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Combat & PvP

PvP mugging is a direct way to steal value from rivals and disrupt their momentum.

To mug a target:

  • You must be in an active game and alive.
  • You need at least 10 energy.
  • Target must be alive and not you.
  • Target must have at least GYD 2,000 net worth (newbie protection).
  • Target cannot be hospitalized.
  • Target must pass anti-grief gate:
targetNetWorth >= attackerNetWorth * 0.2

Mugging uses stat + randomness:

attackScore = attackerAttack + proximityBonus + random(0..20)
defenseScore = defenderDefense + random(0..20)
success if attackScore > defenseScore
  • Proximity bonus: +10% of attacker attack if both are in same location
  • You can still mug non-co-located players; same location is a bonus, not a hard requirement
  • Success: 10 energy
  • Failure: 15 energy
  • Plug Out combat initiation: 15 energy

Cash and goods steal percentages are random in ranges:

  • Cash: 10%–25%
  • Goods: 10%–25%

Then diminished by repeat success count against same target on same day.

Multiplier per repeat success vs same target/day:

Successful mugs on that target todayMultiplier
1st1.00
2nd0.50
3rd+0.25 (floor)

So effective steal ranges become smaller after repeated farming.

  • Goods are stolen in descending base value order (high-value goods first).
  • Attacker cannot steal more goods than remaining inventory capacity allows.
  • Uncarryable loot stays with defender.
  • On successful mug against a target with goons: target loses 1 goon.
  • On failed mug, attacker with goons has 50% chance to lose 1 goon.
  • Successful mug increases attacker bounty:
    • Base +500
    • +35% of cash stolen
    • +75 per inventory unit stolen
  • Successful mug also adds +0.05 risk modifier to the attacker, capped by the global risk ceiling
  • Higher bounty increases future CANU bust pressure during travel.

If a player is successfully mugged 5+ times in one day, they can be sent to hospital (if hospital system is enabled), gaining temporary safety but losing offensive tempo.

The codebase also has a separate turn-based combat mode used for deeper fights.

  • Base health: 100
  • Max turns: 40
  • Base damage: 10
  • Damage per attack point: 0.5
  • Critical chance: 5%
  • Critical multiplier: 2x
  • Reward multiplier on victory: 1.5x
TargetDamage MultiplierBase Hit Chance
Head2.0x30%
Torso1.0x70%
Arms0.5x60%
Legs0.75x50%
  • Weapon amplification: +1% damage per weapon attack point
  • Armor softcap: 100
  • Minimum damage floor: 5%
  • Bonus health from defense: 0.2 HP per defense point

There are three main endings:

The winner takes scaled rewards from the loser:

  • Cash
  • Goods
  • Goons

Reward rolls use normal loot ranges, then apply a 1.5x reward multiplier.

If you hit the forfeit button, the fight ends immediately and the other player wins by forfeit.

Forfeit is effectively surrendering. You do not escape cleanly.

Plug Out can also end with no winner:

  • Police interruption after the turn cap is reached
  • Inactivity timeout if the fight stalls too long

When that happens, both sides keep their core inventory/cash position from the unresolved fight, though durability wear from the battle can still apply.

  • Full timeout: 5 minutes
  • Warning threshold: 4 minutes

If nobody keeps the fight moving, the session is treated as abandoned by the system.

  • You cannot mug protected low-net-worth players.
  • Repeated failed attempts do not increase diminishing-return count.
  • Insurance can reduce cash loss on mugged victims.
  • All mug outcomes generate events/notifications for both sides.
  • Hunt targets with high carry cash and premium goods.
  • Prefer same-location attacks for the 10% attack edge.
  • Rotate targets after first/second hit to avoid low-yield repeats.
  • Keep enough inventory space before attacking, or you waste steal potential.
  • Manage your own bounty so aggression doesn’t boomerang into CANU losses.
  • Plug Out rewards are larger than standard mugging, but they commit more energy and expose you to longer interaction windows.