A few more thoughts to add to my previous post that might shed more light on the opinion being discussed.
While I personally know that Harmonix isn't in this to gouge us on microtransactions, I can see why some people might jump to that conclusion (on their Jump to Conclusions Mat). "Why is my pool of limited resources going down faster than it is replenished as I play this song more than once? Clearly there's got to be some way to replenish it so I can keep playing. Oh no...microtransactions for coins would be too good a fit!" In this situation, the hypothetical score attack player might seem whiny and lazy. You might again ask: Why don't they just go play a new song? Well...
Rock Band 3 has a "number of times played" sort, and this is no mistake. Players have favorite songs, and they want to perform particularly well on those songs. This behavior is hard to keep up when you're spending 750 coins to get 300-450 back. Many people in this thread have defended "vanilla" (power-up-less) play, but that's kind of avoiding the issue. We don't want to play really well and be rewarded with 4*, which is established in Rock Band "canon" as being okay, but not great. We played excellently! We should have gotten 5* or GS! Playing without powerups make 5*/GS all but impossible, and kinda punishes players for not using them. As Vildiil said:
This is the point of the game. There's so many things in place stressing Blitz's competitive nature. But how can we be competitive if only a certain percentage of our playthroughs have a chance at competitive scores? How are we supposed to keep interest in tinkering with powerup combinations on our favorite song if we have to switch to unrelated goals for coins?After spending a couple of hours with the game and getting a full understanding of how it works it became very clear the entire point of the game is appropriate Power Up selection per song in order to get 5 and gold stars.
Blitz is so much fun, and I want to play it to death. I want to play it until I have good scores on all of my favorite songs, and I want to defend those scores against my friends. But I feel like the coin system is crippling this very desire.
(A parting note on possible solutions: What if you spent coins as a one-off unlock to unlock a specific powerup slot for a specific song? There might not be a database in place to track that data for each song, but I would much rather unlock the competitive capabilities of a specific song, play that song a bunch to earn more coins, and then unlock another song, etc.
You could also just say that 5*ing a song earns you free powerups on it for life. Anything that encourages competitive play on a specific song without the crippling coin costs, really.)

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