The hero is in many ways the player’s key to the system and their own little piece of it. There are many properties that scale how the hero interacts with the system, progresses, and plays within it, all of them explained in the different tabs. However, to further emphasise the key metaphor, heroes are crucial for the player's interactions within the ecosystem, affecting things such as: what they can/can’t interact with, how they interact with it, the difficulties and modes available to them, potential rewards, their starting and max stats in-game, and a lot more.
In-Game the players need to utilise their heroes to help manage the incoming enemy waves, towers alone are not enough. In order to defeat the base waves, players need to correctly crowd control or kite the smaller enemies and help damage them. However, there are a lot of different enemy types, some will target the structures and/or units directly and others will have abilities large enough to cause collateral damage. Ensuring that towers and units are not lost, as well as not letting your hero die is pivotal! Players will also need to work together utilising the different hero strengths on their team to defeat bosses and mini-bosses.
Each game mode will have requirements for the minimum rank and level your hero needs to be to participate, regardless of whether it’s PVE or PVP. The maximum potential rewards will also be capped proportionally to the player's progression (hero ranking, hero level, individual scoring/elo, etc) and map difficulty. As players reach the highest skill and difficulty caps, the maximum stats between the hero and their roles become very apparent and aspects that were subtle differences in the easier modes can become game-changing objectives or mistakes. However, all the hero ranks and map difficulties are separated into divisions so players using the lowest rank heroes will be placed in games with other players that are utilising lower rank and level heroes.
The heroes are the first of the three NFT characters players need in their load out to play in the PVE mode.
In-Game the players need to utilise their heroes to help manage the incoming enemy waves, towers alone are not enough. In order to defeat the base waves, players need to correctly crowd control or kite the smaller enemies and help damage them. However, there are a lot of different enemy types, some will target the structures and/or units directly and others will have abilities large enough to cause collateral damage. Ensuring that towers and units are not lost, as well as not letting your hero die is pivotal! Players will also need to work together utilising the different hero strengths on their team to defeat bosses and mini-bosses.
Each game mode will have requirements for the minimum rank and level your hero needs to be to participate, regardless of whether it’s PVE or PVP. The maximum potential rewards will also be capped proportionally to the player's progression (hero ranking, hero level, individual scoring/elo, etc) and map difficulty. As players reach the highest skill and difficulty caps, the maximum stats between the hero and their roles become very apparent and aspects that were subtle differences in the easier modes can become game-changing objectives or mistakes. However, all the hero ranks and map difficulties are separated into divisions so players using the lowest rank heroes will be placed in games with other players that are utilising lower rank and level heroes.
The heroes are the first of the three NFT characters players need in their load out to play in the PVE mode.
The hero ranking system serves multiple purposes both for the individual heroes and how they interact with the overall game eco-system.
Stats: The higher the hero's rank the higher their maximum stat scaling can be, in simpler terms, the higher the rank the stronger the hero. Rank evolutions stack on top of the hero rank. Not all heroes of the same rank are equal to each other, some heroes within the same ranking bracket can be stronger than others. However all differences in stats can be overcome by a player's skill and game mechanics, so players who invest time improving, will be rewarded.
Game-Modes: The higher the rank of the hero, the higher the difficulty maps/modes they can participate in and the higher the potential Rewards.
Brackets/Balancing: Warrior-Elite heroes will have overlaps in the game-modes and maps they can participate in. Ascended-Legend heroes will overlap with each other as well, however they won't be placed against and with the lower ranking heroes. The matchmaking will ensure that the heroes players are using are roughly equal in overall stats and level, so every game players starts at the same relative base line.
Stats: The higher the hero's rank the higher their maximum stat scaling can be, in simpler terms, the higher the rank the stronger the hero. Rank evolutions stack on top of the hero rank. Not all heroes of the same rank are equal to each other, some heroes within the same ranking bracket can be stronger than others. However all differences in stats can be overcome by a player's skill and game mechanics, so players who invest time improving, will be rewarded.
Game-Modes: The higher the rank of the hero, the higher the difficulty maps/modes they can participate in and the higher the potential Rewards.
Brackets/Balancing: Warrior-Elite heroes will have overlaps in the game-modes and maps they can participate in. Ascended-Legend heroes will overlap with each other as well, however they won't be placed against and with the lower ranking heroes. The matchmaking will ensure that the heroes players are using are roughly equal in overall stats and level, so every game players starts at the same relative base line.
There are two types of levels associated with the heroes, both equally as crucial. One level is presistent whilst the other resets with every game.
Progression Level: The progression level is outside of the game-loop and is what the graphic above is modelling. At the end of a game/match the participating hero gains experience, as the character levels up their starting stats and max stats increase. So when a hero reaches their maximum progression level, they’re in their strongest starting state.
In-Game Level: As all maps are closed game loops, when starting a new match all heroes start at level 1, leveling up in game whilst defeating enemies. The maximum in-game level will be dependent on the game-mode and/or difficulty.
Progression Level: The progression level is outside of the game-loop and is what the graphic above is modelling. At the end of a game/match the participating hero gains experience, as the character levels up their starting stats and max stats increase. So when a hero reaches their maximum progression level, they’re in their strongest starting state.
In-Game Level: As all maps are closed game loops, when starting a new match all heroes start at level 1, leveling up in game whilst defeating enemies. The maximum in-game level will be dependent on the game-mode and/or difficulty.
Evolution Type: None
Majority of heroe will not have an evolution trait, which means they don’t have the ability to change rank and will remain the same rank regardless if level 1 or 10. Note: Heroes with no evolution still benefit from increasing their progression/hero level.
Note: Heroes with no evolution still benefit from increasing their progression/hero level.
Hero classifications in FleetWood are going to work slightly differently to traditional games. They’ll act as a method of grouping heroes across different factions and races, serving as a guide for the style they fit, as opposed to dictating what their strength and limitations should be. Because of the complex stats systems that all heroes will inherit, it allows us to create a much more diverse and fun experience for the players.
For example, If we look at the Tank class and then compare it to the stats. The expectations would be a character with high health, high damage resistance, slow speed and slow damage. That won’t necessarily be the case in FleetWood. A tank could be a low health, high energy resource champion that uses it to absorb damage with well timed abilities that allow the hero to parry.
For example, If we look at the Tank class and then compare it to the stats. The expectations would be a character with high health, high damage resistance, slow speed and slow damage. That won’t necessarily be the case in FleetWood. A tank could be a low health, high energy resource champion that uses it to absorb damage with well timed abilities that allow the hero to parry.
Warrior Rank, Infinite Stable NFT’s:
The Warrior rank heroes and their common variants are stable and have a near infinite supply but not infinite in output. A warrior rank hero's common supply will be released in sets, when all copies are bought up by players the next set will be released.
Warrior Rank Rare Supply:
The rare supply of a warrior rank hero will be 30% of the drop set. For example if 5 million copies of a rank 1 hero are released, 3.5 million will be common and 1.5 million will be rare variants.
Distribution of Variants:
All ranks above the warrior rank will have a limited supply and as the rank increases, the total supply of a heroes variants will also decrease.
The Warrior rank heroes and their common variants are stable and have a near infinite supply but not infinite in output. A warrior rank hero's common supply will be released in sets, when all copies are bought up by players the next set will be released.
Warrior Rank Rare Supply:
The rare supply of a warrior rank hero will be 30% of the drop set. For example if 5 million copies of a rank 1 hero are released, 3.5 million will be common and 1.5 million will be rare variants.
Distribution of Variants:
All ranks above the warrior rank will have a limited supply and as the rank increases, the total supply of a heroes variants will also decrease.
Important Note:
The distribution ratio between the different rank of heroes showcased underneath are example/initial version and are subject to change as the ecosystem gets more fleshed out with the run up to the public NFT's release. However if there is a change it wont differ by much, it will be purely for balancing reasons and the relative decrees in the variants supply as you go up the ranks will stay very similar.
The distribution ratio between the different rank of heroes showcased underneath are example/initial version and are subject to change as the ecosystem gets more fleshed out with the run up to the public NFT's release. However if there is a change it wont differ by much, it will be purely for balancing reasons and the relative decrees in the variants supply as you go up the ranks will stay very similar.
Variant Rarities:
There are three rarity types, common, rare and epic. Common is the lowest rarity and Epic is the highest and most scarces variant type. The variant types do not effect the characters stats and most epic variants along with some rare variants will not only change the weapon, equipment and themes of a hero but also their in-game VFX.
Generated Variants:
The uniqueness in generated variants is created by randomizing different aspects of the hero, within given parameters. Such as changing the armor, equipment, weapons, colours etc. Generated characters will be unique and have only one copy, most ofthe common types will generated variants.
Crafted Variants:
There will be two key differences between the generated type and crafted types. Crafted types will have all their equipment and weapons created and assembled for that specific variant theme. Some crafted variants unlike generated variants will have more than one copy, the supply number will depend on the rarity of the variant and the total number of crafted variants on per hero basis. Some rares and all epics will be crafted types.
There are three rarity types, common, rare and epic. Common is the lowest rarity and Epic is the highest and most scarces variant type. The variant types do not effect the characters stats and most epic variants along with some rare variants will not only change the weapon, equipment and themes of a hero but also their in-game VFX.
Generated Variants:
The uniqueness in generated variants is created by randomizing different aspects of the hero, within given parameters. Such as changing the armor, equipment, weapons, colours etc. Generated characters will be unique and have only one copy, most ofthe common types will generated variants.
Crafted Variants:
There will be two key differences between the generated type and crafted types. Crafted types will have all their equipment and weapons created and assembled for that specific variant theme. Some crafted variants unlike generated variants will have more than one copy, the supply number will depend on the rarity of the variant and the total number of crafted variants on per hero basis. Some rares and all epics will be crafted types.