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.