QUESTIONS IN ENGLISH

1. Explain in simple terms what an NFT is and how it relates to the project. For example: "An NFT is like a card that signifies your participation in the development of the project..."

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Let's try to explain it in simple terms and draw a parallel with traditional games.

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  1. OrbitonX Rocket NFT is a limited collection of in-game items.
  2. To legitimize ownership and ensure its security, the in-game item is created as a token on the blockchain. This way, we cannot ban, confiscate, lose, or reissue the token, nor can we take any actions with it.
  3. For transparency in the gaming process, the NFT will be embedded in a smart contract. You can see everything that happens in the game with the NFT, and we will have no influence over this process.
  4. Since OrbitonX is a microtransaction project that earns from commissions, between 5% and 20% of the commission will be distributed to the NFT owner’s wallet through the smart contract.
  5. A rocket is analogous to a poker table; by creating this table, the NFT owner earns a percentage from the commissions generated by any player at that table.
  6. How will the percentage from games in new modes be distributed? What percentages will go to players? For example, if my token doesn’t "take off," will I receive nothing? (Please provide examples.) Also, for memes reaching 60k trades, who will buy them? Will the community buy them from each other, or will there be assistance from the developers?

Between 5% and 20%, depending on the rarity of the NFT. It doesn’t matter much whether the token takes off or not — it all depends on the number of buy-sell transactions taking place with it.

Indeed, only a small percentage of tokens will reach DEX, but this greatly depends on community behavior: holding a desired token and not "dumping" it to quickly earn money. However, just because a token doesn’t make it to DEX doesn’t mean it’s unsuccessful.

Regarding our support: marketing the project is our responsibility, and the marketing for such projects differs significantly from that of "clicker" games. Thus, we are not currently promoting "clicker" games, although it’s easy to acquire 2-3 million players from other clickers. However, without a full release, it's premature to do so, but the release is just around the corner, and the project is in testing.

We want to support projects that meet the definition of "meme token." They should have an interesting story, be relevant, and have humor that is on the edge, with the potential to live on as a meme for a long time.

2. Currently, there are 60,000 registered wallets and 150,000 active players. How do you plan to reward them for their activity? With only 500 NFTs for 60,000 players, what will happen to the rest, and how do you plan to incentivize them to stay in the project?

This is both simple and complex. We wanted to start with NFTs and launch the game — NFTs cannot be infinite and in large volumes. Even collections of 5,000-10,000 pieces are already at the upper limit, so physically they cannot be distributed to everyone.

The token addresses this issue, but right now, all projects without an internal economy that list a token + airdrop end up "dumping" that token. A dumped token is a problem for the project and for players, as they do not get what they expected. If there is no internal economy, there should be investors. If investors do not achieve their returns, users will not get airdrops, and if they do, they’ll receive pennies, making such a project a meaningless scam.

That’s why at all AMA sessions, in all chats and project news, we stated that TGE is at least a distant future, or at most, we will not be doing it. Our vision now is to promote the game modes of OrbitonX (not "clickers") and then plan for TGE. Doing this earlier is simply meaningless.

3. You have decided to distribute airdrops in the form of NFTs, so why isn’t the entire supply going to airdrops?

The same reason applies as with the token. Part of the NFTs is allocated for presale, part for airdrops, part for the team, and part will be sold within the game. This is to support the price and ensure that new players can purchase NFTs at market prices until they run out.