# Brainstorming on "Gear" (for fun) Some very rough ideas expanding on the concept of "Gear" as a separate reward system (relative to exp and loot). Specifically applied here to create reputation for making good on your commitments. **Highlights in bold.** Originated from this week's DIA Rendezvous. - **Reputational reward for completing some commitment is x voting power (Stake 0 = 1x, Stake 1 = 2x, Stake 2 = 6x) + a piece of Gear** - Item type of the Gear depends on the stake (Stake 0 = rings and amulets, Stake 1 = armor, Stake 2 = weapon / offhand) - Can have pre-defined gear for each role / class - Plus random loot mods (affixes) on the item - i.e. a Ranger weapon could be Cedar Longbow of the Cheetah, versus Paladin may receive Adamantite Hammer of the Bear - **Provide an easy way to “inspect” a Raider to see their Gear creates an implicit reputation system.** Less like an abstract number / ranking, more like seeing a cool avatar in town with impressive armor on. Goes with the Raid Guild meme. - **Gear can be staked instead of RAID for future commitments** - “...and my axe!” - Option 1: "Charge” the Gear NFT with RAID, then stake the “charged Gear” instead of RAID for Stakes 0, 1, 2. Slashing would remove the charge from the Gear, but preserve the Gear itself. - Adds to amount of RAID locked - Option 2: inverse, **Gear is already “charged,” - you can stake it, but if it is slashed, the item breaks / decays, must be repaired at the "Blacksmith" for the cost of what they would have been slashed, in RAID** - Note: Would present the same challenge as changing the pledge requirement for membership from XDAI to RAID. Dynamic / increasing RAID prices could cause challenges here. Blacksmith could have specific rates per Gear category (corresponding to Stake 0, 1, 2) depending on RAID token price - With staking Gear instead of RAID, not sure how to incorporate % of expected loot basis for calculating Stakes - Could assign each piece of Gear a certain value in RAID, then stake multiple pieces of Gear that have a total value > requirement for the stake - Could have Epochs like patches in an MMO. Get Tier 1 Gear in first Epoch, Tier 2 Gear in second Epoch, etc. - In order to stake Gear for commitments, must match the current Epoch - Preserves Reputational reward of having legendary early Tier gear, but prevents Raiders from aggregating too much gear and feeling that staking a piece of gear is trivial - Slashing could break a piece of relevant Tier Gear at random, instead of a specific one you stake? (Not sure if technically feasible, versus staking a particular NFT) - Using Gear for keeping availability up to date - **When you join Raid Guild, the first item you get is a starter weapon such as a Wooden Sword / Bow / Staff. Introduces you to the Gear system, possibly given to you by your Champion** - **For New Raiders, Stake 0 could just require your starter weapon -> breaks if you don’t have your availability up to date, and has a minor cost in RAID associated with fixing it** - Avoids having financial thresholds for new Raiders - Tradeable Gear - Could be interesting to see a secondary market for gear evolve - Gear as gifts; imagine the person who Champions you into Raid Guild giving you an item to start - Non-tradeable would make the implicit reputation non-fungible which is probably better - If tradeable, could have metadata “Created by Raider A” so you could share the item / charge while giving visibility into the fact that a trade happened - Could change from “reward = a piece of Gear” to “reward = chance to roll on a piece of Gear that is dropped to the party” - e.g. Raid with 5 Raiders completed, 2 pieces of Gear “drop” - Raiders decide amongst themselves how to allocate - If gear is stakeable or tradeable, has real economic value, people could get relatively emotional about unfair distribution of Gear - Creates more scarcity of gear. Is this necessary? How many pieces of Gear could a Raider reasonably acquire in an Epoch (or a year, if no Epochs)