Project Absolute

The project Absolute is a 3d game, an MMO in which the main place occupy Mechs-rolling machines. The main game mode is PvP battles. The game gives you great possibilities to configure your machine. We observe our machine in third person view, with the possibility of moving into the interior.

Main elements:

  • The battle mode in which we steer our mech. Battle modes include: Standard, domination, attack, strategy, Solo missions.
  • A garage in which we can configure and view our vehicle.
  • Research. This Element is responsible for discovering new technologies such as: Corps, upgrades, weapons, drives and more.
  • Factory. It allows to produce invented mechanical elements.
  • Constructing a Mecha. A simple system in which we can build our robot from pre-invented components from scratch.
  • Development of the pilot. The mech Pilot advances with the experience gained, earning new skills.
Art made by David White. People interested in the topic I refer to his website

Art made by David White. People interested in the topic I refer to his sit
e MechaZone
MechaZone DeviantArt

Player role

The player takes on the pilot mech, which he can construct from elements that previously wynajdzie and build. In online battles, the player fights in the team with the task of defeating the enemy team. In solo mode, the player performs various missions.


The garage is our command center, from which we have access to most game features. In the main view, the currently selected mech, vehicle list and menu are displayed. The menu consists of: battle, research, Factory, Pilot, constructor, Market, magazine, shooting range.

The number of garage slots is limited, but you can use tokens to enlarge it.


In the game as elements of the basic economics occur:

  • Test points, used to discover new technologies, weapons, mecha elements, etc.
  • Credits, used for many operations, are the main currency in the game.

The player receives them at the end of the battle in the amount corresponding to their stake in the game.

As additional elements of economics there are materials that are used for the construction of weapons, mecha elements, etc. They are:

  • Steel
  • Aluminium
  • Uranium
  • Composites
  • Deuterium
  • Gold
  • Titanium
  • Superconductors
  • Copper
  • CSi Composites

These materials appear as finders on maps. The player can also receive them when the enemy machine is destroyed or as a reward for the completed mission.

From the garage there is a Market where we can sell our materials and buy them from other players for credits. The player determines the price for each unit of material.

Premium currency in the game are gold tokens, which allow various special actions. They can be purchased or earned in special missions.


Moss is the main element of the game. It consists of:

  • Body, this is the main part of the mecha, mainly responsible for the amount of HP, the number of weapons slots, weight, armor, ammo capacity, number of peripheral slots and upgrades, number of legs. The body determines the mech class, which will be counted (light, medium, heavy, Behemoth, Spider). The bodies can have several variants.
  • The arms on which the basic armament is placed.
  • The legs, which are primarily responsible for speed, agility, payload and robot jumps.
  • affect the effectiveness of overcoming heavy terrain.
  • Weapons, or elements that allow us to effectively eliminate opponents. Available weapon types are: Automatic cannon, guns, missiles, lasers, plasma, artillery and special weapons.
  • Peripherals. This is a very broad category of additional pieces of equipment that we can put on your mech. e.g. Drone, masking device, impulse, or jet engines, shield Generator, Minelayer min and many others.
  • Improvements. These are small pieces of mecha equipment. e.g. Sensors, BOP, headlights, smoke flares, jammers detectors.
  • Power, i.e. motors, batteries and other energy sources. This is an element that allows you to keep our robot in high combat prowess. The type of power source influences the amount of power that the mech has. Energy is consumed mainly during movement and firing of energy weapons.
  • Pilot. The Pilot usually finds himself inside the mecha, which gives some bonuses, but it carries a risk of his death on the battlefield and thus loses control of the robot. It is also possible to remotely control the moss from the base, which, however, gained is a loss of bonuses (delay signal transfer, interference).

The following types of Mechs are distinguished (the first three are standard mechs with two legs):

  • Light weight up to 15 tons
  • Average weighing 15-30 tonnes
  • Heavy weighing more than 30 tons
  • Behemoth, with 4 legs
  • Spider, 6 legs

Constructing a Mecha

A simple system guides the player through the process of constructing the robot. The parts that the player can select must be first discovered. The player can construct a mecha from the parts he invented but not yet in his warehouse, in which case the cost of construction will be increased by the cost of producing all the components.

The mech construction scheme in which the player selects the following elements is as follows:

Body > Legs > Feet > Arms (if any) > Power > Weapons > Periphery > Improvements > Configuration > Optional test for shooting range.

The build System will keep eliminate from the list of items that do not match your configuration. e.g. elements too heavy, or those that require a more efficient power source.

During the configuration process the player determines the amount of ammunition, the disposes energy (which can be used to fire, and what to move, or other actions), the type of painting. The player determines which weapon is assigned to which mouse button (you can assign several weapons to one). In the event that the player mounted bop (Battlefield operating System) can configure the options for auto-attack, that is, choose which weapon is to operate the BOP, the distance to start the fire, and under what conditions (whenever I get injured when I Shoot).

Battle Modes and maps

Battle modes include: Standard, domination, attack, strategy, Solo missions. The first two are played on standard maps of size 1.5-3km, in which 15 players participate in each team. Attack battles are fought on the modified standard maps for which the fortifications have been added. In attack mode, the amount of attacking players is greater than the defending players. Strategic battles are played on special size maps 6-10km, and participation in them takes 40 players in each team. Solo missions are played on all maps, they are designed for one player who plays against AI.

In the standard battle there are two identical numbers teams, each of them has a base. The condition of winning is to take over the enemy base, or destroy all opponents.

In the domination mode there are two equal numbers teams, but only one base to take over, which is usually located in the middle of the map. The condition of winning is to take over the base, or destroy all opponents.

In attack mode, there are two teams that differ in number. The attacking team has the advantage of outnumbered and the defending team has reinforced defensive positions. In this mode, only the defending party has a base that can be seized. The condition of winning is to take over the base, or destroy all opponents.

The strategic battle mode involves two identical numbers teams, each with its own base. During the game, the system designates each team the goals that must be achieved to earn points. The objectives can be: gain control of the point, destroy the object, protect the object, escort convoy, destroy the convoy, take over the enemy base, reflect the base. The team earns victory points for each goal. Points are also awarded for destroying enemy vehicles, taking over the enemy base, taking over the enemy's replenishment point. The battle ends when the point limit is reached or all vehicles in one of the teams are destroyed. In addition, there are remediation points on the strategic maps.

An additional condition for both teams losing is a time limit of 20 minutes in domination mode and standard, 15 minutes in attack mode, 35 minutes in strategic mode. In attack mode, the defending team wins after the time limit expires.

There are replenishment points on maps that allow you to replenish your energy and ammo during battle.

The maps have day and night mode, which will mainly affect your opponent's difficulty in insight. All day in the game lasts 60 minutes, which means that the game can start in the evening, and finish at night. Weather conditions also affect the game, eg. Rain and snow affect missiles and laser beams. The wind affects the trajectory of the missiles.

Detecting and tagging enemies

There is no maximum view range in the game. Each Moss object in the view range is visible. The player can further mark the opponent they are looking at, which will then be marked on the Minimap map for one minute, unless Zewie contact with opponents. In addition, when an ally aims at a marked opponent, a red outline appears around it. When a player has a laser tracking System, their designated opponent receives a bonus to the damage they receive + 20%. The person who has the opponent and the Allies inflicted his damage receives bonus credits and points. Research. The player can perform only 15 attempts to mark the enemy per minute.

The special ability of the pilot can inform the player of the fact that he was marked, with a delay of 10 and 5 seconds.

Three types of additional sensors can be upgraded:

  • Termowizja
  • Electromagnetic Interference Detector
  • Radar

The first two images are applied to the basic view after pressing the corresponding key. The Radar will create points on the map that may be enemies.

For every detection system there is a method of masking. Thermal trace can be compensated by additional heat dissipation systems, electromagnetic disturbances are niwelowane by shielding, radar can be defrauded by the use of special hull types.

In addition, there is a module that allows to achieve temporary invisibility in the visible light band.

Damage System

The damage System is based on points of life (HP).

Each weapon with some exceptions has a range of basic damage and armor penetration potential. In the event of a missile penetrating the armour, the player receives full damage. The armour may be different in structure and protected against various types of damage. For example, the armour thickness of the actual 50mm, can be counted as a 50mm for standard projectiles, or 200mm, for plasma attacks.

Hits in different mecha parts vary in the amount of damage dealt. Thus, hitting the body deals 100% damage, in the feet of 75%, in the feet, arms, and arms 20%, in peripheral elements 0%. There is a chance to compromise the first weapon and then the Corps, in which case the damage is summed.

When a valid Mech module is hit, a critical hit chance will damage it or destroy it. The chance of this depends on the type of weapon. Each module also has its own number of HP. When a module loses 25% HP is considered corrupted and loses some performance. When its HP drops to 0% is destroyed and you can no longer use it. The amount of damage per module is different for each weapon.

Fault-sensitive modules are:

  • Pilot, injury causes 35% decrease: accuracy, aiming speed, manoeuvrability. Killing a pilot eliminates the player from further gameplay.
  • Ammo. Hitting ammo slows the reload of weapons that use it. If the ammo trays are destroyed, the player receives damage equal to the number of bullets * their average damage.
  • Legs. Damage causes a decrease in acceleration and maximum mechanical speed, and reduced stability. Destruction can result in the robot tipping over or to stop it.
  • Motor/power source. Damage reduces the amount of energy generated by the mecha by 40%. The destruction reduces the energy generated by 100%.
  • Battery. Damage to the battery reduces its maximum capacity by 50%, and it also disappears 50% of the energy stored in it. Destroying the battery reduces its capacity to 0%, plus there is a chance of explosion, which deals damage equal to the amount of HP battery.
  • Fuel tank. Damage to the fuel tank causes a gradual loss at a rate of 5%/minute. Destruction of the tank causes fire and fuel loss at a rate of 25%/minute.
  • Weapon. Damage to a weapon reduces its accuracy, shooting from a damaged weapon can cause it to jam, or an explosion of a loaded projectile. A destroyed weapon prevents its use.
  • Peripherals. Damaged peripheries do not change their performance. Destroyed peripheries do not work completely.
  • Arm. The damaged arm reduces the accuracy of the weapons installed on it. A destroyed frame can cause a loss of weapons or an additional loss of accuracy.

Damaged modules can be repaired when the pilot is trained in the correct direction, if you have a repair bot, or with a repair kit.

Some weapons may have special action. e.g. flamethrowers can quickly lead to battery explosion and overheating systems, the Tesla electric putter can temporarily turn off the power in the vehicle.

Energy in the Mech

Energy in the mech is mainly used to move around, use energy weapons and to use certain peripherals and improvements. Energy is produced by means of an engine or reactor (energy per second) and stored in batteries. The player may choose to use only the engine, battery, or both at the same time, if the type of hull you choose. Each hull determines the amount of engines and batteries it can fit.

The energy shortage results in a decrease in the efficiency of the mecha, depending on the size of the energy shortfall. When the game sees energy problems, the mecha will provide the player with a special panel in which they can pass the energy to the most important modules. With BOP, you will be able to program this action to be performed automatically.


The player receives research points during the game, which can dedicate to discovering new pieces of equipment and elements of Mechs. There are 3 research trees: main construction elements (including bodies, legs, arms, feet, power modules), weapons, upgrades and peripherals. In order to carry out testing of certain elements, technological tests may be required (e.g. Technology), there are also requirements for pilot level.


Trees at the time of development


Ammunition is developed individually with each weapon. Unlocking additional ammo types requires you to get the right pot of damage with the weapon.


The factory makes it possible to produce equipment elements that have been invented. Each piece of equipment has its own cost in credits and may additionally have a cost in the materials. The elements produced, but not mounted on mechs, are transferred to the warehouse.

Materials include:

  • Steel, mainly used in various elements of the initial mech
  • Aluminium, mainly used as the structural elements of middle grade Mechs
  • Uranium, used for reactor construction, and for certain weapons and ammunition.
  • Composites, complex materials, used in many parts of the equipment
  • Deuterium, used in fusion reactors
  • Gold, used in advanced devices and some weapons
  • Titanium, used mainly in the manufacture of casings, armoured plates and sometimes in other advanced components.
  • Superconductors, used in advanced batteries, electronic systems and energy weapons.
  • Copper, commonly used in electronic components.
  • CSi composites, intelligent materials used mainly in top-end technologies.


Storage allows you to store items of equipment, materials and ammunition. The storage capacity is limited, but you can use tokens to enlarge it.

In the storage menu, you can view all your items.


In the game there is a division of weapons on: automatic cannon, cannons, missiles, lasers, plasma, artillery and special weapons.

  • Automated plot, firing projectiles of various types, with a small caliber. They are szybkostrzelne, on average, have relatively short range, have low damage and penetration, have a tendency to overheat. Their penetration power decreases with distance.
  • Guns, shoot projectiles of various types, medium caliber, have an average rate of fire, are quite accurate, good range, penetration and average damage. Penetration decreases with distance.
  • Missiles and rocket launchers. Their properties vary greatly depending on the rocket used. Their penetration does not diminish with distance. Usually have a low rate of fire.
  • Lasers. Their damage depends on the time the laser beam is maintained in one area on the enemy. The amount of damage you get when you pierce through your armor increases exponentially. They have unlimited reach, they are super-customs. The enemy is notified of the attack only when the laser beats armor or if it has the right skill. Consume energy.
  • Plasma. It has the shortest range and penetration and damage quickly decreases with distance. The initial damage and penetration are very high. Fairly inaccurate. Consumes energy.
  • Artillery. Very large range. The damage, accuracy and rate of fire is varied. Artillery has a special shot mode that takes us to the third person view. A portion of the projectile's flight trajectory is visible to the player.
  • Other. The weapon in this category has not been granted to qualify for other types. is very diverse in terms of performance. Eg, flamethrowers, Tesla generators.

This section does not describe drones, mines and other equipment that can deal damage, but not in a direct way. This type of weapon will be closer described in the Periphery section.

Match Making

Match making creates teams considering the point force of individual Mechs. The mechanical point force is the sum of the points assigned to each MECH element. Upgrades do not have a point weight. e.g. Body 30, Broń1 15, Broń2 10, legs 8, feet 1, arms 1, Peryferia1 10, Peryferia2 3, the total point weight of such a statement is 78. The total point weight of both teams should be close to each other, the difference should not be more than 8%. Player skills, the level of the pilot is not taken into account. The difference between the weakest and strongest mech should not be more than 15% of the point weight of a stronger player.


Access the Mission menu from the garage level,

The player receives daily, weekly, monthly, annual and special missions. The performance of their assumptions in the game is given some bonuses, or prizes.

Examples of daily missions: win the battle, destroy three enemies, destroy a particular type of mecha, kill the enemy mech pilot.

Examples of weekly missions: Win X Battles, destroy X opponents, take over the base, redeem the target of the Mission in a strategic quest, play only light Mechs.

Monthly Mission Examples: Win x Battles, destroy X enemies, win x battles in a row, collect x material, achieve accuracy on level x, get achievement X

Examples of annual missions to think about.

In addition, there may be special missions, under different circumstances, e.g. Anniversaries of the game, world events, anniversaries of scientific discoveries related to robotics, dates related to the Mechs.

Ramming and knocking

Your opponents can be battered. The amount of damage received depends on the speed, weight and thickness of the armour at the point of impact. At the moment of impact is also performed on stability, which makes a little stable moss, can fall over. Spider Mechs always pass this test successfully.

The sprawling moss can not move. Can attempt the uprising, the chance depends on its weight and the type of legs and stupas.


The Pilot is the player's avatar. Advancing develops into the next levels of experience. With the promotion, you can select one special skill. Every 10 levels a player gains a new skill pool to choose from. The Pilot obtains the experience of equal test points obtained during the mission.


The list of skills requires the development


Earnings Model

The game's income is based on the sale of Gold tokens, Premium accounts, bonus tokens and special Mechs.

Gold tokens allow for various actions: expansion of the garage, expansion of the warehouse, purchase of Bonus tokens, purchase of premium account, purchase of materials.

Premium account gives bonuses to the credits you receive and the test points. It does not affect the amount of experience the pilot receives.

Bonus tokens are tokens that a player can activate in a garage. For a certain amount of time, they give you various bonuses, such as increased pilot experience, increased credit income, bonus to the materials you receive.

Special Mechs are mechs with unique equipment. They also have bonuses to the amount of credits received and test points.

In order for the game to not have a strong accent pay to win, special mechs must necessarily be comparable to their counterparts. Bonus tokens, players can earn from missions. Paying for the game mainly results in acceleration of the player's development-a faster discovery of the most advanced technologies. Paying for the game has minimal impact on the battle itself.


Several factors influence the speed of movement of a mecha: legs, feet, type of terrain, load, energy.

The legs determine the maximum mechanical lifting capacity, the maximum speed, along with the energy affect the acceleration. The feet determine the possibility of overcoming difficult terrain, and also increase the possibilities of overcoming stromizn. The load is mainly influenced by acceleration and, to a small extent, the amount of energy used during movement.

The difficulty scale of the terrain is between 1 and 6, where 1 is a paved surface, e.g. Way. 3 means medium heavy terrain, e.g. Meadow. 6 means very heavy terrain, e.g. Deep Swamp.

Light mechs can jump. The height of the stroke depends on the load and the legs.

The mechanical stability and the ability to traverse heavy terrain influence the maximum stromiznę can overcome.

Mechs can move underwater, depending on the type it is 2-6 minutes. Robots under water move much slower due to water resistance. When a mech with an internal combustion engine enters the water, it is damaged.

Battle mode and camera mode, HUD

There are three camera modes in the game:

  • Basic mode
  • Cockpit mode
  • Sniper mode

In basic mode, the player sees his mecha on the back at a distance of 5-10metrów (you can change the distance with the mouse wheel). In this mode, the player can rotate the camera freely. Basic information about mecha and Minimap are displayed at the bottom of the screen.

In cockpit mode, the player can see the combat field from the cockpit position, or the cameras in case the pilot is not in the mech. The cockpit contains all the elements that display information about the mech status, Minimap, and other data. Cockpit mode, when the pilot is outside the mech looks identical to the primary, except that the camera is placed on the mech.

The sniper mode allows you to zoom in 3-10x. In this mode, the number of elements HUD is limited to the minimum.


On the shooting range, the player can try in the action of his mech (or design) against elements of the shooting range. On the shooting range there are several types (armored, static, movable) targets distributed at different distances. There is a varied terrain on the shooting range, so you can check the mobility of mecha.

In addition, there is a battle machine that can strafe our mecha to check the armour, the susceptibility of the elements.



Test trees and pilot skills will be added in the theme update.

Dodaj komentarz

Twój adres email nie zostanie opublikowany. Pola, których wypełnienie jest wymagane, są oznaczone symbolem *

This site uses Akismet to reduce spam. Learn how your comment data is processed.