Combat & PvP
PvP mugging is a direct way to steal value from rivals and disrupt their momentum.
Basic Requirements
Section titled “Basic Requirements”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 * 0.2Attack vs Defense Roll
Section titled “Attack vs Defense Roll”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
Energy Costs
Section titled “Energy Costs”- Success: 10 energy
- Failure: 15 energy
- Plug Out combat initiation: 15 energy
Loot Formula (Success)
Section titled “Loot Formula (Success)”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.
Diminishing Returns
Section titled “Diminishing Returns”Multiplier per repeat success vs same target/day:
| Successful mugs on that target today | Multiplier |
|---|---|
| 1st | 1.00 |
| 2nd | 0.50 |
| 3rd+ | 0.25 (floor) |
So effective steal ranges become smaller after repeated farming.
Loot Priority and Capacity Rules
Section titled “Loot Priority and Capacity Rules”- 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.
Goon Loss Rules
Section titled “Goon Loss Rules”- 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.
Secondary PvP Effects
Section titled “Secondary PvP Effects”- Successful mug increases attacker bounty:
- Base +500
- +35% of cash stolen
- +75 per inventory unit stolen
- Successful mug also adds
+0.05risk modifier to the attacker, capped by the global risk ceiling - Higher bounty increases future CANU bust pressure during travel.
Hospitalization Threshold
Section titled “Hospitalization Threshold”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.
Plug Out Combat
Section titled “Plug Out Combat”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
Body targeting
Section titled “Body targeting”| Target | Damage Multiplier | Base Hit Chance |
|---|---|---|
| Head | 2.0x | 30% |
| Torso | 1.0x | 70% |
| Arms | 0.5x | 60% |
| Legs | 0.75x | 50% |
Damage shaping
Section titled “Damage shaping”- 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
How a Plug Out ends
Section titled “How a Plug Out ends”There are three main endings:
1. Win by knockout
Section titled “1. Win by knockout”The winner takes scaled rewards from the loser:
- Cash
- Goods
- Goons
Reward rolls use normal loot ranges, then apply a 1.5x reward multiplier.
2. Forfeit
Section titled “2. Forfeit”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.
3. Draw
Section titled “3. Draw”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.
Inactivity rules
Section titled “Inactivity rules”- Full timeout: 5 minutes
- Warning threshold: 4 minutes
If nobody keeps the fight moving, the session is treated as abandoned by the system.
Important Edge Cases
Section titled “Important Edge Cases”- 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.
PvP Strategy
Section titled “PvP Strategy”- 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.