Something that has become evident to me is that credits/crows very quickly become a total non-issue for the player.
In my current run of the game, attempting to play as a modest low-life stuck in the fathoms. I'm not running around completing side cases left-right-and-centre, but I'm still accumulating credits at a far faster rate than I'm ever needing to spend them.
Food & drink is extremely cheap in general, and with side cases often paying around cr1,000-2,000 a pop, it doesn't take long for the cost of other items and consumables to barely make a dent in the player's pocket.
There are a couple of ways I can think of going about this:
- Case credit rewards and consumable prices could be dictated by the set gameplay difficulty, with higher difficulties significantly reducing rewards and increasing outgoings.
- Sliders could be added to the gameplay settings for scaling rewards/consumable costs independently according to the player's preference.