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What is Fleetwood ?
FleetWood is a P2E (Play to Earn) game but we’re doing everything a little bit differently. Starting with the game genre. Fleetwood is inspired by games across multiple genres, such as Tower Defense, RTS, RPG's, MOBA's, Battlegrounds and Sandbox creators. The result is the culmination of the best of those worlds, a fast-paced closed game loop with diverse and complex gameplay, driven by a clear progression system.

The game modes will be closed game loops that prioritise fast-paced gaming, multitasking, strategising and skill. The PVE mode, for example, forces players to strategise on which towers to build and when, whilst simultaneously managing other resources and units. Players have to also control their hero and work along with their team to defeat the oncoming waves whilst protecting their towers, structures and vulnerable units.
The economy in FleetWood, just like the gameplay system, will be made up of multiple layers and components. For example, the reward system will be influenced by many factors, such as the player's contribution in-game, team honour scoring and their hero progression. Creating a fairer and more opportune environment. As players complete more games, the heroes they’ve taken into battle will level up, progressing their hero forward and increasing the maximum potential rewards as well as map difficulties. The higher the hero ranking and hero level, the higher the rewards, along with the difficulty and punishment for mistakes. Rewarding players proportionally to the effort they put in, those dedicated players who grind away improving their skills, will always be rewarded.

The end goal for FleetWood is to create a fun but diverse game ecosystem, that rewards anyone who invests their passion into this community, not just their assets. The game ecosystem will be split up in to casual play, competitive play and custom games. Allowing the player to freely move in-between, progress and earn in each layer. There is also room for casual crypto investors to benefit without diving deep into the game, by utilizing things such as hero renting, asset creations, collecting, and much more.

More pieces will be revealed throughout the site to create a sneak peek of the bigger picture.
What is Fleetwood ?
FleetWood is a P2E (Play to Earn) game but we’re doing everything a little bit differently. Starting with the game genre. Fleetwood is inspired by games across multiple genres, such as Tower Defense, RTS, RPG's, MOBA's, Battlegrounds and Sandbox creators. The result is the culmination of the best of those worlds, a fast-paced closed game loop with diverse and complex gameplay, driven by a clear progression system.

The game modes will be closed game loops that prioritise fast-paced gaming, multitasking, strategising and skill. The PVE mode, for example, forces players to strategise on which towers to build and when, whilst simultaneously managing other resources and units. Players have to also control their hero and work along with their team to defeat the oncoming waves whilst protecting their towers, structures and vulnerable units.
The economy in FleetWood, just like the gameplay system, will be made up of multiple layers and components. For example, the reward system will be influenced by many factors, such as the player's contribution in-game, team honour scoring and their hero progression. Creating a fairer and more opportune environment. As players complete more games, the heroes they’ve taken into battle will level up, progressing their hero forward and increasing the maximum potential rewards as well as map difficulties. The higher the hero ranking and hero level, the higher the rewards, along with the difficulty and punishment for mistakes. Rewarding players proportionally to the effort they put in, those dedicated players who grind away improving their skills, will always be rewarded.

The end goal for FleetWood is to create a fun but diverse game ecosystem, that rewards anyone who invests their passion into this community, not just their assets. The game ecosystem will be split up in to casual play, competitive play and custom games. Allowing the player to freely move in-between, progress and earn in each layer. There is also room for casual crypto investors to benefit without diving deep into the game, by utilizing things such as hero renting, asset creations, collecting, and much more.

More pieces will be revealed throughout the site to create a sneak peek of the bigger picture.
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.
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.
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.

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.
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.
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.
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.
The builder is the second NFT character type that will be part of every players arsenal. Whilst builders do not have the same stat depth as heroes, they’re equally crucial during gameplay. A builder's general purpose in-game is to create structures and maintain them, making the builder's
main value equal to their creations and the efficiency in which they’re created.  


During PVE, the builder is used to create towers, resource gathering and research structures, as well as other utility structures. Each player starts the game with one builder that's pre-selected at the load-out, this builder is unkillable by enemies but not immune to effects. Except for constructing towers and other structures, the builder's main utility during the majority of the game is to repair player structures that have been damaged, and to help allies repair their structures. The more builders repairing a structure the quicker it regenerates, which is a key feature in game. Players can spawn clones of their builders however they will be targetable and killable by different enemy types, as the game progresses how players react and use their builders as a team will be critical.


The type of structures a builder can create and the limitations they have is the other exciting part, the builders whilst very similar will have crucial differences that can impact the game and strategy in different ways. More info will be revealed soon!
Variant Rarities:
There are three rarity types: common, rare and epic. Common is the lowest rarity and epic is the highest. The varlant types do not affect the gameplay, most epic variants along with some rare variants will not only change the equipment and themes of a builder 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 armour, equipment and colours. Generated characters will be unique and have only one copy, most of the common types and some rare types will be 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 armour created and assembled for that specific variant theme. 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 a per hero basis. Most rares and all epics will be crafted types.

Legacy Variants:
Legacy type variants, are a group of crafted variants that were created for a specific event or theme. This theme can be shared between heroes, builders and harvesters, but they will have a finite supply. For example a Halloween [year] variant theme can be shared between multiple characters. Each character affected will then get a unique variant with a small number of coples.
Coming Soon
The harvester is the third and final NFT character type that will be part of every player's arsenal. Harvesters do all the gruelling and dangerous work and whilst they’re less sophisticated when compared to the other characters, they’re just as integral to the game.  

In-game harvesters will collect different resources depending on the faction they belong to and the structure they’re assigned to. Harvesters will be the main target for a lot of the enemy types, they’re also not very durable and will succumb to direct attacks quite easily. However, there will be features and mechanics in-game that will allow the players to strategise and act on securing their units. Harvesters similarly to heroes have a ranking system, however they’re called tiers and there are only two. In PVE the first tier is used alongside rank 1 and 2 heroes and the second tier is used alongside rank 3 and 4 heroes in the harder difficulty modes. The second-tier harvesters have increased durability and also can collect resources more efficiently.  

Although the harvester's purpose is simpler, their personality, character and quirkiness in the game will be the loudest and most fun to watch.
Variant Rarltles:
There are three rarity types: common, rare and epic. Common is the lowest rarity and epic is the highest. The varlant types do not affect the gameplay, most epic variants along with some rare variants will not only change the equipment and themes of a bullder 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 armour, equipment and colours. Generated characters will be unique and have only one copy, most of the common types and some rare types will be 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 armour created and assembled for that specific variant theme. 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 a per hero basis. Most rares and all epics will be crafted types.

Legacy Variants:
Legacy type variants, are a group of crafted variants that were created for a specific event or theme. This theme can be shared between heroes, builders and harvesters, but they will have a finite supply. For example a Halloween [year] variant theme can be shared between multiple characters. Each character affected will then get a unique variant with a small number of coples.

Tier Types:
Harvesters serve only one purpose and do not have many attributes that allow them to naturally scale in the harder modes. Instead, harvesters have two tiers, the tiers dictate how efficient they are at gathering resources, the second tier being superior to the first. The second tier also has  fewer total variants on a per harvester basis and is required for the higher map difficulties.
Hero