Per second system
Many traditional farms use 'reward per block' system for controlling emissions.
It could be reasonable for chains like BSC that has constant block generation time. However, it can make reward emission rate unpredictable for the chains that have varying block generation time.
For example, as you can see the chart above, fantom chain's block time changes dramatically time to time. It means, $SING could be printed twice more than expected. To prevent this, we fixed the reward generation rate to the time(second). It enables us to control same circulating supply across all the chains so that we can easily integrate them later.
Also, users can be assured that circulating supply won't surge unexpectedly due to block generation time shortening.
Setting the launching time or the event time become easy too since we can just announce the exact time instead of block number which makes everyone's life much easier!
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