> For the complete documentation index, see [llms.txt](https://runba.gitbook.io/runba-whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://runba.gitbook.io/runba-whitepaper/game-fi-systems/earning-cap-mechanics.md).

# Earning Cap/Mechanics

**Solo Mode Earning Cap**

Solo Mode includes two modes: free run mode and run+ mode.

There is Energy Cap and Token Cap each day in the solo mode, which will limit the amount of Energy and tokens users can earn per day.

**Daily Energy Cap**

The maximum energy per day is 100. Each user will get 100 energy each day.

**Daily Token Cap**

Users start the game with a 5/5 Daily VST Cap. The Token Cap is 300 VST per day. Users can increase their Daily Token Cap by leveling up their Sneakers. And also users can further permanently increase the VST cap to 300/300 by burning some VMT.

There is **NO** earning cap for VMT.

**Solo Mode Earning Mechanics**

**VST**

**E=T\*(PSE+PSEC)^sys\_value\*randbetween(parameter1,parameter2)\*Y\*G**

1.T: Time

2.PSE: Player's Sneaker Efficiency&#x20;

3.PSEC: Player's Sneaker Efficiency's Coefficient&#x20;

4.System value: Value set by the game developer, subject to change.&#x20;

5.Parameter: A range of system values

In short, the factors which affect VST Earnings are:&#x20;

1.Total Energy&#x20;

2.Movement Speed&#x20;

3.Sneaker (Type, Attributes, Quality & Level)&#x20;

4.Step

5.GPS Strength

**Repair**

**R=N\*L\*(PSR+PSRC)^sys\_value\*rand\_value**

1.N: durability

2.PSR: Player's Sneaker Resilience

3.PSRC: Player's Sneaker Resilience's Coefficient&#x20;

4.System value: Value set by the game developer, subject to change.&#x20;

5.Parameter: A range of system values
