Bullets & Killing Others
Within the game, players possess the capability to engage in combat by shooting at each other. The probability of successfully executing a shot is determined by a combination of factors including the quantity of ammunition available, the proficiency in shooting skills, and the individual's rank within the game hierarchy.
Upon initiating an attack on another player, the targeted opponent will retaliate with gunfire. The intensity of the counterattack varies, with options including matching the attacker's bullet count, utilizing half of it, doubling it, or employing a random quantity of bullets. In the event of a player's demise during the skirmish, all accrued possessions and progress within the game are forfeited. Following the first shooting attempt, a protection period of 1 hours is implemented, during which no further attacks can be made against the player. Additionally, if a player's HP reaches 90% of total HP, all criminal activities are suspended for a subsequent 12-hour period. HP will be replenished immediately, the player remains in an injured state for 24 hours.
In order to eliminate another player, two attacks must occur within a 24-hour timeframe. If a player succumbs to a second attack within this period, the defender suffers death and incurs penalties, including a two-rank demotion, loss of bullets, and inventory forfeiture.
Safe House
To evade potential shooting attempts, players have the option to seek refuge in a safe house. While in the safe house, all criminal activities and shooting attempts are prohibited. However, entry into the safe house necessitates staking $MOB coins equivalent to the character's XP. Exiting the safe house requires the player to unstake the $MOB coins. A 5% fee is incurred upon staking for the safe house. 80% of the staking fee is allocated to the crime reward pool, while the remaining portion is earmarked for development and marketing endeavors.
Upon exiting the safe house, players are subject to a 12-hour cooldown period before they can seek refuge within it again. This restriction aims to regulate safe house usage and prevent excessive reliance on its protective benefits.

Bullets
Within the game, players are required to procure bullets from designated bullet factories in order to engage in combat with other players or to facilitate organized criminal activities. At regular intervals, typically hourly, new bullets are generated within these factories. Each player is allocated a limited quota of bullets available for purchase during each cycle. Notably, every city within the game boasts its own set of bullet factories, with the potential for multiple factories to operate within a single city.
To purchase bullets, players are required to expend $MOB coins. Upon acquisition, 97% of the $MOB spent will be automatically directed towards the crime reward pool. This mechanism ensures that a significant portion of the in-game currency circulation contributes to the incentivization of criminal activities within the game environment.
Attack Damage = bullet amount * (attacker base power / defender base power) * (firing skill * RANDOM(0.25,1) / 10)
The attacker will get 90% of the token difference between the defender's new level and the old level.
Last updated