It has an inherent power limit that forces the engineers in charge of their design to make some sacrifices. In their original designs, each cyborg and robot has strengths and weaknesses that must grasp to have total mastery. The fighter can’t be fast, strong and have lasting stamina, while having high firepower and repairability just as high.
These are the choices you must make as well when selecting your fighter. To help you decide, here is a chart with each of their abilities:
Legend
MS (Movement Speed): This is how fast the fighter moves and performs. The higher this value is, the faster the actions are. The cyborg moves faster over the terrain, can build faster, or even help an ally regenerate more easily.
END (Stamina/Endurance Points): This is the fighter’s stamina and endurance. The higher the score, the longer she can run, charge, shoot, or build.
LP (Life Points): This is the total of life points and combat resistance. A higher value indicates a strong inclination to take on enemy fire and to be able to survive as long as possible on the battlefield. If she take too many hits, the fighter will cease to function.
REP (Repairability): This is the fighter’s index for being repaired. All of them are made of metal, which is more or less easily repaired, according to their design. The main purpose of combat repairs is to repair the electronic systems for thinking that are buried inside their heads. Every second, a small proportion of damage incurred repairs. So, a high index of repairability indicates an increased speed in repairs. Allies can also help with this process if they are nearby.
RAG (Berseker Rage): This rage index is inspired by the Berserkers from the Scandinavian and Baltic countries, home to a majority of the continent’s political class. The lower the percentage of LP your fighter has, the more the firepower increases, allowing to create a bloodbath in a final, grandiose, symbolic gesture.
DPS (Damage per second): This is the fighter’s firepower, Damage Per Second. A higher value logically means that she will do a large amount of damage to the enemy during a fight.
These values are embedded into the fighter’s central system, but they can be modified. This is how:
Improving in combat
Each ability can be improved by adding components to the cyborg or robot. These multifaceted components are divided into six categories. Each category of components can be built from a specific resource :
Gold (Au) is used to increase a fighter’s speed (MS).
Copper (Cu) is used to increase a fighter’s stamina/endurance (END).
Platinum (Pt) is used to increase a fighter’s life points (LP).
Iron (Fe) is used to increase a fighter’s repairability (REP).
Cobalt (Co) is used to increase a fighter’s Berserker rage (RAG).
Uranium (U) is used to increase a fighter’s firepower (DPS).
If all goes well, the player will earn resources every second (produced by the mines in your alliance; see next section) that he can use to enhance your cyborg or robot. The higher the level of the targeted ability, the higher the cost.
Ex.: You have an Auka cyborg with an MS level of 3. It will cost you 2^(n-1) gold resources to increase this ability, “n” standing for the current level, i.e. 2^(3-1) = 4, i.e. 4 gold. After the up, your MS level will be 4, and this ability will increase in value.
On the other hand, its LP level is 7, so it will cost you 2^6 = 64 platinum to increase this value.
Note: The formula for determining the amount of necessary resources [ 2^(n-1) ] will evolve during game testing. It’s only a representative formula.
Controlling the mines on the continent will therefore be your core strategy for total domination.
Control of the territories
As said above, the heart of the game is a war over territory, divided up into countless battles. Each battle lasts 20 minutes and is the theater of confrontation for 42 players.
Once join the game, each participant sees their fighter affiliated with an alliance randomly and teleported to one of the territory’s subdivisions. They then form a team of seven fighters who will have to do everything they can to control as many territories as possible, in the pure spirit of conquest.
Each team will be assigned a color according to the alliance they will defend:
Red for the Kinnine Kingdom, green for the Republic of Taŝütā, purple for the Ŝāār Empire, white for the State of Ojā, blue for the Republic of Korbeŝ and yellow for the Federation of Põhjā (see History). These colors will make it possible to quickly recognize and visualize which alliance is the largest and to which each fighter belongs.
To differentiate themselves, cyborgs and robots are equipped with a ventral generator that supplies their bodies with energy. This generator is made differently depending on the allegiance of its bearer and is designed using rare earth technology.
The Kinnine Kingdom uses a technology based on the incorporation of Yttrium, which slightly increases speed.
The Republic of Taŝütā uses a technology based on the incorporation of Terbium, which slightly increases life points.
The Ŝāār Empire uses technology based on the incorporation of Holmium, which slightly increases firepower.
The Republic of Korbeŝ uses a technology based on the incorporation of Thulium, which slightly increases stamina.
The State of Ojā uses a technology based on the incorporation of Scandium, which slihgtly increases rage.
The Põhjā Federation uses a technology based on the incorporation of Cerium, which slowly increases repairability.
The territory of each alliance is divided into seven parts, each represented by a mine at its center that produces a certain type of resource. As discussed previously, these resources are six in number and are: Cobalt, Copper, Iron, Gold, Platinum and Uranium.
As long as an alliance controls a mine’s infrastructure, the mine produces resources every second for all the fighters associated with that allegiance.
Taking control of an enemy mine, and therefore of a territory, takes place in two phases:
Phase 1: Destruction. Sufficient damage must be inflicted on the infrastructure of an enemy mine in order to destroy it.
Phase 2: Construction. Preferably using fast fighters, player must rebuild his own mine’s infrastructure.
Once this has been done, the mine and the entire territory will fall under the power of the alliance that has just captured them. This notion is very important in this game of conquest because the more mines an alliance controls, the more resources it produces to strengthen its fighters.
All this is done with the ultimate goal of total domination. Battle stops when an alliance has gained control of all the territories on the continent, or when the time allotted for the battle has run out, which is 20 minutes per battle.
If at the end of those 20 minutes no alliance totally dominates the continent, then a percentage of the land conquered in relation to total territory is calculated, and the alliance that obtains the highest percentage wins this bitter battle.
Advantages and disadvantages of terrain
Each type of terrain has very specific effects on the fighters who cross it.
The game offers a total of 9 diverse and different terrains :
Mangrove (- MS; + REP): An impenetrable environment if there ever was one, the mangrove is a very dense entanglement of roots that makes any progress much more difficult. In this area, speed is reduced by half, but repairability increased because it is easy to hide while waiting for help.
Tropical forest (- DPS): Silently walking through these very bushy and bushy spaces is impossible, and trees can serve as a shield for the enemies being pursued. Firepower is reduced in these areas.
Lake Region (- LP; - MS): Once beneficial to humanity, lakes can now become a lethal trap during this era of cyborgs. Life points and speed are slightly reduced here.
Plains (+ DPS): With no trees on the horizon and a clear view, this is the ideal place to harm your opponent. Firepower is increased in this area.
Desert (+RAG; -END): A total hell, this environment can turn into a nightmare for those not equipped to withstand its terrible climatic conditions. Mirages and other forms of delirium affect humans and cyborgs alike, who then may more easily fly into a rage. At the same time, this grueling environment causes a slight loss of stamina.
Glacier (- MS; + LP): The cold, if not too biting, has little impact on cyborgs and robots. However, movement here is made more hazardous, given the layers of ice that can form there. Speed is reduced in this area, but the cold slightly hardens the metal, so cyborgs and robots have an increased resistance.
Mountainous plains (+ MS): The immense plains in the valleys are natural corridors for those who want to travel quickly from one place to another. Speed is therefore increased in this zone.
Mountains (+END): The slight decrease in pressure and gravity induced by the height of the mountains reduces the environmental stresses on the bodies of cyborgs and robots. Their endurance is modified. For the better.
Highlands (+ END; + LP): Fortunately, cyborgs and robots don’t need oxygen to survive, because it’s lacking here. The cold that reigns here, on the contrary, slightly strengthens the resistance of their metal and the lower air pressure and gravity increases their endurance. There’s a reason that the high mountains are called “fortresses”.
The Leagues
To best divide up the level differences between casual and professional players, we will set up a system of leagues with capped levels. Each league will only be accessible on only one tier, and if a fighter exceeds the allowed max level, then she will be restricted to that max level as well as its abilities.
This is done to prevent the strongest players from crushing the least experienced ones. Entry fees for battles in each league are offered on a progressive basis, depending on the level of the participants. At the moment, they’re arbitrary, and are designed as examples.
Bronze League: Entry fee $1Alpha/battle: Lvl 1 to 7
Silver League: Entry fee $3Alpha/battle: Lvl 8 to 14
Platinum League: Entry fee $10Alpha/battle: Lvl 15 to 21
Gold League: Entry fee $20Alpha/battle: Lvl 22 to 28
Palladium League: Entry fee $50Alpha/battle: Lvl 29 to 35
Iridium League: Entry fee $200Alpha/battle: Lvl 36 to 42
Rhodium League: Entry fee $1,000Alpha/battle: Lvl 43 to 49
Antimatter League: Entry fee $10,000Alpha/battle: Lvl 50
Another training league will also be available after the launch to familiarize yourself with the strategy.
Community and Rewards
A guild system will be integrated into the game so that everyone can interact with other players to the maximum, allowing a great deal of mutual aid between its members.
Guild rewards will also be introduced as well as a whole panel of achievements that will unlock new rewards and even titles that will be permanently attached to the cyborgs and robots who have validated them.
Long term gameplay
Many other options will be revealed as the Alpha Initium adventure unfolds, such as the addition of perennial cities that can be purchased in-game and that will allow for the production of resources that can be traded on the Marketplace.
Welcome to the Alpha Verse, the adventure has just begun.
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