Proposal: Adding a Boosting Feature in Splinterlands
Spend more Energy to multiply SPS rewards. Play Splinterlands on your own time!
I will fund this proposal myself.
1. Introduction
What is Boosting?
Boosting is a proposed feature that will let players spend extra Energy to increase their rewards in a match. It helps casual players get more rewards without playing too many games and gives dedicated players a way to maximize their earnings.
How It Works
Boost Multiplier: The game calculates Rshares (which determine SPS rewards) as usual. Then, a boost multiplier (like x2, x3, or x50) is applied to increase rewards. The SPS payout is based on the boosted total.
2. How Boosting Works
Boost Levels
Energy and Rewards
- Choosing a boost (e.g., x2) costs twice as much Energy but also doubles the Rshares.
- You can choose any amount to boost. If you use 50 energy, you will get 50x more SPS rewards.
- The multiplier applies to both SPS and Glint rewards.
Risk and Reward
- If you lose a boosted match, you lose more Energy. This prevents players from using it too often without thinking carefully. If you just play one game, you could lose all of your energy in one game.
Example Flows
Example 1: Small Boost
- A player selects a x2 boost, using 2 Energy.
- Let's say base SPS reward of base Rshares is 10.
- The final SPS reward is 10 × 2 = 20 SPS.
- They would need to play 25 games to drain their energy from the maximum (50 Energy).
Example 2: High Energy Boost
- A player selects a x50 boost, using 50 Energy.
- Let's say base SPS reward of base Rshares is 10.
- The final SPS reward is 10 × 50 = 500 SPS.
- They would need to play a single game to drain their energy from the maximum (50 Energy).
3. Potential Challenges and Solutions
- Players might rent powerful cards for a few boosted matches.
- This could raise demand for high-level cards, which is good for card owners.
- All rentals will be seasonal, so impact should be monitored.
- Boosting limits (like a max multiplier) could be added if necessary.
4. Keeping Boosting Balanced
Step-by-Step Testing
- Start with smaller boosts (like x2, x3, x4) to see how they affect the game.
- Adjust Energy costs and limits based on real game data.
5. This Change Will...
Encourage Different Ways to Play
- Casual Players: Earn more SPS without playing for hours.
- Competitive Players: Decide when to boost for the best SPS rewards at higher rating.
Make Matches More Exciting
- Higher stakes make matches more fun.
- You know that rush you get when you play survival? Imagine that in Ranked Modern and Wild.
Make Playing Splinterlands Less Time-Consuming
- "I spend 3 hours a day to drain my energy for the day. With this change, you could play 15-30 minutes per day to use up your energy."
- Of course, if you do want to play 4 hours a day, you still can, and you'll earn more rewards by getting a higher rating that way!
6. Implementation
Development
- Add the Rshare multiplier system and Energy cost adjustments.
- Add a text box next to the BATTLE button to change Energy.
- It would literally take 20 minutes to code in. I’ll even send them the code.
Testing and Launch
- Test boosting on QA server.
- Monitor results, see whether maximum energy is necessary to prevent exploits.
- Fully launch the feature.
Great idea!
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Hello,
I was the guy in discord that originally bounced this idea with you.
I think the way you have it layed out is perfect! People will complain (possibly) about how this would affect leaderboards, but, ultimately, it's player choice whether to boost or not, so if they choose to do it, they choose to possibly lose leaderboard placement.
One issue I saw brought up in discord was that this would wreck match liquidity, which is definitely a possibility, so maybe we could do the below:
We could also stretch this the other way, to enable people to play MORE. We could do this either by doubling energy gains, or adding a 0.5x boost (so people could play twice as many games as they do now!)
I see this as a benefit to new players who are excited and want to play more, and possibly as an additional outlet for creators, whether that be streaming or youtube, etc. It should also fix match liquidity to a certain degree (assuming people utilize this portion of the feature).
Of course, stretching it the other way, would absolutely wreck leaderboards and the 0.5 or the 100 energy people would dominate (for one season at least), so I can see how this would be a bigger issue, but allowing players to play more, is good, as long is it's not exploitable.