Please add a confirmation that you do indeed wish to leave a client unsatisfied, as I'm finding it altogether too easy to forget to deal with clients who's timer has hit one. Losing 100 reputation in this game is generally crippling and to do it on accident can be quite frustrating.
First, my idea... I believe that you should award a win/loss in tie situations where the game goes to 50 turns based on who has the most Avatar HP at the end. This might help to discourage these defensive decks that are all buildings and missile silos which are not trying to win, only trying to make you loose.
Second, in reaction to the people who want easier bonds and energy... you finish all the missions quickly enough as it is... and you get the majority of the cards quickly enough as it is... any quicker and easier and there would be nothing to play for. It should not be changed. People need to understand that the fact that there is still something to grind for is what keeps them coming back.
Found a bug. If you decide to go to idle mode while turning in a quest the game will pause the turning in of the quest. So then you decide to go back to grind mode. You will start fighting the quest mobs again, but it will take the partially filled bar from turning in the quest and turn it into the bar that tells you how many more mobs you need to kill to finish the quest, complete with the distance traveled to turn in the quest, except now it's translated into how many mobs you still need to kill... The result is a quest bar that says something like kill 400 Wastewanderer Bandits 101/400. (Apparently it's 400 clicks to turn in a quest and I got 101 of them in before I hit idle mode?)
Reload that's been fixed!