@mypy: If it is impossible for you to save resources in any way then I think you're playing wrong... @mrfufu: You can capture and and build outposts on enemy land but only after you've got a level 2 map room, and you do get resources for destroying enemy bases... @fatcom4: No... FB just gets updates before us... Any questions?
@Vaylemn: "I was talking about unleashing the monsters onto the field to do battle". That's exactly what monster bunkers do and your suggestion for a cheaper way to send monsters in, to defend would totally defeate the point of a bunker...
@ dragonslayer1996, Xtain: I think the ability to fully heal a single monster is slightly counter productive (especially for 30k putty) seeing as a single Zaf can heal, pretty much any monster to full health fairly quickly without any special abilities (save Champions, but being able to fully heal a Champ with a single ability is overpowered in my opinion).
I don't have one yet, but from what I understand, you can only feed your Champ once a day? So if you're not a shiney buyer it will take forever to level up your Champ. I think sending him into battle should reduce the amount of time before his next feed (depending on how much overall damage he has done), or maybe if he kills an enemy monster that he must be fed it has a chance of reducing his total.
All the Champs are good in their own way. Drull has excelent attack power but wouldn't last long against a highly defended base on his own, even at a higher level. Gorgo has an incredible amount of health even at his lowest level which gives him a good overall ability when it comes to defence and attack. Fomor is the best for dealing with enemy Champs because at level three he is invincible to all but the selective anti-air units (including Gorgo and Drull), however his fairly low health means that bases with bunkered (and upgraded) D.A.V.E's should be able to take him pretty quickly without adequate support. I personally prefer Gorgo because his high health gives him a defensive edge and he is the king of tank monsters (monsters with high health and low attack damage such as Ichi's and Crabatron's) which are my personal preference
@poeyboy37: Having surviving monsters not come back is supposed to happen. It's supposed to stop attack spamming (e.g- destroying a bunch of bases with the same group of D.A.V.E's). I personally think that this should be taken out, it takes away the good feeling of turning your monsters into veterans after a few battles :D. Maybe surviving monsters should have a cool down period before you can send them out again, depending on the monsters strength and how damaged it was in it's last battle.
I had finally saved up 50 shiney from picking mushrooms and was all ready to buy a yard expansion, before I did this I decided to upgrade a few of my blocks using -RESOURCES!- but on one of them I accidently clicked upgrade instantly for 23 shiney :/. So I can no longer afford my yard expansion but I did save 5 seconds on my block upgrading... Yay! Given the value of shiney, an "Are you shure?" option should be added to avoid accidental expence...
@kaygo: Eye-Ra's are worth every penny (or Goo... drop). Very expencive and require constant replacing, but being able to one hit kill a D.A.V.E at level 3, kinda speeks for itself. Focus on upgrading Silos and Goo Factories and pretty soon they wont seem so pricey.
@Swukid: The reason that feature is in place is because, other players can't attack you if you are currently in your yard. This feature stops people from leaving the game on and becoming immune to attack, I think. Fair enough, it is pretty annoying. The time it takes for this message to appear should be increased, but not to much.
What I most like about this game and indeed the Thing-Thing series is how the character costomisation options have progressed in detail from Thing-Thing 1 up untill now. A more extensive weapon selection would be nice but all in all, a brilliant game.