#HYBRID FUEL SYSTEM - nYlErXz's Proposal

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violet herald
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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

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If what you have read so far makes sense to you, I invite you to keep reading.

Inner Mechanics - How does the Fuel Economy work with the Hybrid Market Fuel System?

First, some concepts:

Daily Fuel Total Consumption (TC): total fuel consumed/sold daily.

Daily Fuel Basic Traveling (BT): fuel consumed daily for basic traveling.

Daily Fuel Advance Traveling (AT): fuel consumed daily for advanced traveling.

Centralized Fuel Pool (CFP): amount of fuel held by the DAO pending to be sold for basic traveling.

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TC = BT + AT

The idea is that every day, land owners must proportionally contribute to fill the CFP before being allowed to sell fuel in the open market for advanced traveling. So, they first get to sell fuel to the DAO at a fixed cost based on the BT demand. Then, once they have fulfilled this daily requirement, they can participate in the free market to sell fuel for advanced traveling, thus being free to follow their own market strategies.

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Thoughts:

With the Hybrid Market Fuel System we get the advantages of both market systems:

Landowners get a stream of fixed revenue and a stream of variable revenue based on their own trading strategies.
Players are able to choose between an invariable and variable cost experience depending on their budget and desires.

Illuvium is literally the first triple A web3 fun game with potential for actual mass adoption. Going blindly with a free market for the fuel system is super ambitious, yet very risky. In order to ensure Web2 gamers appeal into the Web3 space, I think we must provide them with a solution that offers a broader spectrum of approaches, that is, fixed traveling costs and variable traveling costs subject to free market laws.

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Thank you very much for reading. I would love to know everyone's feedback on this as I am sure it has a lot of room for improvement.

Thank you all for your attention.

Best,

Xz.

hazy plinth
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On first glance this sounds really complicated compared to some of the other proposals.

One thing I noticed is that this treats fuel as basically a travel ticket, and doesn't account for the variable costs of Hyperion/Solon when it comes to curing/crafting.

Secondly, I'm not sure I follow on the idea of Trial Travel, Basic Travel and Advanced Travel.
There's already T0, which is basically unlimited free trial.
Basic/Advanced travel would equate to T1/2/3 runs.
I don't see the advantage of splitting them up in types rather than by cost, as you said it makes it more complex, and I don't think we need that level of complexity before we even get into the game.

Finally, how does this system handle the players who doesn't want to sell the fuel, but use it in their own runs?
In the current state I can potentially use all my fuel for T3 runs and not sell any of it (As far as I know it's still being sold and bought back at the same price, which leads to my next question).
Would I be able to bypass the fuel pool and use my fuel for whichever type of run I want, or would I be stuck doing 50% Basic and 50% advanced runs, because my fuel has to pass through these respective pools?

violet herald
# hazy plinth On first glance this sounds really complicated compared to some of the other pro...

Hey Vana,

Thank you very much for your feedback. This solution is indeed more complex than the others as the act of merging the previous proposals entails a higher level of intricacy.

I have updated the proposal description so that curing and crafting are included in the variable cost experience category. It now also classifies the current tiers of traveling in my category system.

As per the players who don't sell fuel and rather use it for themselves, after paying the daily tax to refill the CFP, they have 50% of the fuel remaining (notice that 50% is just an initial estimate, could be more could be less) to use it for themselves or trade it in the free market. So, after a % of your fuel is retrieved from you (and of course you will get paid for it) and send to refill the CFP, the fuel remaining is 100% yours.

coral bobcat