Prime Assets make up all the critical collectibles for the day-to-day MMORPG gameplay. Prime Assets will be upgradeable, come with special effects, and have many properties - many of these actions will come with requirements (XP Level, Faction Rank, Win Numbers, and so on).
Citizens
Citizens are the characters that users play as in the OpenWorld MMORPG, which are unique to their Planet NFTs and come in various species. Users will be able to level up and craft their characters all throughout gameplay.
Genetic Identity
Intelligent Life across the Galaxy is descended from 6 Prime Genetic Lines: Terran, Atlan, Oyoloun, Orochi, Kyons, and Synths. Every Character belongs to one of these 6 Races.
Weapons will be an exciting part of the OpenWorld MMORPG, as we are implementing melee, energy, and projectile weapons in various themes. This will allow for hundreds of custom items that players will own digitally. Specific weapons stats and weapon balancing will be coming in the future!
Melee Weapons
Each Melee Weapon will come in 4 different ExoWorlds themes: Alien, Dystopian, Hyperfuturistic, and Solarpunk.
A close-quarters weapon that is small size allows for quick, precise strikes, making it ideal for stealthy kills. Its damage output is moderate, but its speed and precision make up for it. It's best suited for close-quarters combat.
Axes
The axe is capable of dealing heavy damage with each swing, it has moderate-slow swing recover speed and moderate precision. It's the shotgun of melee weapons, with a large hitbox, being capable of hitting multiple enemies at once.
Great Axes
A massive, two-handed weapon that takes regular axes to the next level. Inflicting massive damage but with a very slow swing recover speed. The Great Axes hitbox is ever larger and extends outward more, enabling it to strike down various enemies.
Swords
Swords are a great weapon for constant DPS. They have moderate-fast swing recover speeds, and moderate damage. They can only damage one enemy at a time and often times come with protective shields to allow players to get close enough to their target.
Great Swords
The great sword is a massive, two-handed version of the sword that comes with huge damage bonuses at the cost of speed and swing recover rate. The Great Sword can still only deal damage to one player at a time.
A heavy, blunt weapon that uses advanced materials to increase weight and crushing power. Its size and weight make it difficult to wield, comes with super slow swing recover rate and slows down the player, but its damage output is unparalleled. Its heavy swings can take out multiple enemies at once and often in one blow.
Projectile Weapons
Each Projectile Weapon will come in 4 different ExoWorlds themes: Alien, Dystopian, Hyperfuturistic, and Solarpunk. Pistol Class
The pistol is a precise weapon that is well-suited for close-range engagements and can be used as a secondary weapon in conjunction with a primary rifle. Its strengths include fast reload times and accuracy in short bursts of fire. It is also useful as a backup weapon when the player runs out of ammo for their primary weapon.
The shotgun is a powerful, close-quarters weapon that uses advanced technology to increase its firepower and spread. It's capable of dealing heavy damage at close range, but its slow reload speed, and lack of precision make it less effective at longer ranges. Its damage output is high, but its slow reload speed can be a disadvantage. It's best suited for close-quarters combat in tight corridors or small rooms.
The sub-rifle is a lightweight, fully automatic weapon with very high fire rate and moderate-low damage. It's suitable for both close-quarters and mid-range engagements and best used in fast-paced engagements where quick reactions are required.
The assault rifle is a powerful and precise weapon. It excels in medium to long-range engagements and can be used to effectively engage multiple enemies simultaneously. Its strengths include high accuracy and a high rate of fire. It also features a large magazine capacity, allowing players to take out multiple targets without having to reload as frequently. The assault rifle is best used in open environments where long-range engagements are common, such as in outdoor maps or large indoor spaces.
A long-range weapon that has incredibly high precision and firepower. It's extremely effective at taking out targets at far distances, but comes with slow reload speeds and small magazine size.
The Canon is deal for taking out heavily armored targets, or multiple targets at once. It has extremely high damage output, and can damage the user if fired in close range. It comes with a very slow reload speed and small magazine.
Energy Weapons
All energy weapons exactly like their projectile counterparts with the exception that they use energy as ammo and therefor do not reload. Instead energy weapons overheat reaching their power-draw limit.
The pistol is a precise weapon with moderate damage that is well-suited for close-range engagements and can be used as a secondary weapon in conjunction with a primary rifle. Its strengths include fast overheat cooldown and accuracy in short bursts of fire.
All energy weapons exactly like their projectile counterparts with the exception that they use energy as ammo and therefor do not reload. Instead energy weapons overheat reaching their power-draw limit.
The shotgun is a powerful, close-quarters weapon that uses plasma technology for its damage and spread. It's capable of dealing heavy damage at close range, has fast fire rate but slow overheat cooldown rate. Its lack of precision make it less effective at longer ranges, and so best used in close-quarters combat.
All energy weapons exactly like their projectile counterparts with the exception that they use energy as ammo and therefor do not reload. Instead energy weapons overheat reaching their power-draw limit.
The sub-rifle is a lightweight, fully automatic weapon with very high fire rate and moderate-low damage. It's suitable for both close-quarters and mid-range engagements and best used in fast-paced engagements where quick reactions are required.
All energy weapons exactly like their projectile counterparts with the exception that they use energy as ammo and therefor do not reload. Instead energy weapons overheat reaching their power-draw limit.
The assault rifle is a powerful and precise weapon. It excels in medium to long-range engagements and can be used to effectively engage multiple enemies simultaneously. Its strengths include high accuracy and a high rate of fire. It also features a large power draw limit and its overheat cooldown period is moderate. The assault rifle is best used in open environments where long-range engagements are common, such as in outdoor maps or large indoor spaces.
All energy weapons exactly like their projectile counterparts with the exception that they use energy as ammo and therefor do not reload. Instead energy weapons overheat reaching their power-draw limit.
A long-range weapon that has incredibly high precision and firepower. Its extremely effective at taking out targets at far distances, but comes with slow reload speeds and small magazine size.
All energy weapons exactly like their projectile counterparts with the exception that they use energy as ammo and therefor do not reload. Instead energy weapons overheat reaching their power-draw limit.
The Canon is deal for taking out heavily armored targets, or multiple targets at once. It has extremely high damage output, and can damage the user if fired in close range. It comes with a very slow overheat cooldown, and high power-draw.
Vehicles
ExoWorlds will have space, outdoor and indoor environments, and each of these terrains will need certain vehicles to traverse them. Here we explore all the different vehicles that will be featured in the Open-World MMORPG. Remember, as ExoWorlds grows and expands, so will its list of custom vehicles! Aside from this, lore and names for each will be developed.
Spacecrafts
To journey through an ocean of stars, FTL Spacecrafts are necessary and, therefore, vital for life. All Spacecrafts are equipped with Hyperdrives which access higher dimensions to travel great distances in short amounts of time.
Fighters are small, highly maneuverable spaceships designed for fast, short-range engagements in space. Their strengths include agility, speed, and the ability to change direction quickly. They also usually carry a small number of passengers and cargo. Weaknesses include low armor and a relatively small unit capacity.
Cruisers are larger and more heavily armed and armored than fighters. They are slightly slower than fighters but still agile. They are designed for short-medium term and range engagements and can sustain more damage than fighters. They have a moderate unit capacity and only transport players or small cargo.
Battleships are large and heavily armed armored spaceships designed for medium- large scale engagements and can sustain significant damage. They have a large unit capacity, and can support a limited number of small Landcrafts and/or Spacecrafts.
Star carriers are giant spaceships designed to carry and deploy large numbers of fighters, smaller ships, and landcrafts. They are slow and not easy to maneuver, and for this reason they have heavy defensive and offensive capabilities to ensure they can defend deploying a fleet.
Capital Ships are the game's most advanced, colossal spaceships. They are designed for strategic engagements and can sustain massive amounts of damage. Like Star-Carriers they are very slow and hard to maneuver. They have the largest unit and cargo capacity, able to hold even Battleships.
Landcrafts
Hovercrafts are incredibly useful vehicles for planetary mobility. They have internal shields and can be equipped with heavy-duty weapons.
Light and fast this dual-engine vehicle greatly resembles a motorcycle, yet instead of wheels, it has two energy thrusters and floats on magnets. It is quicksilver on land, and only the most skilled pilots can handle their breakneck speed. It is armed with rockets that lock on enemies due to advanced AI. It is fantastic at striking at close range and retreating, but its low armor and exposed thrusters make it easy to incapacitate.
Named a car, since it can usually seat four individuals, this transport vehicle is lightly armored and usually features a unique weapon. The standard array includes rockets, a modified rail gun, and slits in the windows so passengers can attack and defend.
The vehicle floats on small thrusters assisted by four steel balls that spin, generating a small electromagnetic field. It excels at medium-range combat but lacks power.
This vehicle is both slow and powerful. It features one main cannon that fires several types of ammunition. On its sides, it features rockets, heavy shields, and several countermeasures against other tanks. Its main strength is its ability to take punishment and keep on fighting. Its weapons are mighty but slow and can be sabotaged.
Wearables
Wearables will help users to augment levels/stats, help gameplay through quests and design themselves how they wish. Whereas some Wearables will be purely cosmetic, others will give real bonuses, and some will be required to enter restricted locations.
Companions
Companions aid players in diverse ways during combat or exploring. They will have to be dominated and trained to be used effectively. Companions come with various abilities; some will be useful in combat, while others will be better for passive scenarios. Companions will also have their own set of wearables, weapons, and defenses.