MetaLeague White Paper

Intro

Welcome to MetaLeague; a football-inspired universe where everyone can own a football Club with unique players, manage the strategy and the tactics to become the best team in the blockchain. You can be the Club Manager, owner of one of the unique MetaLeague Clubs and Players.

MetaLeague is indeed a Polygon blockchain-based game.

Players

Players are the main focus of MetaLeague. Players have their own skills from 10 to 100 in the game:

  • Experience
  • Stamina
  • Parrying
  • Defensive
  • Passing
  • Attack finalization
  • Speed

And unique specialties and abilities:

  • Name and surname based on their origin Country (more to come)
    • Argentina
    • Brazil
    • England
    • France
    • Germany
    • Italy
    • Mexico
    • Netherlands
    • Portugal
    • Scotland
    • Spain
    • Turkey
    • USA
  • Age
  • Height
  • Total evaluation, from 10 to 100
  • Rarity - Card type
    • Rookie
    • Pro
    • Expert
    • Idol
    • Gold Idol
  • Main role and specific role
    • Goalkeeper
    • Defender
      • Centre-back
      • Full-back
      • Wing-back
    • Midfielder
      • Central
      • Defensive
      • Attacking
      • Wide
    • Forward
      • Winger
      • Centre forward
      • Striker
  • Special skill
    • None
    • Shooter (from outside the box)
    • Dribbler
    • Creative
    • Penalties shooter
    • Cross
    • Assistman
    • Head

Players can increase their skills while training and playing the leagues and tournament matches. They can increase their market value due to their increasing skills. With the age progression and participation in official competitions, they can also improve their Experience.

Players' cards' prices estimation

  • Rookie - 40 MATIC / each
  • Pro - 80 MATIC / each
  • Expert - 140 MATIC / each
  • Idol - 240 MATIC / each
  • Gold Idol - 400 MATIC / each

The Club

The user will be the owner of a Football Club and will manage all the aspects, including financial management, strategy and new players’ purchasing campaigns. The main goal will be to bring the club to higher rankings and Leagues. The Club has a name, an Arena, official colors and a team of players.

The Transfers' Market windows

For every Football Club the core of the improvement strategy, together with the long-term strategy of the Youth Academy, is represented by investing in player transfers. We are developing an internal marketplace where the user will be able to start negotiations with other managers and make offers, even when the transfer window will be closed. The user will be also able to sign deals with new players during the opening window, to improve his team.

Coach

Players with higher experience can become coaches during their career. The game will start no coaches. With the game progression, the club managers will be able to mint coaches from the players' NFTs. Coaches will provide an important help in strategic decisions, and an increase in the global team’s value.

The Leagues

The game is structured in Official Leagues and tournaments. Each League has its Divisions in a pyramid structure (Like Serie A, Serie B or Premier, Championship, etc):

Drop of a National League

  • First Division: 20 Clubs in a unique championship
  • Second Division: 40 Clubs in two championships
  • Third Division: 80 Clubs in four championships
  • Fourth Division: 160 Clubs in eight championships

The game will open up to more “National” Leagues with the same structure. If a Club reaches first place in the First League, it officially wins the highest “National” ranking and is entitled to participate in the highest ranked “Global Leagues”.

Tournaments

Tournaments are organized for special events or automatically.

Clubs can participate freely or in specific cases, a special game item or card can be requested to participate in the competition.

The Tournaments have a limit on the minimum and the maximum number of participants.

The matches of Tournaments are randomly generated after the subscriptions step. Then the official system is a “single-elimination Tournament”.

There can be special game rewards for a Tournament, based on its category and importance.

If a match of a Tournament terminates with a draw result after the regular game, there will be the penalties to establish the winner.

Penalties' success is determined by the:

  • Lineup Attack Index
  • Parrying skill of the Goalkeeper
  • Random

The Tournaments have rules on the lineup participation: there can be limits on the players’ cards, in terms of the number of players of a specific card type that can take part in the match.

A 3-0 defeat by default will be assigned to a Club if it doesn't comply with the Tournament rules.

A 3-0 defeat by default will be also assigned to a Club if even 1 player is missing from the starting lineup.

If both the Clubs of a match won’t comply with these rules, a 3-3 by default will be assigned and the game will be repeated for 1 time at a date established by the Federation.

If at the second repetition of the match the result is once again 3-3 by default, a random winner will be decided by the MetaLeague Federation.

The final match of a Tournament can’t be decided by default if for the second time the match will terminate with a 3-3 by default, and there won’t be a winner.

Gameplay Algorithm

During an official match, the Club Manager will choose the starting lineup and the team strategy. The match will be simulated with an algorithm, taking into account the skills of the players and coaches, the tactics chosen by the Manager and a touch of random to simulate the final result.

We are implementing the Chainlink services in the championships contracts to guarantee true randomness, regular updates between the Smart Contract and the off-chain algorithm.

The gameplay of MetaLeague is off-chain. For transparency and fairness, the gameplay algorithm details are available here below.

Every team has some Indexes about their defense, attack, ball possession, aggressiveness, experience and stamina.


Main indexes

  • Defense: influenced by the defense skills of the players
  • Possession: influenced by the experience, stamina, speed and passing skills
  • Attack: influenced by the attack skills
  • Aggressiveness: influenced by stamina (and mitigated by experience)
  • Experience: influenced by the experience skills
  • Stamina: influenced by the stamina skills

For each player a malus is calculated based on their positions in the lineup, compared with the role of each one.


Lineups and roles maluses

Goalkeeper

With all the lineups

GK

Goalkeeper: no malus.
Other roles: full malus.

Defense

With a defense with 5 players (e.g. 5-3-2, or 5-4-1 etc)

LWB & RWB
Full-back and Wing-back: no malus.
Centre-back: slight malus.
Other roles: full malus.

RCB & LCB
Centre-back and Full-back: no malus
Wing-back: slight malus
Other roles: full malus

CB
Centre-back: no malus
Full-back and Wing-back: slight malus
Other roles: full malus

With a defense with 4 players (e.g. 4-4-2, or 4-3-3 etc)

RB & LB
Full-back and Wing-back: no malus.
Centre-back: slight malus.
Other roles: full malus.

CB
Centre-back: no malus
Full-back and Wing-back: slight malus
Other roles: full malus

With a defense with 3 players (e.g. 3-5-2, or 3-4-3 etc)

RCB & LCB
Centre-back and Full-back: no malus
Wing-back: slight malus
Other roles: full malus

CB
Centre-back: no malus
Full-back and Wing-back: slight malus
Other roles: full malus

Midfield

With a midfield with 5 players (e.g. 4-5-1, or 3-5-2)

LM & RM
Wide midfielder: no malus
Wing-back, Attacking midfielder and Winger: slight malus
Central midfielder and Defensive midfielder: higher malus
Other roles: full malus

LCM & RCM

Central midfielder and Defensive Midfielder: no malus
Attacking midfielder and Wide midfielder: slight malus
Other roles: full malus

CM Central midfielder and Defensive Midfielder: no malus
Attacking midfielder: slight malus
Wide midfielder: higher malus
Other roles: full malus

With a midfield with 4 players (e.g. 4-4-2, or 3-4-3 etc)

LM & RM

Wide midfielder: no malus
Wing-back, Attacking midfielder and Winger: slight malus
Central midfielder and Defensive midfielder: higher malus
Other roles: full malus

CM

Central midfielder and Defensive Midfielder: no malus
Attacking midfielder and Wide midfielder: slight malus
Other roles: full malus

With a midfield with 3 players (e.g. 5-3-2, or 4-3-3 etc)

LCM & RCM

Central midfielder and Defensive Midfielder: no malus
Attacking midfielder and Wide midfielder: slight malus
Other roles: full malus

CM Central midfielder and Defensive Midfielder: no malus
Attacking midfielder: slight malus
Wide midfielder: higher malus
Other roles: full malus

Attack

With an attack with 3 players (e.g. 4-3-3 or 3-4-3 etc)

LW & RW

Winger and Centre forward: no malus
Striker: slight malus
Attacking midfielder: higher malus
Other roles: full malus

STK

Striker and Centre forward: no malus
Winger: slight malus
Other roles: full malus

Specific case of 4-3-1-2 in attack

AM

Attacking midfielder and Centre forward: no malus
Striker: slight malus
Winger: higher malus
Other Roles: full malus

STK

Striker and Centre forward: no malus
Winger: slight malus
Attacking midfielder: higher malus
Other roles: full malus

With an attack with 2 players (e.g. 4-4-2 or 5-3-2 etc)

STK

Striker and Centre forward: no malus
Winger: slight malus
Attacking midfielder: higher malus
Other roles: full malus

With an attack with 1 player (e.g. 4-5-1 or 5-4-1 etc)

STK

Striker and Centre forward: no malus
Winger: slight malus
Attacking midfielder: higher malus
Other roles: full malus


Module Lineup bonus and malus

For each lineup module specific bonuses and maluses are considered.

442

Basic module with a balance between bonuses and maluses

451

Bonus for Defense
Malus for Attack
Bonus for Possession

433

Bonus for Attack
Malus for Defense
Malus for Possession

4312

Malus for Defense
Bonus for Attack
Malus for Possession

352

Malus for Defense
Malus for Attack
Bonus for Possession

343

Malus for Defense
Bonus for Attack
Malus for Possession

541

Bonus for Defense
Malus for Attack
Bonus for Possession

532

Bonus for Defense
Slight malus for Attack
Malus for Possession


Captain

To have the best performance, choose as Captain the player with the higher experience


Special skills bonus

Without special skills no bonus is provided

Shooter, special skill bonus type: Attack
Dribbler and Creative, special skill bonus type: Ball Possession
Penalties shooter, special skill bonus type: Penalties Scoring
Cross and Assistman, special skill bonus type: Actions Creation
Head, special skill bonus type: Defense and Attack


Nationality bonus

If in a lineup more than 2 players have the same Nationality, an increasing bonus (based on the number of players with the same Nationality) is awarded on ball possession.

Aggressive Actions

Number of aggressive actions: is influenced by the Aggressiveness Index with a random

The aggressive actions, together with the random, determine the number of yellow cards and red cards in a match

Both yellow cards and red cards determine a malus (slighter for the Yellow cards, due to the fear for the player to take a second card)


Scoring Opportunity Actions

Number of scoring opportunities, is influenced by:

  • Ball Possession Index
  • Special Skill Ball Possession
  • Module Lineup Possession (both bonus and malus)
  • Nationality Bonus
  • Yellow Cards and Red Cards maluses

The number of scoring opportunities, together with the Special Skills Actions Creation Bonus, and a random, generate a specific number of Shoots for each Team.

For each Shoot, the Goal is determined based on a constant ratio during the actions among these parameters

For the team attacking:

  • Attack Index
  • Special Skill Attack Bonus
  • Module Lineup Attack (both bonus and malus)

For the team defending

  • Defense Index
  • Parrying skills
  • Special Skill Defense Bonus
  • Module Lineup Defense (both bonus and malus)

Random on both sides.


Scorer probabilities

The scorer of an Action is determined by a random influenced by the role and the skills of the Players in the lineup (more probabilities to the Attack players, less to the Goalkeepers).


Penalties

During an attacking action, the simulation determines if a Penalty is awarded.

This is established by:

  • Experience Index of the attacking team
  • Stamina Index of the defending team
  • Defense Index of the defending team
  • Experience Index of the defending team
  • Random

When a Penalty is awarded, the success of the Penalty scoring is due to:

  • Attack Skill of the Penalty Shooter
  • Special Skill Penalty
  • Parrying Skill of the Goalkeeper
  • Random

Home and Away Teams

The Home Team has a slight advantage in specific crucial moments, in the determination of Ball Possession, a Goal, and a Penalty shot.

Blockchain

MetaLeague is a multichain-game currently developed on Polygon. The users will be able to compete with their Clubs against other users who are playing on different chains.

$MLEAX Token and Play to earn

We are planning to release the MetaLeague coin ($MLEAX). It will be a token that all the club managers can use to purchase in-game elements and can earn, by winning matches and Leagues. Managing the Club economy will be a balance between costs (e.g. players and staff wages, academy, equipment, training, arena maintenance etc) and earnings, as it happens in real championships (thanks to winning leagues, sponsorships, broadcast TV deals, merchandising, arena's earnings etc), together with players’ on-platform market transfers.

Below there is a planned token allocation table.

Total supply: 140.000.000
Initial circulating supply: 25.200.000
Pre-seed distribution: 756.000 for early adopters (3%)


Play to earn - 29.400.000 - 21%

Public round - 14.000.000 - 10%

Private round - 5.600.000 - 4%

Early adopters - 12.600.000 - 9%

Staking rewards - 43.400.000 - 31%

Team & Advisors - 7.000.000 - 5%

Treasury - 28.000.000 - 20%