daggada - 2013-11-07

The way stuff is 'bought' in the game is via Metal, which is what you mark and have your collectors run back to your base. Metal constitutes your score in the game, as there is a goal condition to have 1000 Metal, for example in the currently available game mode.

I sorta like this setup as there's a self-balancing aspect to it. You're not going to have a million defenses if you're going for an all out race for the goal, which leaves you vulnerable. And if you do buy a ton of deployables/upgrades etc. then you're losing your otherwise jump-start on the game. I also like how the strategy might change depending on the goal condition of metal required. For instance, if the goal is set to 10000 (instead of just 1000) metal, you might tend to buy more things earlier, with intent to ramp up a better system to get a larger influx of metal in the late game.

With metal being the currency to buy with AND the score, there tends to be less bought later. Which is somewhat interesting, as you try to 'ride' out with what you got set up to the end. But I'm not sure if that ends up being frustrating, or, exploitable, which is why I'd like to test the crap out of this game and see what people do.

TLDR: My question is, should we separate out perhaps an experience-like currency with which to buy things? Or just keep it as metal = currency = score?

 

Last edit: daggada 2013-11-07