Grand Theft Bacon - Stage 2 Draft Note: This document is an outlined proposal of features to implement, and is of course subject to discussion and feedback from the community. Not final by any means, and should not be thought of as a whitepaper. This is just a document outlining the basic structure and proposed items to include. As Stage 1 is wrapping up, it’s time to make way for the next generation of $GREASE adventures, and keep the community active while we transition the project focus to NFT worlds. Stage 1 will officially be over once we reach 50k/50k mints. Stage 2 will begin sometime thereafter, likely with a delay as is typical of other P2E games, where we migrate things over and allow people to transition their Stage 1 mints. We don’t anticipate needing a long delay as has been seen with other games, but will take the time to get it done right. The focus of Stage 2 will be to expand the list of activities that you can engage in to continue generating $GREASE, while also addressing some key issues that were created in Stage 1 as a result of exploiters. Key Considerations ● Bringing back the mint-stealing capacity for Alpha 10 cops (both during minting & heists) ● Reducing overall supply to prevent $GREASE overload (burning Stage 1 mints) ● Giving Gen 0 bacons some utility and advantages over Gen 1-3 Stage 2: New Generations Gen Mint # Minting Cost 0 0-10,000 Free: Burning Stage 1’s in some way (see rest of document) OR 1 AVAX (100% of proceeds go to $GREASE=>$AVAX LP) 1 10,001 - 20,000 $25,000 $GREASE 2 20,001 - 30,000 $50,000 $GREASE 3 30,001 - 40,000 $100,000 $GREASE 4 40,001 - 50,000 $200,000 $GREASE To help pace game progression with the new influx of $GREASE earnings from heists, we’re going to ramp up the difficulty early on. The exact curve is still TBD. Minting: Stage 2, Gen 0 Starting a Stage with 50,000 mints is very taxing on the LP, as seen in PT game’s Stage 2. Yield Hunt recently released their Stage 2 whitepaper where they proposed an idea of ‘burning’ Stage 1 mints in larger quantities to get a brand-new Stage 2 mint. We’re going to borrow from this idea, as we believe it is an effective way to combat this problem. As such, there will be three ways to mint your Gen 0’s in Stage 2: Method #1: Burn Gen 1-3 Mints If you’ve been participating in the game thus far, you’ll be able to ‘trade’ these in for new Gen 0’s in Stage 2. The proposed ratios are as follows: ● Burn 10x Gen 1 - Gen 3 Bacons for a new Stage 2 Bacon ● Burn 2x Gen 1 - Gen 3 Cops for a new Stage 2 Cop We feel that this will give the game a much more reasonable outlook, and to compensate for the ‘sacrifice’, your Gen 0’s will be ‘powered up’ when compared to Gen 1-3’s (more on this below). Method #2: Breed Gen 0 Mints If you were an early supporter of the project, we’re going to grant you exclusive rights to similarly burn your Gen 0’s in exchange for getaway cars, police cruisers, and supercars. These will offer some significant advantages and gathering potential of $GREASE, as well as participation in heists. Method #3: Mint With 1 AVAX We will leave approximately 1k supply that will potentially be mintable with 1 $AVAX. 100% of any proceeds from this mint will be sent to the $GREASE->$AVAX liquidity pool. Mechanic #1: Heists Heists are executable ‘missions’ that you can send your bacon on. These are fun ways to go ahead and increase your $GREASE earnings while providing some amount of risk by doing so. Heist Type Rewards Risk Level Requirements Beach (Ice Cream 50k $GREASE 15% chance of - (1x) Baseball Truck) getting 1 bacon Bat stolen - Hideout level 1 - 5 bacons Pizza Shop 100k $GREASE 17% chance of - (1x) Glock getting 1 bacon - Hideout level stolen 3 - 7 bacons Strip Club 150k $GREASE 20% chance of - (1x) Shotgun getting 1 bacon - Hideout level stolen 5 - 9 bacons Bank 200k $GREASE 23% chance of - (1x) SMG getting 1 bacon - Hideout level stolen 7 - 11 bacons Penthouse 250k $GREASE 25% chance of - (1x) Grenade getting 1 bacon Launcher stolen - Hideout level 9 - 13 bacons This is an early list, and can be tweaked with more types included. Mechanic #2: Items To add some extra utility to $EGGS, we’re going to incorporate items into the game. Items will allow you to go on various heists, while also upgrading the efficiency of your individual bacons. Item Effect Cost Baseball Bat +5% $GREASE earnings to x $EGGS an individual bacon Glock +10% $GREASE earnings to x $EGGS an individual bacon Shotgun +15% $GREASE earnings to x $EGGS an individual bacon SMG +20% $GREASE earnings to x $EGGS an individual bacon Grenade Launcher +25% $GREASE earnings to x $EGGS an individual bacon The cost curve of each item is still TBD, but will be done in a manner that will balance out the progression of the game with the costs of the $EGG accumulation. Mechanic #3: Breeding As mentioned before, we’re going to introduce breeding to the game, but tie this into the Gen 0 migration over to Stage 2. There’s a few different types of ‘breeding’ that will occur depending on the type of mint involved. Gen 0 Bacons: Getaway Cars By breeding & burning two gen-0 bacons, you will be able to mint a getaway car. Getaway cars will have different builds, colors and wheels. ● Burn 2 Gen 0 Bacons to yield a Getaway Car. You have to burn either two bacons, or two cops ● Staking a getaway car yields 20k $GREASE/day ● Staking a getaway car reduces heist failure to 10% (non-stackable) ● Staking a getaway car allows you to execute heists once every 24 hours Gen 0 Golden Bacons: Supercars The Golden Bacons will be able to ‘breed’ and create a supercar. This will NOT burn your golden bacon, and you only need ONE to get your supercar. Supercars ‘bred’ from Golden Bacons will allow the owners to produce $40k $GREASE/day when staked. Additionally, staking a supercar will allow you to get ‘immunity’ from getting caught on heists. And lastly, staking a supercar will allow you to execute heists every 16 hours. Gen 0 Cops: Police Cruisers By breeding & burning two gen-0 Cops, you will be able to mint a police cruiser. These will also have some slight variations in how they appear. ● Police Cars will have their own alpha scores ● The alpha scores will be calculated by taking [Alpha(Cop1) + Alpha(Cop2)] * 1.5 ○ You get a 50% boost in alpha score over your standard Stage 2, Gen 1-3 cops ● Police Cruisers will also generate a base $GREASE of $5k/day in addition to the cash-out and mint stealing Hideout & Police Station Levels - Migrating If you upgraded your police station/hideout levels in Stage 1, you will be able to migrate these levels over to the new stage.