# More realistic currency for spaceship battle game [closed]

This is slightly related to real development but as you know hardest thing to do for developer is naming things. So now I can't figure out what specific currency to use in my spaceship battle game.

Little about game: Space, universe, spaceships, battles. Ships can be destroyed, damaged, repaired, aliens (multi-race) - typical spaceship game. Multiplayer, turn-based, battles not limited to 1 vs 1 - can be different count in both teams (70 vs 45).

Struggle is I want more realistic currency than just credits, gold, crystals etc. Because game currency should be related to battles, repair etc. And maybe (but not mandatory for now) with context to other alien races.

All options is viewed from game character perspective not player.

## Requirements:

• Something to get after battle (imagine destroyed ship, what to salvage)
• Used to repair ship (can be as part of some kind of tool)
• Valuable stuff to give someone in distinct part of universe
• Space pirates would want to have this stuff

### 1. Credits (EVE, Elite:Dangerous)

Fictional. No context to game universe at all.

### 2. Crystals or other minerals (majority of games?)

Game related, fictional value.

This works but if we think in scope of Universe as whole for some aliens this mineral could be worth nothing.

### 3. Scrap metal (FTL)

Game related , real value.

Best option for now is scrap, scrap metal as you know "FTL" game is using. This works only if we assume all ships in all universe using metal for building spaceships.

It can be used as repair material, it can be found after battle even if ship is empty.

Kinda feel bad to steal this currency from FTL as I love that game :)

### 4. exotic currencies

Using these would be interesting but need

• time - Works great with repairing stuff
• information - Great currency to salvage after battle from another ship, but fails to for repairing ship.
• more?

## Summary

I know there is quite obvious answer but wanted to reach to others and maybe hear something I never though of.

Maybe you can write your pros and cons about every currency i mentioned or point out something where to look?

• Is your game single player or multiplayer? – Vaillancourt Oct 30 '15 at 11:03
• Multiplayer and with bots. Updated main post with more description about game. – briiC Oct 30 '15 at 11:08
• I would suggest you read this book to help you get started. A multiplayer game economy is no small task to do right. – Vaillancourt Oct 30 '15 at 11:20
• I'm not sure your question is on topic here, though (a bit too 'discussion oriented' IMHO). You might want to flag your question (moderator intervention) to have it moved to Worldbuilding. – Vaillancourt Oct 30 '15 at 11:32
• I see a couple options for you: 1) don't set any currency. One will end up emerging, players will figure that out by trading stuff (this might not be practical when trading with NPCs, and balancing the faucet of goods will be hard.) 2) have one currency per race (nation); e.g. Gold for Humans, Kryptonite for Supermanians and Self-sealing stem bolts for Lissepians. This would help create a dynamic economy. Currencies are good enablers for trades, so trading with base currency makes sense. And you could eventually control the exchange rates for these to improve balance. – Vaillancourt Oct 30 '15 at 16:33