Draft v0.1
Design goal: Make Squad Ops a fair, sustainable crypto game where tokens reward achievement and community contributionsânot raw spendingâwhile Credits remain the core gameplay currency.
Core idea: Dualâcurrency economy.
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: 60â90% of daily Credits earned flow back into sinks.
Role: utility + governance + marketplace.
Sinks: QoL pass sales, mint fees, marketplace fee, KOTH staking/fees, optional cosmetic upgrades.
Nonâpayâtoâwin: cannot purchase combat stats or success chances.
Total Supply: 100,000,000 $SQUAD (hard cap)
Emissions over ~4 years, decaying
Ecosystem grants, prize pools, liquidity incentives
4âyear vest, 1âyear cliff
2â3âyear vest
Nonâtransferâcliff optional
Alternative: 50M total supply using the same percentages if tighter scarcity desired.
Daily emission budget (example): starts at 20,000 $SQUAD/day, decays 1% per week until a 2,000/day floor by ~year 4.
Perâaccount soft cap (5â10/day), antiâbot checks, achievementâgated rewards.
Lock $SQUAD 7â180 days â receive veSQUAD.
No combat benefits.
This document describes game token utility, not financial advice. Regional regulations vary; obtain independent legal review before launch and distribution.