One of the main hurdles to contend with in The Cycle: Frontier is the currency. Everything you do and the items you need revolve around how well you can manage that cash flow. Credits are not difficult to earn, but they're very easy to lose as everything costs cash.
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It's unsurprising for a free-to-play game, and microtransactions do play it into a little bit, but it's not too egregious and you can game the system a little bit if you're short. So for those looking to get the lowdown on how the in-game economy works, here's a brief guide to currency in The Cycle: Frontier.
First things first, the currency in The Cycle: Frontier is used for pretty much everything. From buying gear to insuring items and even crafting, everything costs a buck and nothing is for free. Unless it's a login bonus.
Most low-tier and crucial items like resource scanners and backpacks are relatively cheap and usually cost a couple of hundred credits. However, the high-end equipment and endgame exotic gear is going to cost into the five and six-figure numbers. One weapon in particular, a sniper rifle called the KARMA-1, costs a cool one million to have made in the gear printer.
Unlike other free-to-play games which tend to bog you down with various currencies that you need to micromanage in a big mathematical number-crunching headache, The Cycle: Frontier has three. There’s premium Aurum, the normal Krypto Marks and Insurance Tokens.
They have their own uses and can be acquired in various different ways that can be a little tricky to work out at first. To make things simpler, here’s a brief breakdown of each one, how you get it, and what they're used for in the game.
The common bit of cash you’ll be
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