It would definitely be a more interesting game if all the characters you meet have some secret backstory that you unlock after reaching certain points (winning tourneys, beating a character x number of times, or reaching a stat milestone) and also purifying the game of all annoying and blatant typos
@imortal12233. That is not really a valid reason because if you surge and tie you would still lose regardless of any conditions. You lose in a tie because you can control which cards you can pick in any situation while the AI controlling the enemy deck picks the best card available regardless of the situation, e.g. sometimes on surge the enemy will draw an action card such as emp first even when there's no cards in play. So when a stalemate appears, the game believes that being in control over your cards is a far greater advantage than being the first one to put your card down. And that is the reason why that guy on the other faction you're fighting got those 10 measly points for your 10 stamina.
Ah, I now remember how I used to play a very similar game until it was banished from my hands. I don't think I can ever love another again like I used to...
@Jack raid I would much rather prefer a targeting system whereas the stronger towers attack the strongest enemies thus lowering their health, but then target the next strongest enemies to leave them for the weaker towers to finish off.
I agree with sirmonkage, there should be a score limit of lets say 10,000 points, first faction to score that high automatically wins the war. Although I'm sure small factions could only hope to achieve this score so maybe there should be an option of choosing smaller point goals (but not too low for a quick and cheap win like 1000 or lower). Maybe even add an extra little FP bonus for each hour earlier the war was won.
@raychen you can actually move your hand as if it were a new window; just click and hold the top part of that window and move it wherever you want. That should solve your problem.
Here's a thought, how about making an option that influences the AI decisions on which cards to put down during defense. For example, an option that says to "put structure cards first" or "Use activation cards last".
I really want to love this game, but minor and major issues seem to always overcome the pros of this game such as the detail put into the card images or storyline. But, the primary issue of the lack of energy and screwy regeneration and flying chances that are balanced to the enemy's favor frustrates (based on all the comments I have read so far) just about everyone. Great idea, tremendous effort, and all of it ruined because of the energy system. 3/5 until synapticon actually fixes this game based on all our comments.