UAP Tokenomics
A majority of play to ear games are failing, because they make play to earn a priority, rather than a subtle addition to the game experience. In order to keep $UAP stable multiple "sinks" are provided even with the first version of the game: - UAP required to place crew into UAP's for maximum efficiency - UAP required to skip certain in-game waiting times (ranks, etc) - UAP required for upgrades - UAP fees in the marketplace All UAP used in-game will be burned, leading to deflation as more and more people start playing the game. Prices for in-game activations are not static, but relative to current token price making it possible to achieve a gradual deflation - while keeping prices low for latecomers to join the game.
In addition, game rewards for, such as conquering continents, achieving certain battle ranks or other other goals will be paid in partner tokens, relieving sell pressure on UAP. Percentage wise, the ratio of possible UAP income relative to possible non-UAP income is 20:80, making it more worthwhile for players to spend their UAP in-game instead of selling it.
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