💰DROP Token and Game Economic

DROP is a clicker game with a 1 billion token cap, designed to lower barriers, attract users, and consume MLH.

Core Gameplay

  • Pump Mechanism: Players can mint one free pump and purchase multiple paid pumps

  • Free Launches: Each pump can perform 10 free launches every 8 hours

  • Output Rules:

    • Initially 1 energy produces 1 DROP

    • Production stops permanently at 1 billion total supply

  • Output Cap Mechanism:

    • DROP output cap per 8-hour cycle = MLH daily production ÷ 3

    • When total output exceeds the cap, distribution is based on energy consumption ratio

    • Output cap automatically adjusts with MLH daily production, maintaining fixed ratio

  • Ecosystem Fund Minting: For every 100 DROP claimed, the Ecosystem Fund receives 8 DROP

  • Single Operation:

    • Free pump: Each click consumes 1 free launch opportunity

Free vs. Paid Models

  • Free Pump:

    • One free mint per address

    • Only retains 30% of produced DROP by default

  • Energy Purchase:

    • Initial price: 1 MLH = 1 energy

    • Price increases over time: 1% increase every 8 hours

    • Price calculation formula: Current energy price = Initial price × (1 + 0.01)^cycle_number

    • Price cap: 50 MLH/energy, price stops increasing after reaching the cap

    • Energy can be purchased in any amount, but minimum 10000 per purchase

    • Usage Limit: Maximum energy usage per cycle (8 hours) = User's historical maximum energy ownership ÷ 15

      • Example: If a user purchases 15000 energy, their per-cycle usage limit is 1000 energy

      • This limit updates with increases in the user's historical maximum energy ownership

      • Designed to prevent users from obtaining large amounts of DROP in a short period

Automatic Burning Mechanism

To further enhance DROP's deflationary attributes, the system introduces a dynamic automatic burning mechanism:

  • Burning Frequency: Automatically executed every 30 minutes

  • Burning Ratio: Dynamically adjusted between 0% and 0.5% of circulating supply

  • Dynamic Adjustment Rules:

    • Adjusted based on current market activity, total supply, and circulation velocity

    • Tends toward higher burning rates when DROP price is under pressure

    • Employs lower burning rates during periods of rapid ecosystem growth

  • Execution Method: Smart contract automatically destroys the corresponding amount of DROP from circulation, requiring no manual intervention

  • Transparency: Each burning event is recorded on-chain and can be verified by anyone

Automatic burning will significantly reduce DROP's total supply over time, enhancing its scarcity and value.

Invitation Mechanism

  • Invite Code Generation: Costs 3000 MLH

  • Activation Requirement: New players need a valid invite code to start

  • Reward Structure:

    • Level 1 reward: 10% of directly invited players' claimed DROP

    • Level 2 reward: 3% of indirectly invited players' claimed DROP

DROP Token Value

  • Game incentive: Primary reward for participation

  • Value support: MLH buyback/burn and liquidity enhancement

  • Ecosystem entry point: Gateway to SINK and MLH ecosystem

  • Scarcity: Fixed supply + decaying output = increasing value potential

MLH Consumption Allocation

Game-consumed MLH follows different pathways depending on SINK's phase:

  • During SINK Launch Phase:

    • 30% used to exchange SINK and permanently burn it

    • 60% used for DROP buyback and burn

    • 10% used for DROP/MLH liquidity building

  • After Launch Phase:

    • 30% is sent to the SINK Treasury and permanently staked.

    • 60% used for DROP buyback and burn

    • 10% for DROP/MLH liquidity

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