That's why we need to move away from using ilv as the primary source of rewards. There are just not enough of it for everyone. Currently the rewards only go to a handful of pro players, 24/7 grinders and multi accounting the leaderboard. It does very little to bring new people in.
Also, let's say we have 1000 or 10000 daily active players, what are going to use for rewards? Still ilv tokens for top 100?
Right now we don't have any progression system, or any feel of it. Why should people spend or respend into the eco, if there is no purpose? The only reason would be to play Leviathan. But people can play the game for free, and seeing the hassle around building a Leviathan collection, it would stay that way.
Because of those reasons, we should expand the rewards by a huge margin, similar to the battle pass but bigger, and tie it to the players collection, as a multiplier.
That way there would be no need for vesting, it won't drain the treasury since most of the rewards would be Labs generated nfts and consumables, and maybe still ilv tokens for the very top. But tieing the rewards to your collection means to get rewards, you need to participate in the eco and improve your illuvials over time, to get to the higher rewards. It brings revenue in.
It will also slowly act as a bridge to Leviathan for everyone, if we include stats and levels into the multiplier.
If build a nice system with cool rewards around it, it will spike a massive demand for good illuvials. And unlike the battle pass, it doesn't have a 40$ cap per 3 months, people can spend and improve their collection on a daily basis.
For rewards we can go wild - ranger skins, drone skins, weapon skins, battleboards, XP crates of different value of proportions based on tier, fuel, illuvitar pieces or shards that you combine, we can go crazy, depending on what's possible and what not. Make the cosmetics season exclusive and tradable. If the game turns successful, these things will have insane collectors value over time. And being traded for the next 20 years they will constantly generate passive revenue from the fees. That's how items and skins in other games reach insane values of 10-20k$ or more.
This way we complete our loop here, and Gauntlet can bring in revenue by itself, independent of the MMO.