Crew NFT
Last updated
Last updated
Players can adventure through space and undertake missions through their Crews.
Crew members have different stats and abilities that make them unique. These stats and abilities can determine their efficiency in mining resources and finding items. Here are the parameters.
Crews are fully customizable as well, and the Crew metadata will update after every customization. (eg. Equip a new headgear from the marketplace, and you will see your Crew's image update with their new headgear!)
Can be purchased through our ingame marketplace
Join our private sales
Scout function (using Scouting Tickets)
Through external marketplaces and secondary markets
There are three classes you can use in Cyberstella:
Humans (Male and Female), Beasts, and Androids.
There are five:
Common
Uncommon
Rare
Epic
Legendary
The better Crew has stronger parameters, a better upper limit of the levels, more parts, different backgrounds, golden parts, and many more.
Below is an example of a Common and an Epic Crew.
You can Scout new crews using Scouting Tickets. a crew from a tag.
The 'parent' Crew must match in rarity and class, and both must be above level 5 to be eligible.
The Scouting Ticket used must match the 'parent' Crew's rarity as well.
The Crew will be under cooldown status (few hours, few days)
When it is generated from the Scouting process.
Transferred through the wallet transaction
Purchased on the marketplace
You can sell your Crew while it is cooling down. In this case, the Crew will be into another cooling down period.
Level-up Process
When players level up their Crew, they will get points which they can then distribute to each attribute.
Players can increase the Crew’s level by paying $UCC, $STL, and some time.
There is no failure in leveling up. Leveling up is 100% secured when players meet its conditions.
The amount of free attribute points you'll get through leveling up depends on the Crew's rarity.
Common
4
Uncommon
5
Rare
6
Epic
8
Legendary
8
$STL, $UCC, and time
The amount depends upon multiple factors, such as rarity and the current level.
$STL costs are omitted if the level of the Crew is low.
Players cannot sell or transfer their Crew while leveling up.
Players cannot level up their Crew while it is on sale.
Power
Efficiency in gaining $UCC
Attacking power
Agility
Efficiency in gaining $STL
Sequence in battle (Initiative)
Vitality
Overall health/durability
HP
Luck
Efficiency in gaining materials
Accuracy
Level
Level of crew member
Rarity
Rarity of crew member
Scouting
No. of scouting attempts
ID
Character ID
Class
Crew type (Human, Alien, Android)
Each crew can level up to its limit depending on the crew's rarity. The parameter points of leveling up are different depending on their rarity.
Players can customize their Crew NFT's character profiles and descriptions. During certain circumstances, your own NFT can even be incorporated into the official lore and be a part of the Cyberstella universe (manga, game, animation, etc)!
(See Manga Integration in IP Experience of Crew)
You can set the profile of your Crew character for the first time for free, however, subsequent changes will require $AVAX or $STL.
In the future, there will be in-game features related to story-building. (eg; users can read and “like” stories of other users, etc.)
Click "Transfer" in the Dock menu.
You cannot transfer your Crew while your crew is active on Adventure or Battle.
You cannot transfer your Crew while it is on sale.
Dock > Crew > Sell, and you can value your Crew and sell them on the in-game or any 3rd-party marketplace.
The transaction fee is 6%
You cannot sell your Crew while your crew is active on Adventure or Battle.
You cannot sell when your Crew has equipped Accessories.
Each Crew can only collect a certain amount of $STL in their lifetime due to the dangers of their job. Once a Crew has reached their max potential, they can no longer earn $STL in adventuring.
Different Crews have different earning limits. Their individual earning limits depend on various factors, such as their individual stats and rarity.
These earning limits only apply to the Adventure mode at the time of launch.
In the future, rewards acquired through other means, such as Ranking Rewards, will not be subject to the $STL earning limit.
Earning limits for Crews are calculated based on the Crew's rarity at the time of scouting with a 1.5 multiplier. Example: - If the cost of a "Common x Common" Scouting procedure is 10 $STL, the maximum earnable $STL of the scouted Crew (also Common) is 15 $STL. - If an Uncommon Crew appears from a "Common x Common" Scouting procedure, a 1.5 multiplier is added to the cost of Scouting in an "Uncommon x Uncommon" setting. The same applies to Rare and Epic. - The maximum earnable $STL can be further increased by Limit Break.
Even if a Crew has reached their earning limits, their story does not end there. Crews can go through the Limit Break process and exceed their capabilities.
Limit Break is an in-game function that allows Crews to go beyond their limits and increase their earning capabilities, as well as their attributes.
By using a Crew as a cost, Limit Break will allow your crews to earn $STL beyond their limit and their parameters will also increase.
In return, the 'receiver' Crew will gain allocation points depending on the 'donor' Crew's rarity. The donor/Cost Crew's earning potential will also be added to the receiver/Limit Break Crew.
Crews can undergo Limit Breaking up to 5 times. The instances where Limit Break is performed are decided by the player.
Limit Breaking can be performed at any level.
The cost crew will be lost when used for Limit Break and you will also need AVAX, UCC, and STL
Limit Break costs: - 1x Cost/Donor Crew (will be removed from gameplay after the process) - Tokens
The cost is not dependent on the number of Limit Breaks already done, or the Crew's Rarity, but is uniformly set across.
$STL acquired by the Donor Crew and the $STL they can acquire in the future are added to the Crew that underwent Limit Break.
$STL earning limits and Crew Limit Breaks are both deflationary mechanisms that help maintain balanced tokenomics and game economy. The goal is two things:
1) Prevent the oversupply of tokens and maintain a healthy economy through deflation.
2) Maintain a healthy NFT economy through burn mechanisms.