RE: 12 Facts about the Yamato module
I think that right now what the game needs the most is a trustless market...let me explain myself a little bit:
The players yet to come are the more valuable asset of this game, we (early adopters and the team) have to realize that it's not worthy to start ranting for 50k Steem on the reward pool... we have to focus our eyes on what we want this game and its economics to be one year ahead. For instance, as soon as more people know (through marketing efforts we all shall contribute to) that you can be rewarded by playing a game that allows you to enjoy your time on it, the game itself surely will work as a magnet. Here is where drugwars failed badly by creating a pyramid-like scheme to distribute their rewards and not providing any incentive to make in-game purchases... this spot is also were splintersland succeeded the most, before even creating the actual card battling system, they created a market and all hiped players spent lots of Steem to get cards directly from other players, Splinterlands team only took a fee of that transaction, so al FOMO buyers cannot blame the developers for expending crazy amounts at the beginning. Also, their income stream doesn't rely on the Steem rewards pool, thus cards there are "backed" by others players money... hence we see an Alpha pack being sold at 5-6$ on steem-engine, that's a massive 150.200% profit.
Imo, nextcolony can learn from the successes and mistakes of other dapps, I like the ideas I just read about the Yamato module, but they lack the ability to integrate the whole community into the new wars that will be fought... why? because you can't expect every single individual to be included in a powerful alliance and have a superb role there that incentivizes him/her to keep playing the game on a daily basis... As the game evolves it's complexity level also goes up, and new players will have a nightmare finding out which is the successful (aka profitable) way to play. I'm not saying to simplify the game or make it easier to new players, I just think that we have to incentivize them properly to stick on the game because there's a way to actually get some rewards out of it. For instance, what if anyone could sell his/her little scout, patrol, cutter, corvette, etc for a small amount in a trustless and 100% transparent market? What if newbies have a spot showing them how much they can make if they are able to successfully sell dreadnoughts and thus they have an actual "goal" to pursue no matter the time it takes? Planets price should also be displayed this way so players can have an estimate of how much is their accounts worth...
But hey, those are just my two cents.