Dear readers,
Today I woke up and I started thinking of the Fuel system. We all know it is such an important and complex decision for the DAO and it is critical to drive mainstream adoption and optimal game success. So far, I am aware of the three main proposals (simplified, buy/sell orders and autonomous supply balancing) and, funnily enough, I believe the three of them are great because each one is backed up by very good points. So I told myself, what if the best solution is a mixture of these?
Basic Concept:
A Fuel system in which we have both a fixed cost & an autonomous supply adjusted cost.
How do we do this? Breaking down expenses by categories:
Free experience:
***T0 travel: ***
- Cost: Free
- Rewards: low rarity
Fixed cost experience:
T1 travel:
- Cost: Fixed amount 1$ (TBD by game economists, variable depending on region).
- Rewards: low-medium rarity.
Variable cost experience:
Advanced traveling (T2 and T3):
- Cost: Variable amount subject to free market conditions.
- Rewards: mid-high rarity.
Curing / Crafting