Unique Selling Points
Trappist 1’s many unique selling points are detailed throughout this documentation, but they are collected and outlined here for quick reference.
These unique features position Trappist 1 as an innovative, flexible and engaging experience within the blockchain gaming and MMO spaces. The game's appeal to both crypto and non-crypto audiences, combined with its immersive sci-fi universe and PvE focus, creates a distinctive competitive edge.
A Living, Breathing Solar System
The planets of Trappist 1 orbit their red dwarf star in real time, just as the moons orbit their planets. All celestial bodies rotate on their axes, creating a literal day/night cycle, with the star serving as the solar system’s only source of natural light.
This beautiful, dynamic solar system serves as the backdrop for an exciting game.
Immersive, Seamless Exploration
Trappist 1 allows players to explore a rich, expansive sci-fi setting that spans multiple planets, moons and asteroids all orbiting a binary star system in real time. This interplanetary setting provides a vast open world where players can travel seamlessly between locations, discover unique landscapes, and engage in various RPG-style activities, such as mining, crafting and trading, all within a cohesive game universe and with zero loading screens.
The seamless planetary landing and take-off is a near-unique feature that barely five games have ever successfully accomplished.
Sophisticated Crafting System
Crafting in Trappist 1 requires collection of various raw materials, all of which are freely collectable throughout the solar system. All crafted items have a skill-based chance to have better properties, through T1’s unique rarity system. This encourages player-trading, skilling up to produce rarer, higher-quality items and retrying for the optimal combination of boosted properties.
Items that can be crafted by players are not available from any other source, and assembled vehicles, etc, require items that are crafted by several professions. This encourages trading, socialising and teamwork.
Importantly, no crafted items are bound to players. They are freely tradeable.
Truly Unique Rarity System
The unique rarity mechanics in T1’s crafting system provide extensive replayability and personalisation. Crafting an item always involves a chance of yielding a higher-grade version of the intended item, with increasing enhancements applied to randomly selected properties. [Fascinating but redacted, for now] This is unheard-of in any blockchain or traditional MMO.
Players are encouraged to master their professions and create increasingly rare, high-value items, whether for their own use or for sale or trade.
Vehicle Assembly System
While simple items such as jet-packs, scuba gear, etc., are individually craftable items and usable on their own, cars, helicopters, space-ships and other complex vehicles are not craftable items as such. Rather, they are an assembly of components, which themselves are craftable, tradeable items. For example, a typical car might require a chassis, engine, tyres and computer, all crafted by players with different professions. A player can acquire these items in a number of ways (craft, trade, auction), and then assemble a vehicle of the player’s choice. In this way, players can upgrade the car’s engine, or even swap it out for different purposes: A circuit-race requires power, while exploration requires fuel-efficiency.
PvE-Focused Gameplay
Trappist 1 emphasises player-versus-environment (PvE) content, where players can engage in quests, resource gathering, and non-combat challenges, rather than focusing on player-versus-player (PvP) combat. This PvE orientation, coupled with exploration, risk-based mechanics and friendly competition in PvP races and other mini-games, creates a non-violent experience focused on discovery, crafting and socialising, distinguishing T1 from combat-oriented MMOs.
Science-Based Content
Most of the crafting professions in the game will focus on real-world engineering disciplines. Players will specialise in fields such as jet propulsion, structural, chemical, materials science and aerospace. These professions emphasise scientifically grounded mechanics to enrich game-play and player immersion.
Players can gather most elements on the periodic table and crafted items will require a more-complex collection of ingredients, compared to most crafting games, making T1 more in line with real life. Additionally, more-complex crafting ingredients can be crafted for use in advanced items, such as chemical compounds (methane, petrochemicals, etc.), metal alloys (stainless steel, tantalum hafnium carbide, etc.) and other materials (carbon fibre, polymers, etc).
Naming by Players
The planets will initially be named after their assigned names (1b to 1h) and moons after the Greek alphabet (e.g, 1e-alpha). Once the game is released, however, the planets and moons will be named by the players, by nominations and votes. Players’ in-game faction reputation on each planet will boost their voting power.
Player-Controlled Content
Players can acquire influence and use it to vote on in-game content. Every planet and moon will have points of interest that could take form in any number of ways. Players may vote on these, with their influence levels dictating how much their votes count. Players can also use their influence to name buildings, settlements, landmarks and even asteroids.
Additional USP 1
[Redacted for now — we will release more information soon]
Additional USP 2
[Redacted for now]
Additional USP 3
[Redacted for now]
Cover image: The star and seven planets of the Trappist 1 MMO. Sizes match observed sizes of the real-world solar system, at 1,000:1 scale. Distances not to scale. Actual game-play graphics.
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