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  • Abstract
  • Metarun
  • Overview of Game Workflow
  • Metarun Gameplay
    • 3.1 Game Basics
    • 3.2 Game Modes
    • 3.3 Characters(Heroes)
    • 3.4 Character CLASS
    • 3.5 Characteristics
    • 3.6 Abilities
      • Fighter Class Active and Passive Abilities
      • Sprinter Class Active and Passive Abilities
      • Craftsmen Class Active and Passive Abilities
    • 3.7 Characters Rarity
    • 3.8 Characters Skin Rarity
      • 3.8.1. Maximal Hero and Abilities Level
      • 3.8.2. Opal Earning Battles
      • 3.8.3. Reset OPAL Earning Battles(PvP)
      • 3.8.4. Skins Rarity Upgrade
    • 3.9 Character Level
      • 3.9.1. Characters Level Upgrade
      • 3.9.2. Influence on Characteristics
      • 3.9.3. Influence on the Character Abilities
    • 3.10 Boosters
    • 3.11 Pets
    • 3.12 Artifacts
    • 3.13 Mana System
    • 3.14 Opponent System
    • 3.15 Obstacle System
    • 3.16 Unique Areas of the Map
  • Meta Advanced Mechanics
    • 4.1 Mastery system
    • 4.2 Punishment system(PVP)
    • 4.3 Hero League(PvP)
    • 4.4 Trophy Road
    • 4.5 Battle Pass
  • Metarun Economy
    • 5.1 Currencies
      • 5.1.1. Currency Classes
      • 5.1.2. Currency Types
    • 5.2 Metarun Token ($MRUN)
    • 5.3 $MRUN Token Economics
      • 5.3.1. Conditional Decentralized Minting and Deflation
      • 5.3.2. $MRUN and OPAL Burning
      • 5.3.3. $MRUN Token Distribution
      • 5.3.4. $MRUN Vesting Schedule
    • 5.4 Metarun Chests
    • 5.5 Character Leasing
    • 5.6 Earning Potential
  • Disclaimer
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  1. Metarun Economy
  2. 5.3 $MRUN Token Economics

5.3.1. Conditional Decentralized Minting and Deflation

Metarun has the potential to grow on a large scale. This could potentially create a need to mint additional tokens for sustaining the ecosystem. The minting mechanism will be decentralized by using smart contracts and constructed to reduce the impact on the token price to a minimum, exclude the risk of exploits and hacks, and add an adequate number of tokens to circulation. The total supply of $MRUN tokens is capped to 1 billion i,e, there will be no minting if the supply reaches the max supply of 1 billion $MRUN tokens.

The minting will work in the following way:

  • The ecosystem development fund emits tokens into the system through pool rewards only.

  • If the fund dips below 25%, it is replenished by additional minting.

  • It replenishes the Ecosystem fund in 5% increments per hour until it reaches 70%.

  • The platform will circulate tokens back into the ecosystem development fund, which can be later used as follows; a. Burned b. Spend on Project development c. Distribute as rewards d. Sent to Treasury funds. This system is subject to change as the project evolves.

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Last updated 3 years ago

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