# Gaming Update #2

## A Brand New Combat System: Live the Intensity of a real Fight !

*Whether you played during the Alpha version or joined the project more recently come and discover the new types of cards that will be usable into the game. It drastically changes from the previous version as we wanted to go deeper into the simulation, the strategic aspect and the realism.*

*The combat system in MetaFight is card-based, with each fighter represented by a base card which displays their fundamental attributes. Players enhance their fighters by equipping additional equipment and move cards, adding layers of strategy to each encounter.*

{% hint style="info" %}
Now available in MetaFight:

* Discover a mini-game, fill quests and try to win upcoming $MFT -> [<mark style="color:orange;">**MetaFight Puncher**</mark>](https://t.me/Metafight_Punch_Bot)
  {% endhint %}

1. [<mark style="color:red;">**Overview**</mark>](#overview)
   1. [<mark style="color:orange;">Key Components</mark>](#key-components)
   2. [<mark style="color:orange;">Combat Mechanics</mark>](#key-components)
   3. [<mark style="color:orange;">Strategy & Tactics</mark>](#strategy-and-tactics)
   4. [<mark style="color:orange;">Detailed Breakdown</mark>](#detailed-breakdown)
   5. [<mark style="color:orange;">Dynamic Gameplay</mark>](#dynamic-gameplay)
2. [<mark style="color:red;">**Combat Structure**</mark>](#combat-structure)
3. [<mark style="color:red;">**Selection & Execution of Moves/Combos**</mark>](#selection-and-execution-of-moves-combos)
4. [<mark style="color:red;">**Fighter Cards**</mark>](#fighter-cards)
5. [<mark style="color:red;">**Affinity System**</mark>](#affinity-system)
6. [<mark style="color:red;">**Fight Enhancement Cards**</mark>](#fight-enhancement-cards)
7. [<mark style="color:red;">**Gym, Equipment & Coach**</mark>](#gym-equipment-and-coach)
8. [<mark style="color:red;">**Fighter Equipment**</mark>](#fighter-equipment)
9. [<mark style="color:red;">**Victory Conditions**</mark>](#victory-conditions)
10. [<mark style="color:red;">**Combat Summary**</mark>](#combat-summary)

***

### <mark style="color:red;">Overview</mark>

The combat system in MetaFight is card-based, with each fighter represented by a fighter card which displays their fundamental attributes. Players enhance their fighters by equipping additional equipment and move cards, adding layers of strategy to each encounter.

#### <mark style="color:orange;">Key Components</mark>

**Fighter Cards:** Each fighter card has a base value which represents the fighter's inherent capabilities.

**Equipment and Move Cards:** Before each battle, players equip their fighters with equipment cards that can boost stats or provide special abilities, and move cards that dictate additional actions the fighter can take during combat.

#### <mark style="color:orange;">Combat Mechanics</mark>

**Round Activation:** During combat, players can activate moves at each round, allowing for strategic decisions about when to attack, defend, or use special abilities.

**Combos and Special Moves:** Players can execute combos by using specific sequences of move cards, potentially yielding greater damage or additional effects.

#### <mark style="color:orange;">Strategy & Tactics</mark>

**Item and Move Interaction:** The effectiveness of moves and equipment can vary based on the fighter’s style (e.g., wrestling, grappling, striking). Understanding these interactions is crucial, as they affect the outcome of each round.

**Scoring and Winning Rounds:** Each round’s winner is determined by comparing the total value of the base fighter card plus any additional value from equipped items and successfully executed moves. The fighter with the higher value wins the round.

**Match Length:** Matches are typically conducted over 3 or 5 rounds, with the fighter winning the majority of rounds declared the overall victor.

#### <mark style="color:orange;">Detailed Breakdown</mark>

**Stat Modifiers:** Equipment and moves can modify a fighter's stats either temporarily for a round or for the duration of the match, depending on the item's attributes.

**Tactical Depth:** Players need to think several moves ahead, anticipating their opponent's tactics and strategically choosing their moves to counteract those plans. The option to create combos adds a layer of depth, as players must decide the optimal time to unleash powerful sequences for maximum impact.

#### <mark style="color:orange;">Dynamic Gameplay</mark>

The variability of equipment and moves, combined with the different styles of fighters, ensures a high level of replayability and strategic depth. Players are constantly **faced with new scenarios** and **must adapt their strategies** to succeed.

The combat system in MetaFight is designed to be engaging and strategic, offering players numerous ways **to customize** and **enhance** their fighters. **This system rewards tactical planning and adaptability**, making each match both challenging and rewarding.

***

### <mark style="color:red;">Combat Structure</mark>

The combat unfolds in **3 distinct rounds**.

Each round consists of **5 sequences** and a **unique amount of stamina for the round**.

During each sequence, players can play a previously selected move or combo. Stamina represents the player's fatigue level, decreasing as rounds progress, thus affecting the accuracy of moves/combos based on its usage.

<figure><img src="https://lh7-us.googleusercontent.com/docsz/AD_4nXdKd4aIWwjCJsiZXvO8d25wGTU-Rsu-CTCrPZqsbtzmoIAyJbdCA_NFLDZIE_tp4kc-J2kJELhATANZgZoQldBSHvQcFk83q-wPYqYJ59FPLxWYKJVfcPg6MPJAmBiqp9kAgx2_dDBFaDAsK6aN_2wIucfK?key=_VXQXMVuRUuiCfkI2-3O8w" alt=""><figcaption><p><em>Structure of a fight. Each sequence represents an exchange of moves or combos between 2 fighters.</em></p></figcaption></figure>

***

### <mark style="color:red;">Selection & Execution of Moves/Combos</mark>

Before each round, players select a list of available moves and combos. Each move/combo varies in terms of damage, specializations, accuracy, and stamina cost, offering a wide range of strategic choices.

* The damage of moves/combos is influenced by the level of the move/combo, the chances of critical hits, and the % of critical damage.
* Each move/combo will have a specialization among Wrestling, Grappling, or Striking.
* The success of a move depends on its accuracy percentage, introducing an element of chance and strategy in attack selection.
* When using a move, its stamina cost is subtracted from the fighter's round stamina.

Players must find the right balance between powerful but less accurate moves and more reliable but less powerful moves. The order of using moves/combos is also important since the accuracy of moves/combos is related to the round's stamina.

<figure><img src="https://lh7-us.googleusercontent.com/docsz/AD_4nXfcibPouNE17vlCG3Xg8EuX8cM3529Yj5i8WVxZidDGPPlS_Nl1tecbHGbuuoCsc2qsekKdJxiZizW6gPK2hdszx0hRrp80wPDZB3NG8ZSx8vaqJURzIjlQ1tpsYyznPD9nDYTudvva9a8sCsLd3wKuaL2w?key=_VXQXMVuRUuiCfkI2-3O8w" alt=""><figcaption><p><em>Example of a move pool available to an early player.</em></p></figcaption></figure>

***

### <mark style="color:red;">Fighter Cards</mark>

Players each choose a Fighter Card before the start of the combat.

Each Fighter Card may or may not have a specialization among Grappling, Striking, or Wrestling. A fighter using a move/combo of their specialization will increase its damage.

Additionally, each fighter has a "special move". The special move has a higher chance of KO. This KO chance increases with each sequence won by the fighter. Therefore, this special move should be played at the right moment as it can only be used once per combat. Special moves are assigned when the card is minted, and players can have a chance to modify them when upgrading their Fighters Cards.

***

### <mark style="color:red;">Affinity System</mark>

Specializations follow a rock-paper-scissors system where some are more effective against others.

For example, a Striking specialized move/combo will deal more damage to a Grappling specialized fighter but will have reduced damage against a Wrestling specialized fighter.

Players must consider the relative strengths and weaknesses of specializations when choosing their move/combo.

<div align="center" data-full-width="false"><figure><img src="https://lh7-us.googleusercontent.com/docsz/AD_4nXc8dqePmCP2uaDqRlnjTDgy3AYdltuHvBizCCHEB4HKsCtPftIT7xPAvlG05tGAWMtRzcwstH_zNAxZLyLUVRWWUyh15zMK8cHvB9EjqJ9aT0mO8auu78MXz6Jdi6vzzmn2ZWBPIzCN3e7HApugz7CJPpc2?key=_VXQXMVuRUuiCfkI2-3O8w" alt="" width="375"><figcaption><p><em>Basic concept of the Affinity System.</em> <br><em>Striking wins against Grappling because strikers can keep grapplers at a distance, but it loses to Wrestling as wrestlers can close the distance quickly.</em> <br><em>Wrestling wins against Striking by enabling wrestlers to close the distance and avoid strikes, yet it loses to Grappling since grapplers can counter takedowns and apply submissions.</em> <br><em>Grappling wins against Wrestling by allowing grapplers to control wrestlers on the ground, but it loses to Striking because strikers can maintain distance and land strikes.</em></p></figcaption></figure></div>

***

### <mark style="color:red;">Fight Enhancement Cards</mark>

Players can select 1 to 2 fight enhancement cards before the start of the combat. Fight enhancement cards can modify various aspects of the combat, adding strategic depth. They can influence damage, accuracy, the round's stamina amount, and introduce special effects.

<figure><img src="https://lh7-us.googleusercontent.com/docsz/AD_4nXeWTuzK4dghlJbS78gOOGjJmnBJFSE0YaSnGydDfXwiEZJnCHf7ewdRIRT4LyOuf4f_xXwv6KlZ93o-Fm0UTQxL-1golm7b1s8Mo7EBgWYrb1PChHK8ks7ynmN5ec4BNVJ6Jpi-NDN8lgZnPm6jLPd-WLPJ?key=_VXQXMVuRUuiCfkI2-3O8w" alt=""><figcaption><p><em>Example of effects of 3 Fight Enhancement Cards</em></p></figcaption></figure>

***

### <mark style="color:red;">Gym, Equipment & Coach</mark>

For a Fighter Card to participate in combat, they must first be assigned to a Gym.

Within Gyms, players will find slots for various types of cards: weight training equipment, defensive equipment, and coaches.

Coach Cards significantly boost a Fighter Card's proficiency in moves, combos, and specializations. Meanwhile, weight training and defensive equipment cards not only boost moves and combos but also provide unique passive abilities.

The Gym and its components are essential for combat preparation and strategic planning, significantly influencing a fighter's performance in the ring.

***

### <mark style="color:red;">Fighter Equipment</mark>

Fighters can be equipped with specific cards for the head, hands, and legs.

Players can modify their fighter's equipment cards before the start of the combat.

Each type of equipment provides specific advantages and contributes to the development of your combat strategy.

***

### <mark style="color:red;">Victory Conditions</mark>

To win a combat, you must either:

* Defeat the opposing fighter (K.O., T.K.O. or Submission)
* Win at least 2 of the 3 rounds.

To win a round, you need to win at least 3 sequences. A fighter wins a sequence if, when calculating damage, their amount is higher than that of their opponent. Draws are possible but quite rare.

***

### <mark style="color:red;">Combat Summary</mark>

1. Choose fighters and their equipment cards
2. Choose fight enhancement cards
3. Choose moves/combos for the round
4. Start the round
5. Each player chooses their first move/combo
6. Calculate the damage of each player and determine the sequence winner
7. Repeat steps 5 and 6 four more times\*.
8. Determine the round winner
9. Repeat steps 3 to 8 two more times.
10. Determine the overall winner.

Note: If a fighter knocks out the other, it immediately ends the combat.

\*Players will unlock some sequences planification and automation after reaching a certain threshold in the game.
