🐹 Judging by Hamster's growth rate, we can expect to see the headline "200 Million Users in Hamster Kombat" within a few days. 🚀

I don't know about you, but the number 200,000,000 is mind-boggling.

- Binance needed about 7 years (or ~84 months)

- Hamster only 2.5 months.

That's 33 times faster! 🐹

With great achievements comes great responsibility. I can only imagine the headaches of the project creators from the numerous restrictions they've imposed on themselves. I propose we consider the project through the lens of crypto-commandments. 📜

1) "Do not disappoint your user" 🙅‍♂️

Let's start by tempering the inflated expectations of the users. No one is going to credit you 1 coin for 1 game coin. I suggest introducing a cap for the future Airdrop calculation formula: 1 day in the game = $1.

If you played a month in a primitive tapping game, you would get the equivalent of $30. Assuming each user plays for an average of a month, the drop would need to be $6 billion (200M users * $30). To avoid disappointing users, we need about $6 billion! 💸

2) "We are a serious crypto project, not a scam" 🚫

$6 billion is a serious amount! Binance, for instance, still hasn't collected $4 billion in fines for the SEC and will be collecting for years. Of course, Hamster doesn't have $6 billion, but we need to show ambition and not scam our audience. We need to meet the user's expectations of "I tapped, so I deserve real money."

I propose introducing a "non-scam" coefficient of 0.01. Typically, crypto enthusiasts boast about their coin's exponential growth, but we'll introduce x1/100, which means the coin has decreased 100 times. This 100 is not arbitrary; it aligns with the TON network's limitations, where the Hamster token will be issued. The commission for transferring tokens is $0.25.

The average drop per user is $30, multiplied by 0.01, resulting in $0.3, which is close to the minimum viable amount for selling. Essentially, you have tokens worth $0.3, sending them to the exchange costs $0.25, leaving a profit of $0.05. The project isn't a scam because it allows users to earn a little.

To maintain the illusion of earning, we need $60 million, not $6 billion. 💡

3) "Earn it yourself" 💪

This is very challenging, extremely challenging. Let's consider what users bring to the project:

- clicks, social media subscriptions, and a few views on YouTube. 📲👀

There is an external beneficiary - the TON network, where the commission is comparable to the drop value (at the lower estimate).

Suppose there is an agreement with the TON Foundation to return the commission to the project treasury. In that case, it turns out that redeeming one user's share requires $0.05. Therefore, the total fund for redeeming all tokens would be $10 million ( = $0.05 * 200 million).

Thus, we reduce the expenditure to $10 million. Now, we need to address the revenue.

Users contributed their attention, not money. For instance, a quest in the game might require subscribing for a reward. Such integration costs around $250-300k. Therefore, 40+ such integrations could make the project profitable. 📈

4) "Remember environmental friendliness and ethics" 🌍

Suppose all commandments are followed - the Hamster team profits, and users do too. But what does the partner channel gain? Millions of users subscribed, not for the services, but for the in-game coin, aiming to get free money, not to spend it.

Such a partner channel would receive a non-paying, greedy, and slightly naive audience. 😟💸

Does anyone need such traffic?

The answer is YES! All types of scam channels, sports betting, binary options, MLM, and pyramids. So the advice is - Do Your Own Research (DYOR) on all Hamster integrations and similar clickers. 🔍⚠️

#Hamsterkombat