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Idle Thoughts on the Forthcoming Splinterlands' Land Staking...

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@revise.leo
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The release of LAND may well be delayed in Splinterlands but I'm buying cards daily in anticipation of its release, and am just starting to think through what the staking might look like...

All of these are just broad hypotheticals based on how I'd play it (excuse the pun) if I were running the show...

Firstly, I'm expecting a long term view with LAND - so I imagine it will be possible to stake a huge amount of cards so as to accommodate , or soak up most of the cards that are going to be released until 2025.

My reasoning here is that this should be the best way to add value to existing cards and maintain the value of land - make it possible to stake masses of cards per plot. In other words I'm not expecting there to be an oversupply of LAND compared to cards for at least a couple of years.

Secondly, I'm expecting Collection Power to play a large role in some way - that is the max users can stake per plot will probably be determined by CP as well as outright number of cards.

My reasoning here is that this will add value to earlier cards, promo cards, gold cards, and higher level cards.

Thirdly I'm expecting users to have to stake an ASTRONOMICAL amount of SPS to max the yield per plot - as in tens of thousands per plot.

Fourthly my intuition tells me DEC is going to be necessary for building upgrades.

Fifthly I'm also expecting a kind of stretching out of returns compared to the leagues in the game - like you'll get something for having a plot with undeveloped buildings with 1K SPS staked to it and weak cards, but like 1000 times more for a maxed out plot with a castle and gold cards and 100K SPS staked to it.

And I'm expecting it to be quite simples at first...

I'm going to hazard a guess that's it's going to be a pretty crude yield farming effort based on staking so each type of plot will give you a certain product and your combination of staked CP (limited by number of cards) and level of building development will give you a certain production rate and chance of yielding varying quality items.

I'm expecting SPS to be a limiting factor too - i.e. if there are 10 levels of building, you'll need 1-100K SPS (or something like that) per plot to develop to that level, or maybe the SPS will be across all plots...?

In which case I'd expect users to need at least 500K to play to the max level, quite possibly double that.

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