In short, it provides a roadmap for the team to follow to create balance within the game without really decreasing the viability (which, honestly right now is questionable) of Crabada to remain an effective investment tool. We need to cut out "unnecessary" emissions. I'll save some suspense - losing can't be paid (right now). We need a "cost" barrier to play that will help offset the need for the game to mint new tokens to cover every game transaction. We need to stop burning tokens and repurpose accrued tokens as protocol owned liquidity (Bearbeitet)
[16:36]
As we build up liqudity the team revenue from those LP fees (swaps, etc.) will increase. Few more pieces in there. The team has the capability to release other NFTs with in-game utility and develop and MAINTAIN a market for those. Crab breeding has run wild and almost ruined the game. It, to me, is more important to get under control than TUS Value first and foremost.
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[16:40]
We'll need controllable dynamic breeding costs that, paired with faction advantages (incentivizing play of certain factions over others when the population is heavily de-balanced), will allow the breeding of crabs to be at a sustainable rate. A major tenet is that breeding is the only TUS sink right now. Without breeding TUS will very quickly inflate into oblivion, so we can't implement breeding controls without first providing viable sinks for TUS.
[16:42]
I feel very comfortable with the data. If we (in this order):
  1. Pair back unnecessary emissions and implement some parameters to offset token minting for remaining emissions
  2. Create TUS sinks within the game
  3. Implement Dynamic Breeding Controls
  4. Add new game-relevant NFTs/items/quests
We will be off to the races and Crabada will flourish. No doubt in my mind.