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Familiar Gacha Economy System...

Dogancan Ertemiz

About

Familiar Gacha Economy System

Create a Machinations economy diagram for a Familiar progression system with two independent progression layers:

Familiar acquisition and rank progression
Ability optimization through rerolling and tier upgrades

The diagram should focus on resource flow, sources, sinks, converters, and final player goals.

Resource Sources

Create resource sources for:

Free to play and Premium

These sources generate two currencies:

Currency 1

Egg Tokens

Currency 2

Ability Stones

Represent both as separate resource pools.

Familiar Acquisition Loop

Egg Tokens are spent to perform Egg Pulls.

Use a Drain node to consume Egg Tokens.

Use a Converter node called:

"Open Eggs"

The converter generates Familiar rewards.

Familiars are distributed by rarity:

Common
Rare
Epic
Legendary

Store each rarity in its own Familiar Pool.

Familiar Rank Progression

Familiars can be ranked up.

Ranks are:

Unlock / Rank 1
Rank 1 to Rank 2 -> Any same rarity Familiar
Rank 2 to Rank 3 -> Any same rarity Familiar of the same element
Rank 3 to Rank 4 -> Same Familiar
Rank4 to Rank 5 -> 3 of the Same Familiar

Represent ranking up as a chain of Converter nodes:

Rank Up → Rank 2
Rank Up → Rank 3
Rank Up → Rank 4
Rank Up → Rank 5

Final output:

Rank 5 Familiar

Ability Optimization Loop:

Make sources for Ability stone as F2P and Premium

Ability Stones are stored in an Ability Stone Pool.

Ability Stones are consumed through an Ability Reroll converter.

Each reroll generates an Ability.

Abilities are categorized by Rank:

Rank 2 Ability
Rank 3 Ability
Rank 4 Ability
Rank 5 Ability

Ability availability expands with Familiar Rank.

Higher ranks unlock additional ability pools.

The player always seeks the highest available ability rank.

Represent this as a progression chain ending in:

Rank 5 Ability

Ability Tier System

After an Ability is generated, a second roll determines Ability Tier.

This is independent from Ability Rank.

Represent this as a second Converter:

"Roll Ability Tier"

Possible tiers:

C Tier
B Tier
A Tier
S Tier

Use Gates to enforce rarity restrictions.

Common Familiar

Allowed tiers:

C
B
Rare Familiar

Allowed tiers:

C
B
A
Epic Familiar

Allowed tiers:

C
B
A
S
Legendary Familiar

Allowed tiers:

B
A
S

The player always targets the highest possible tier.

Final output:

Optimal Tier Ability

Pity System

Epic and Legendary abilities use a pity counter.

Every reroll increments a Pity Counter register.

After 20 failed rerolls:

The next reroll is guaranteed to produce an ability from the target ability pool.

The pity affects Ability Rank generation.

Tier generation still occurs afterward.

Represent the Pity Counter as a Register connected to the Ability Reroll converter.

Final Player Goal

The final progression goal is:

Rank 5 Familiar
+
Rank 5 Ability
+
Highest Available Tier

These three outputs are combined through a final Converter:

"Max Familiar"

Final output node:

Maxed Familiar

Diagram Style

Use standard Machinations notation:

Sources = Source Nodes
Currencies = Pools
Spending = Drains
Transformations = Converters
Restrictions = Gates
Counters = Registers

Layout should clearly separate:

Familiar Progression Path (left side)
Ability Optimization Path (right side)

Both paths should converge into the final Maxed Familiar output node.

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Edited 18 days ago
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