The current currency system mixes the global RPG permanent crystals with the local Tower Defense match economy. Players enter a TD level using their entire global crystal balance, and penalties are calculated as a fraction of the entry balance upon defeat.
This coupling creates a high risk of running out of crystals entirely and ruins the strategic balance of the Tower Defense levels, as starting resources depend heavily on the player's progression in the RPG world rather than the level design.
We need to decouple the permanent progression economy from the active match economy. The proposed architecture introduces two distinct resource types:
- Crystals (Global/Permanent): Main RPG currency.
- Gold (Local/Temporary): Active match currency. Every TD level will now start with a fixed, hardcoded amount of Gold. Enemies drop Gold upon death. Gold is used exclusively inside the match to build and upgrade structures. At match end, remaining Gold is cleared.
Priority: Low
The current currency system mixes the global RPG permanent crystals with the local Tower Defense match economy. Players enter a TD level using their entire global crystal balance, and penalties are calculated as a fraction of the entry balance upon defeat.
This coupling creates a high risk of running out of crystals entirely and ruins the strategic balance of the Tower Defense levels, as starting resources depend heavily on the player's progression in the RPG world rather than the level design.
We need to decouple the permanent progression economy from the active match economy. The proposed architecture introduces two distinct resource types:
Priority:
Low