Decimated has an in-game currency called DIO, represented as Ð (Ð10,000 for example), that can be earned by performing actions with other players, selling items, doing missions, gathering resources, looting, or offering services in-game. We have digital scarcity of virtual items, virtual marketplaces to buy/sell items, and player to player trading.
Players are able to access ATM’s in-game to bank their virtual assets and earnings, so until those assets are banked, they are subject to be dropped, lost or stolen.
All players will earn in-game currency while playing after completing missions, which can be user to re-equip their character, refuel their vehicle, buy upgrades and
Citizens can do legal (low risk, low reward) or illegal (high risk, high reward) jobs or missions to earn currency to spend on weapons, ammo, customizations, upgrades, vehicles and bases.
Cyborg Cops and Bounty Hunters can earn currency when they take wanted criminals alive, or less if they kill them. Cops can issue fines and penalties to citizens who have broken the law or who do not have the appropriate license for the type of items they are carrying, or the type of activity they are doing, and will be rewarded by headquarters for capturing or killing criminals.
Daily DIO reward emission rate
As the developer of Decimated, we determine the total number of rewards that will be distributed in the game on a daily basis, to be a total amount of DIO, which we can equate to a small percentage of our daily revenue, so we are sure that we are only spending a small percentage in the form of rewards.
Let’s say that we have a daily reward pool of 100,000 DIO. This DIO will be divided between all the ways that players can earn DIO, through missions of varying levels of difficulty, or scavenging the world, which would yield the lowest reward.
We have a system that distributes our daily DIO rewards throughout the various ways to earn DIO in the game. This system should never issue more than the daily allowance of DIO per day, so each mission should be a percentage of the total reward pool. We should have the control over the daily rewards, and how they are divided between all of the missions.
So if there are 100,000 DIO to be earned in one day, these rewards are distributed through the game missions and ways to find/earn DIO as shown in the distribution chart.
Very low risk: scavenging/looting - potential to earn 2% of the daily rewards / 2000 tokens
Low Risk: easy missions - potential to earn 10% of daily rewards / 10,000 tokens
Medium risk: harder missions - potential to earn 20% of daily rewards / 20,000 tokens
High Risk: Very Hard Missions - potential to earn 30% of daily rewards / 30,000 tokens
Very High Risk: extremely hard missions - potential to earn 38% of daily rewards / 38,000 tokens
So, based on this system, the server can spawn random missions with varying levels of difficulty, for a limited period of time, of say 30 minutes. If the mission is not started by any player within those 30 minutes, and there are no players within a certain radius of the spawn point of the mission, it will disappear, and respawn at another time during that day. (we could potentially pause the countdown to de-spawn if there are players nearby)
Missions of each level of difficulty/risk will have the daily reward distributed between them, so, if there are 10 low risk missions, they will each have a potential total reward of 1000 DIO each, or if there are 10 high risk missions, the total potential reward would be 3000 DIO each.
We should have a system that allows the game designers to choose the variables and adjust the settings of the mission difficulties and percentage of rewards.
Obviously, if a mission is completed, then one less mission in that category of difficulty will spawn within that 24 hour period. We can anticipate that one a daily basis, all very low and low risk missions will be completed and tokens given, whereas the higher difficulty missions may never actually be achieved.
We can also add in levels of complexity to the rewards, such as basing the rewards on time and damage rules, such as:
Attacking players (human citizens/independent)
in a “cargo delivery” mission - a player (or group of players) must intercept a vehicle with cargo, and transport it to a delivery checkpoint within a certain time (based on the distance from the start point). Arriving late or receiving damage will incur penalties to the reward.
in a “destroy convoy” mission, players must kill all the NPC’s and vehicles within a certain time. Running over time with incur penalties to the reward.
in an “assassinate target” mission, players must kill an NPC (or player potentially) and will be rewarded based on stealth. Penalties will be incurred for being seen by NPC’s or enemy players, or killing other NPC’s or players besides the target.
in a 'Money Shipment” mission, players must ambush a convoy with a security van that must NOT be destroyed, but instead captured and driven safely to a delivery checkpoint for a reward. Penalties are incurred if the security vehicle receives damage.
in a “crashed ship” mission, players must kill all the NPC guards that are protecting the crashed ship, and will be able to loot the area after they are all dead. But other players will also be competing for the loot. The last man standing, who can escape back to a green zone will win the rewards.
Defending players (human citizens, independent/cyborg cops)
Note that in all of these missions, players can also be defenders in the mission, thereby turning the game around:
in a “cargo delivery” mission - a player (or group of players) must deliver a vehicle with cargo to a delivery checkpoint within a certain time (based on the distance from the start point). Arriving late or receiving damage will incur penalties to the reward.
in a “defend target” mission, players must kill an NPC (or player potentially) and will be rewarded based on stealth. Penalties will be incurred for being seen by NPC’s or enemy players, or killing other NPC’s or players besides the target.
in a 'Money Shipment” mission, players must escort a convoy with a security van that must be protected and escorted safely to a delivery checkpoint for a reward. Penalties are incurred if the security vehicle receives damage.
Players can rob stores, gas stations and other players for a reward. Doing so will result in a “wanted” status (as will killing NPC merchants or players). The longer a player holds up a store, the more rewards he will receive onto his character, but the higher risk that he will be caught or killed by the cops or bounty hunters. Note that money stolen will still not be safe until the robbers get safely to an ATM where they can bank their cash. it is likely that robbers will be killed on the way to a safe zone, and we can also send NPCs to try and kill these players so they don' exploit the game too easily.
Cyborg Cops (and bounty hunters)
Cyborg cops (and bounty hunters) can also be rewarded for capturing or killing criminal players who have a “wanted” status. Killing players will earn 50% of the reward, capturing players alive (stunned/knocked unconscious) will receive up to 100% of the reward. Cops and bounty hunters can send captured players to Jail, labor camps or deathmatch arenas. Sending prisoners to other locations can either be done through the UI selection, or by physically transporting them to the location on the map and dropping them off there.
Get Home Safe!
If a player/group of players complete a mission and loot the items/DIO from the mission site, they still need to get safely back to an ATM to bank their earnings safely to their private wallet. In some cases, players will be rewarded DIO after reaching a delivery checkpoint, but the DIO will still be on their character, and not safely stored in their wallet through an ATM.
Monetizable real estate
We sell various types of buildings to players such as item shops, medic stations, garages and fuel stations. We will sell items and consumables in bulk, and players can sell them to other players from within their shop.
So for example, you can buy a Burger Byte shop for DIO then buy 500 burgers, and sell these for DIO to the other players, essentially running a virtual shop or restauratn in the Decimated world.
Gas station: sells fuel, nitros
Garage: repairs vehicles, sells vehicle customizations
medic station: heals players, sells med kids, stem cell gel
weapons store: sells weapons, ammo, armor, grenades, etc
restaurant: sells food and drink of the particular category (burgers, sushi, noodles, pizza, etc)
shipping containers & apartments: used for storage, restoring health, etc can come with optional garage / landing pad (for hover vehicles)
In summary, players are incentivized to participate in the game by earning rewards in the form of virtual currency and items for completing missions, contributing to the game's ecosystem, and participating in the game's economy through trading. The development team want to emphasize the importance of balancing the game's economy to ensure a fair and sustainable ecosystem for all players.