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Squad Ops — Tokenomics Whitepaper

Draft v0.1

0) Summary

Design goal: Make Squad Ops a fair, sustainable crypto game where tokens reward achievement and community contributions—not raw spending—while Credits remain the core gameplay currency.

Core idea: Dual‑currency economy.

1) Objectives

2) Economy Overview

3) Currencies & Roles

Credits (Soft Currency)

Source: Work (~1k/day), Fortune (~1k/day), Missions, KOTH.

Sinks: training costs, rerolls, mission insurance, crafting/fusion, fast travel/map scans, guild dues, repairs (cosmetic), event entries.

Balance target: 60–90% of daily Credits earned flow back into sinks.

$SQUAD (On‑Chain Token)

Role: utility + governance + marketplace.

Sinks: QoL pass sales, mint fees, marketplace fee, KOTH staking/fees, optional cosmetic upgrades.

Non‑pay‑to‑win: cannot purchase combat stats or success chances.

4) Supply & Distribution

Total Supply: 100,000,000 $SQUAD (hard cap)

Distribution

40% Player & Community Rewards

Emissions over ~4 years, decaying

20% Treasury

Ecosystem grants, prize pools, liquidity incentives

15% Team

4‑year vest, 1‑year cliff

10% Liquidity/Market Making
10% Partners/Advisors

2–3‑year vest

5% Early Player Airdrop

Non‑transfer‑cliff optional

Alternative: 50M total supply using the same percentages if tighter scarcity desired.

5) Token Utility (no stat advantage)

6) Emissions & Rewards

Daily emission budget (example): starts at 20,000 $SQUAD/day, decays 1% per week until a 2,000/day floor by ~year 4.

Split of daily budget:

Fairness controls:

Per‑account soft cap (5–10/day), anti‑bot checks, achievement‑gated rewards.

7) Sinks & Burns

8) King of the Hill Model

9) veSQUAD (Locking for Alignment)

Lock $SQUAD 7–180 days → receive veSQUAD.

Perks:

No combat benefits.

10) Credits Economy Targets

11) Pricing (initial; tune by telemetry)

12) Rollout Plan

  1. Season 0: stabilize Credits (adjust sinks/faucets); add telemetry dashboards (DAU, ARPPU, sink ratio, token velocity).
  2. Season 1: ship QoL Passes purchasable via fiat/Credits; validate demand and limits (no advantage over manual play).
  3. Token Launch: launch $SQUAD, enable burning on QoL/mints/fees, start decaying emissions. Provide gas‑sponsored UX.
  4. veSQUAD & Governance: introduce locking and votes on cosmetic/community matters.
  5. Creator Economy: UGC tools, bounties paid from emissions + treasury.

13) KPIs to Monitor

14) Chain & UX

15) Risk & Mitigation

16) Compliance Note

This document describes game token utility, not financial advice. Regional regulations vary; obtain independent legal review before launch and distribution.

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