Other than the ComBots, the vehicles in Metal Fatigue are somewhat unremarkable; the harvester/builder vehicle is a hovercraft, and each power has two types of combat vehicles. The RimTech and Milagro are the most similar while the Neuropa has a more unique tank which uses hover technology. Each side is also able to build a drilling vehicle for use underneath the surface or for claiming some of the structures on the map. The units that are built in the Cryofarms never quite emerge, but end up being diverted to the Combot assembly or other parts of the base that require manpower.
In most real-time strategy titles, the harvested commodity must be brought back to base, or at least a refinery nearby. In Metal Fatigue, the commodity is lava, which actually replenishes itself, so it might be a slow process, but the resources will not often be completely depleted. The harvester units just inhale the lava, which is transformed into metajoules, and never need to return to base to unload, making it easier to harvest from far off locations. Leaving the question of how the resource is transported from the location to the base where it can be used.
Only so much complaint can be made about the harvesting process. It is easier not having to worry about the vehicle making the drop off, but when it comes to the metajoules being used, there are some problems that will hopefully be corrected before the game is finished. The two most repeated voice announcements heard during the game are "low power" and "low manpower" which still occur regardless of how many buildings are built to provide energy and how many men are in the queue in the several Cryofarms on the base. Yet it is difficult to tell how much power is sufficient, and since the men never emerge from the Cryofarm, it is difficult to see where they have been deployed.
