SPACESHIPS

Spaceships are one of the main NFT's the player can possess in Space SIP (SIP) The player starts in the Base Station where they can mint their first Spaceship at a cost of $SIP tokens. All $SIP spent on minting spaceships gets sent to the contract that handles fight pay-outs. Each spaceship starts at level 1, and comes with a random element and attributes upon minting. Currently there is no way to change the element of a spaceship.

CLASSES

At the time of writing this document, there are 12 classes of spaceships assigned to 4 elements. That means, each element (Fire, Earth, Lightning, Water) has 3 classes.

RARITIES

There are 4 rarities of spaceships which are:
  • Normal
  • Rare
  • Super Rare
  • Specially Super Rare
Better rarities will give more power and bonus to the spaceship in its activities.

LEVEL CAP

The Level Cap is the maximum attainable level of a spaceship.
All spaceships are born with Starting Level Cap = 10
Level Cap can be raised by using Fusion functionality until the Level Cap reaches Max Level.
Max Level of a spaceship is determined by its rarity in the following table:
Rarity
Level Cap
Normal
20
Rare
40
Super Rare
60
Specially Super Rare
100

FUEL CAPACITY

Each spaceship has its own individual fuel pool, with a maximum count depending on its class and rarity.
Rarity
Fuel Capacity
Normal
15
Rare
30
Super Rare
45
Specially Super Rare
60
Fuel is consumed in combat activities. When a spaceship runs out of fuel, it needs to stay in the Base Station for fuel recharge. Fuel is not recharged when a spaceship is in Mining operations. Fuel regenerates at a rate of 0.1 every 5 minutes in the Base Station.

HP

Each spaceship has its own individual HP pool, with a maximum count depending on its class and rarity. HP is not a consumable attribute and will be reset after every combat. Spaceship HP is deducted in combat activities (PvE, PvP) when it is hit by enemies. Remaining HP will determine if the player wins or loses the combat and will also contribute to the calculation of rewards.

ATTACK

Each spaceship has its own Attack power, with a maximum count depending on its class and rarity. Attack is not consumable and deductible. Spaceship Attack will contribute to the calculation of rewards.

MISSILE

Each spaceship is armed with a number of Missiles, with a maximum count depending on its rarity. Missile is not a consumable attribute and will be reset after every combat.
Rarity
Number of Missiles
Normal
2
Rare
3
Super Rare
4
Specially Super Rare
5
Each Missile has a base damage of 3 HP at level 1 and is increased 5% at every upgrade level. Missile final damage is calculated from base damage with bonus
  • Elemental Bonus
  • Squad Bonus of a Battle fleet

GODSEND

Godsend is the luck stat of a spaceship. Godsend has an effect on every combat activity, but governs no skills.
  • Increase winning chances and rewards in PvE combat
  • Increase the drop of Common Gems and Legendary Gems in PvE Combat
  • Increase the critical rate in PvP combat
Godsend level starts at zero and has a max cap of 10. Enchant is the process of spending $SIP token to burn one spaceship and increase the Godsend level of the target spaceship.
  • Burning one spaceship can upgrade Godsend level by +1
  • Enchant is not a guaranteed successful process. The successful rate of enchant is driven by 2 factors
    • Enchanting low Godsend has a higher success rate
    • Burning high quality spaceships has a higher success rate.
  • Enchant failure resets the Godsend to a lower level

XP AND LEVEL UP

Spaceship starts at level 1 and 0 Exp. Spaceship can earn Exp via combat activities.
  • Fighting Disturbia in Mining Planets
  • PvE Combat
  • PvP Combat
The amount of Exp required for upgrade depends on the level of Spaceship. Higher level needs more Exp to upgrade. When Spaceship is level up, its HP and ATK are increased by +5% per level.

FUSION

Fusion is a functionality used to raise the Level Cap of a spaceship. This process will need player to Spend $SIP token Burn spaceship to upgrade the target spaceship. The max level cap is based on the spaceship rarity as mentioned in the Level section.
When the Fusion is completed, the following attributes of the target spaceship is raised
  • Level Cap is raised by +10
  • Fusion Score is raised by +1
  • Fusion Bonus Score = 3 + 2 * (Fusion Score - 1).
  • Fusion Bonus Score is assigned randomly to spaceship HP or ATK which increase the fighting power of the spaceship.
  • Players have a chance to receive random rewards when Fusion is completed.
All spaceships are born with Starting Fusion Score = 0 Starting Fusion Bonus Score = 0
This table explains the relationship between Rarity, Max Level and Fusion Score
RARITY
MAX FUSION LEVEL
MAX FUSION SCORE
Normal
20
1
Rare
40
3
Super Rare
60
5
Specially Super Rare
10
9
This table explains the relation of Level Cap, the fusion Score and bonus score, and the requirement for burned spaceships to unlock the next level cap.
SPACESHIP LEVEL
LEVEL CAP UNLOCK
FUSION SCORE
FUSION BONUS SCORE
BURNED SPACESHIP (S) TO UNLOCK NEXT LEVEL
-
10
0
0
-
10
20
1
3
01 x Normal
20
30
2
5
01 x Normal
30
40
3
7
01 x Normal
40
50
4
9
01 x Rare
50
60
5
11
01 x Rare
60
70
6
13
03 x Rare or 01 x Super Rare
70
80
7
15
03 x Rare or 01 x Super Rare
80
90
8
17
03 x Rare or 01 x Super Rare
90
100
9
19
03 x Rare or 01 x Super Rare
100
MAX
MAX
MAX
MAX