Cool, where are you pulling the price data from? Poloniex, or something? I don't really understand how you are keeping the price pegged.
The principle is similar to Bitshares really, including the 3:1 initial margin requirement for shorts. (*)
Main difference is probably, pegged asset and collateral is not conflated into one thing (bitUSD) but longs own both (like ES futures, you buy stock futures and keep the dollars, they only get "frozen")
Then, price data is only needed (and rewarded) every 10k blocks, so that feed can be done manually by players without cost or special expertise.
This also means settlement (getting in or out at a fixed price) is only possible every 10k blocks.
And I included a "free insurance" against drop of gem price while getting out (would not be needed if the in-game markets had lots of liquidity) The entire system is too complex to describe in a single post, just watch it in motion, it's fascinating
(*) the short in this case is a NPC (one with no visual representation in-game yet)
CRD:GEM trader positions (chronon 1363027, mainnet)
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hunter chronoDollar trade trade gems, not long bid bid ask ask short
storage vault key name gems position price P/L at risk risk size price price size risk flags
npc.marketmaker.zeSoKxK3rp3dX3it1Y Sox'xiti 490.293 -210.00 0.0505 -1.296 458.187 0.00 205.00 0.0494 0.0515 94.00 30.60 bid: ok ask: ok
If you think about it, this could be the first AI in history who (and not just it's human masters) owns something, assuming code changes to steal his stuff are generally unacceptable, and Ether didn't have a bunch of these guys earlier.
I'm actually more curious about the asset ownership dichotomy between players and their hunters. I can understand why we need a token associated with a user (or rather, his or her public/private key pair) in order to issue transactions. But I think it should be trivial to allow Hunters to hold HUC, because they already do, in a way: the coins they pick up around the map, before banking them.
If a player (and their hunter) can enter contracts involving "loot" (i.e. the coins they pick up around the map, before banking them) it must not be allowed to just walk the hunters to bank and take it away. And impossible for the hunter to die and lose the loot.
This would require a hardfork that must also specify exactly what can be done with the loot.
Conversely, I would assume that gems and chronoDollars could be made to be banked and redeemed to the player's wallet.
In a way, currently they instantly autobank. It's the privkeys in the player's wallet that decide who can do stuff, like sending to other addresses, or trade.
I think we'd basically then be looking at the banks as portals between the Huntercoin world and the real world. Assets leave it that way. Theoretically, we could also make it so Hunters can pick up assets at a bank, so then they can enter the world that way, too. Or correct me if I'm wrong...
Theoretically, I would do the "bring coins already banked back into the game as loot" thing in the way that you can send coins to a coin-eater address that is associated with a hunter's name address, and the coins get re-issued to that hunter as "loot2_deathtax_already_paid". Naturally, this hunter wouldn't want to walk around on the battlefield.