11. Guppy Generals
Paradise Wars is a deck-building auto battler/auto chess game that is focused on player engagement and player progression. You play as a General as you command your army against the opposing Generals in PvP style combat. Gameplay rewards players who attempt to progress and improve their General and deck. Generals are the player’s characters that they control in-game.
Throughout the game, players can control their General to walk around the board. As of now there are two types of Generals; Guangs and Guppy Generals. You are given a Guang when you start the game, and you earn Guangs through booster packs. Guppy Generals are obtained by breeding Guppy Gang NFTs with Guppy Treat Tokens.
Generals are the player’s characters that they control in-game. Throughout the game, players can control their General to walk around the board. Generals can influence gameplay through their statistics and bonus effects, such as a bonus effect that gives your units increased movement speed.
It is important to note that the player’s control over the General’s movement in-game has no influence over gameplay and the player’s Generals do not actually participate in combat.
Players can obtain two types of Generals:
- Guppy Generals — These are bred with Guppy Treat Tokens (GTT) and two Guppy Gang NFTs.
- Guang Generals — Guang Generals are obtained from booster packs and other in-game rewards.
Every player receives an untradeable Guang General of base rarity when they first start. This General cannot be used in conquest matches. However, it is used to give all players a starting point when they first join.
Each General has a set of statistics and three special bonuses. These differ between Generals and allow a wide range of play styles. Generals are the centerpiece of deck compositions, and provide synergetic enhancements and effects, without forcing players into playing a specific deck composition.
Generals start at level 0 and earn experience through all game modes, more for wins than losses, to reach a maximum of level 10.
Generals’ bonus effects are unlocked at specific levels. A level 0 General will have no bonus effects. Upon reaching levels 3, 6, and 10, the General will gain a new bonus effect that is activated in-game. This style mechanic is designed to incentivize people to level up their Generals through playing and slows down the overall progression without giving players with higher-tier Generals too much power.
Generals’ stats will be designed around different play styles and will not change based on level. For example, a General with high health will have low attack to encourage players to get a strong economy early game and focus on a strong late-game composition.
When a player wins, their General fires a projectile at the opposing General. This projectile’s damage is calculated by three variables: The attack stat of the attacking General, a round modifier that scales damage to be stronger later in the game, and additional damage scaling from the surviving units on the winning team.
Gems are the in-game currency. A set amount is given to each player after each team fight. Players use gems to activate cards from their hand or reshuffle their hand back into their deck. Some Generals earn additional gems for winning rounds or passively gain additional gems each round.
- Health — The overall player’s Hit Points that persist between rounds.
- Armor — A buffer for incoming damage per round.
- Income — How many additional gems the player receives at the end of each battle.
- Command Power — Determines the number of units allowed on the board.
- Gem Win Bonus — How many additional gems are rewarded for winning a round.
Generals are the last line of defense in each battle. Once all of a player’s units are killed, the winning General will attack, dealing damage to the losing General. A portion of this damage will be mitigated by the losing General’s armor but the remaining damage will be dealt to their health. If some of the winning player’s units are alive by the end of the battle the winning player deals damage, scaling with the amount of surviving units, to encourage players to always play their strongest composition.
Once a General’s HP reaches zero, the corresponding player loses the match.
General Play Styles:
- Late-game — Late-game Generals focus on high Armor so they survive until their late-game team is active.
- Damage — Damage Generals focus on dealing damage early in the game to punish late-game players by having high Attack. This type of General is rewarded with additional gems when they win a round.
- Tank — Tank Generals have high Health to survive damage throughout the game.
- Sustain — These Generals focus on making their win rate higher through a high Command Power. However, the reward from winning is lower because this General type has a lower attack stat.
- Economy — Economy Generals have increased Income so players can hit their final compositions faster at the risk of taking more damage earlier.
Each General consists of a combination of two play styles to increase uniqueness for each General. These combinations can be uneven, for example, a General could be 65% damage and 35% late-game for its overall play style. A play style always contributes 20% as a minimum to the General’s overall play style.
It is intentionally possible for a General to have two of the same play styles.
When Guppy Generals are created, they are given a rarity. This rarity does not affect the General’s statistics However, it does influence the strength of the three bonus effects that are obtained at levels 3, 6, and 10.
There are four rarities:
- Base — 44.64% chance
- Advanced — 31.25% chance
- Adept — 17.86% chance
- Ascended — 6.25% chance
Once a General has participated in a conquest match, that General and the deck it used become locked for 24 hours, preventing it from being played in additional conquests. Players can still use the General and deck for casual and ranked game modes. This lock exists to restrict the amount players can earn each day from a single General so there is more value in holding multiple Generals. It also encourages players to learn multiple strategies.
Both Guppy Generals and Guang Generals have a rare variant of card art where the card has a golden border. The chance of obtaining this golden border effect for Guppy Generals is determined by the rarity of the Guppy Gang NFTs used in the breeding process. Guangs Generals have a consistent, very small chance to be golden.
Guppy General Breeding:
When two Guppy Gang NFTs are bred using the Guppy breeding web interface, a Guppy General is created. Guppy Generals are generated with a combination of cosmetics items and have varied statistics. These statistics are determined through our stat generation algorithm to ensure all Generals are balanced and fun to play.
Each possible Guppy General cosmetic item has a rarity that determines the chance of it being on a General. The cosmetic items themselves do not affect statistics or gameplay but are used to give each Guppy General more personality.
Cosmetic variance on Guppy Generals is not individually unique. Meaning it is possible for two Generals to be created with the same cosmetic combination, however, this is unlikely.
NOTE: If you’re interested in learning more about Guppy Breeding, check out this full-length Medium Article going in-depth about the topic.
King Guppy Generals
There are 15 King Guppy Generals, These Generals are a very rare cosmetic variant resembling a king. Unlike normal Guppy Generals, there are no duplicate kings. There is only one King Guppy General for each mood, resulting in 15 Kings total.
King Guppy Generals have additional card details and special cosmetic improvements to the character art.
- No glasses — 70.59%
- Goggles — 9.41%
- Aviators — 4.71%
- Round — 7.06%
- Square — 7.06%
- Monocle — 0.24%
- Patch — 0.94%
- No Hat — 35.21%
- Halo — 0.12%
- Cat — 0.12%
- Crown — 3.52%
- Tiara — 3.52%
- Archer — 11.74%
- Bard — 11.74%
- Jester — 5.87%
- Wizard — 11.74%
- Warlord — 2.35%
- Knight — 14.08%
- Grief — 6.67%
- Awe — 6.67%
- Terror — 6.67%
- Joy — 6.67%
- Vigilance — 6.67%
- Loneliness — 6.67%
- Love — 6.67%
- Trust — 6.67%
- Rage — 6.67%
- Deceit — 6.67%
- Serenity — 6.67%
- Greed — 6.67%
- Pride — 6.67%
- Zeal — 6.67%
- Courage — 6.67%
- Texture 1 — 42.80%
- Texture 2 — 14.27%
- Texture 3 — 14.27%
- Texture 4 — 14.27%
- Texture 5 — 14.27%
- Texture 6 — 0.14%
- No Neck — 85.32%
- Necklace — 11.95%
- Scarf — 1.71%
- Choker — 0.17%
- Chain — 0.85%
- No Shirt — 100%
- No Back — 38.22%
- Cape — 11.46%
- Tattered — 3.82%
- Adventurer — 11.15%
- Katanas — 9.55%
- Sword — 8.92%
- Staff — 8.92%
- Shield — 7.96%
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