Immortals set

in Splinterlands16 days ago

Premise
Offering cheaper packs of much smaller sets will encourage faster or more volumetric sales. Which the DAO can utilise. It’s marketed as affordable. A good entry point. Good value and has net positive effects in multiple areas of the ecosystem (without introducing a full sets worth of cards). Having packs designed this way not only provides routes for attractive volumetric purchasing options (looks good for future marketing). But adds an avenue for the game to feel more casual with a lower cost per pack, the value for money feels higher while opening more meaningful options for casual players. For people that might want to only spend 20$ or less a month this is a way to participate in the game without costing an arm and a leg. The sales add value to the purchasing tokens (DEC and SPS). Acts as DEC sink and drags some of the liquid SPS on the market into the DAO’s distributary pockets further bolstering the ecosystem.

The Idea:
Design a set of cards to be cheap. $1 per pack. Purchasable 25%/75% DEC/SPS respectively. Have 2 million packs available for purchase. Meaning a $2 million turnover if all packs sell. We also mandate that these packs do not burn and remain available in the store for 1 year. Any packs unsold after that point can be added into leaderboard rewards or tournaments etc (although Im confident they would all sell). In order to make this possible the splinterlands team would have to be hired to produce the set which the price will be negotiated.

A deal would be in place where the DAO would provide ‘x’ amount of stables and/or other tokens as an insurance for the production of the set. However, when the target $ value in DEC is met through sales, the DEC is given to the team and the stables/other crypto is returned to the DAO. Striking a deal this way means that the Splinterlands team suffer zero risk in the production of the set. While the DAO has return potential.

Sale DEC:
There will be a total of $500,000 maximum potential from sales. Some will be deducted in the exchange deal return mentioned above. The remainder will be held as a strategic purchase option for the splinterlands team (since they need to hold DEC for credit purchases) to be able to buy DEC without potentially affecting/manipulating market conditions to ensure the market stays fair.

Sale SPS:
All the SPS accumulated through sales are to be held for battle reward/staking incentives runway extension with reward pots refilled with their respective ratios considered.

The theme for the mini set would be 'Immortals'

The cards would be different versions of already existing cards that at some point were considered notorious, Strong, nostalgic, memeable or overpowered. These cards will have updated artwork and can be part of the rebellion set release rotation (good for simplicity and doesn’t cause a conflict of interest with conclave).

The idea of ‘immortals’ comes from the ability on these cards having utility all the way through to the end of the battle even after the ‘Immortal’ monster has died. The abilities will all have a phrase of or similar to ‘immortal’ as the text line. When a unit with an ‘immortal’ ability dies. Units adjacent to that character receive stat buffs as well as the immortal/undying ability (permanently).

Conditions for ‘immortal’ abilities:
1 - Keeps transferring between adjacent units upon death of a unit with an immortal ability until the battle is over.
2 - Cannot be transferred to a unit that already has the ‘immortal’ ability. Effectively means the ability itself cannot be stacked on a monster. But the stat bonuses can.
3 - The ability transferred cannot be dispelled.
4 - The stat buffs provided by immortal abilities can be dispelled.

Print rate details:
whenever new cards are released there is always a large discussion about print rates. For this set. The cards would be rare in rarity. This would mean. With 2.5M packs. That would create 10M cards. 8 Cards in the set (1 Card for each splinter and 2 Neutral).
The splintered cards will be commons while the neutral will be rare.

The packs would need a contingency where every 2 packs opened has a guaranteed rare. Instead of every pack opened. Otherwise, the print rates would be a bit wonky/over printed on the rare side.

This means there should be 9,000,000 common cards and 1,000,000 rares

So each common will have a similar fully diluted print rate to chaos legion. Sitting at 1.5m per card (or 3750 max combined per common)

Each rare should have a similar print rate to chaos legion at fully diluted print rate. Sitting at 500,000 each (or 4347 max per rare roughly).

DISCLAIMER:
All of the details here are subject to change. The demographics including print distributions are only calculations based on guaranteed card values in packs. I am just curious what the community sentiment would be around this idea. I am more than open to collecting feedback and restructuring this. As it is all subject to change. Thank you for taking the time to read this
:)

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Brilliant post! 🌈

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