Club Speranza

A RANKED COMPETITIVE SYSTEM

here's a quick overview of the new mode

NATURALLY INTEGRATED

New mode
Trials still exist

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THREE PILLARS

Player Vs Environment
Player Vs Player
Looting

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PROGRESSION

A ladder to show your skills
Engaging the PVP community

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scroll down for more info

A MISSING PIECE

The extraction loop is open-ended by design. You bring gear, you survive, the season ends, you bring gear again. Club Speranza gives that loop a ladder. Bring your gear. Pay an entry cost tied to your rank. Score across three pillars — PvP, PvE, Loot — and extract to bank it.

Normal, Ranked, Trials — the closed loop.

Club Speranza is additive, not replacive. Normal raids become preparation. Trials stays as a weekly engagement surface. Ranked sits between them as the ladder. The three modes feed each other, and the loot loop finally has a competitive destination.

CASUAL

Normal Raids

Build gear. Learn maps. Loot loadouts. The preparation phase for competitive play, and the social heart of the game.

COMPETITIVE

Club Speranza

Bring your gear. Pay the entry cost. Climb the ladder. The one place where elite extraction skill becomes a number on a leaderboard.

ENGAGEMENT

Trials

Weekly challenge and reward loop — kept, not removed. Trials serves a different need than ranked and continues doing so.

01 · PILLAR

PVE

TEAM CAP 1,300

ARC kills.
Base value divided by three and credited to each living teammate at the moment of the kill.
Shares lost to death are destroyed, not redistributed.
ARCs also drop a small amount of loot across all tiers (scaled by rarity) — meaningful but deliberately below raider-carried loot.

02 · PILLAR

LOOT

TEAM CAP 1,000

Field-found coin value, converted at 1,000 coin = 1 point.
A single player carries roughly 350,000 coin (at max) of field-found loot; three players together carry a theoretical maximum of 1,000,000 coin — the Loot cap in point form.
Entry loadout scores zero. Enemy loadout scores at full rate. Teammate loadout is returned on extraction but does not score.

03 · PILLAR

PVP

TEAM CAP 700

Raider kills.
45 points per kill, credited to the killer. Loot taken from eliminated raiders counts under the Loot pillar — eliminating a raider has two score sources attached to it.
The cap at 700 equals ~16 kills, roughly half the lobby; reaching it takes most of the match and is a hard ceiling, not a target.

WHY PVP IS CAPPED LOW ?

ABOUT THE THREE PILLARS

Score in Club Speranza accumulates along three independent pillars.

Each has its own team-level cap:

Preventing any single-axis strategy from dominating.

A VISUAL PROGRESSION

The ladder to climb, making the PVPVE engaged in a more competitive way.

Rank 1
Rank 2
Rank 3
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This document designed by Emirhan A.

Apex Legends Master · Valorant Immortal 2 peak (Radiant MMR) · 400+ hours in ARC Raiders

is the origin of this concept.

Check it out if you want more info about this mode!