RE: Land-Speculation: #5 Transport & Markets

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Another fascinating episode in your series!

I think I remember Matt mentioning that they want to create liquidity pools for each resource and that he been studying the DeFi market very closely to take the best from it and it put it into the land economy. That makes sense in terms off accessibility and would probably be a global market, not limited to a Region, likely available on Hive-Engine.

So we do know they want to do pools and we do know they want to introduce transportation with longer times for larger distances.

When it comes to transportation, maybe the resources must be delivered to the according next Keep or Castle, before they could be unlocked as actual tokens and entered into liquidity pools (which can be represented by a market in-game) or withdrawn to Hive-Engine. On the market, people probably can also buy and sell which could mirror the buy and sell orders from Hive-Engine but with a much simplified yet cooler looking in-game interface.

Then, when people buy resources on the market, they need to transport them to the plot where they want to use/store them.

However, I wonder why people would want to store resources and have dedicated storage buildings for that, when they could also withdraw the resources from the game to Hive-Engine (I assume they wont need storage there) or leave them in a pool or on the market instead. Sure, storage would allow for a larger idle time of the owner before resources must be moved out. But that cannot be the only use-case of it. What do you think?

!1UP 🍄!PIZZA 🍕!BEER 🍺And expect the @curation-cartel soontm

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Thank you once again for the detailed comment 😊

Well as I also follow the Townhalls closely I heard the "Liquidity Pool" approach aswell. I kinda like the idea of those individual markets I mentioned in my post but those two concepts dont exclude each other. Maybe Region-Castles provide access to the big global market place and Liquidity Pools that are linked to Hive-Engine as you suggested and the Tract-Keeps act as some sort of smaller and individual exchange 🙂

For your storage concern I agree that the use-case of storages are yet tbd because of how dependent it is to the overall system. Yes one use-case will be that you unlock a larger idle-time but like you also said: what prevents the player from withdrawing to HE? I am no tech-savy guy so I dont know if it would be possible to mirror or implement the HE-exchange to the game so that resources still have to be stored, even when you put up sell-orders.

First use-case though will probably be to unlock higher-level buildings. I assume building upgrades costs will get higher and higher so at some point you have to upgrade your storage in order to have enough space for the costs

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