Summary: Right now we need lots of burning mechanisms but we cannot implement anything without the foundational features in the form of in-game Marketplace and in-game Inventory system. to understand the need of this you can see these two short msgs from discord,
https://discord.com/channels/897430316057255936/920950132902608937/939446870881738792
https://discord.com/channels/897430316057255936/920950132902608937/939447123605352459
Goal: Making foundational elements to add burning mechanisms in game. Adding two foundational features (in-game marketplace and in-game inventory system) to add huge amount of features for burning purposes of umy.
Plan: An in-game marketplace will be made by devs as a foundation to make possible other implementations like creating more mechanisms over this for $UMY burning/uses/sink, the possibilities to add new things on that marketplace are endless, the user will confirm he wanna spend his/her $UMY on some purchase and after that the item goes to in-game inventory, or some burning mechanisms which will reward with vouchers or something they will also be stored into in-game inventory.
Evaluation of success:
To implement any burning reward system or any new feature, almost anything, first needs these two foundational features so after adding these foundational elements, the new ideas for new items to place in marketplace or some events which gives rewards for participating by using umy currency could be possible this way the loop cycle of sink/burn/use could possible by in-game burning features or events.
For: We need these foundational features to remove a big roadblock in way to add new things in game to burn umy.
Against: This will not gonna help the implementation process of any burning mechanism.