There are some things that work differently architecturally that we'd like to make sure work properly. For example - like setting your country automatically doesn't work here, so we have to fix/change something.
Plus the game on Kongregate is from scratch, and is using different databases/servers (but same code), so it's another thing we want to make sure works 100%.
We have some plans to improve it in the following weeks. First make it more usable via PvP upgrades giving DPC mx boosts, make skip option work better and some other unclarities/issues with it.
Or do you perhaps just hate that it "break the attacking loop"?
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They need to rework the deployment model so that we have a real sense of progression as we play. Once you hit the 3rd deployment and beyond, it takes a very long time to get enough Power Points to deploy again... Make it so that you can deploy at 100 each, but give threshold bonuses for deploying with Higher Power Points. This will make it possible to continuously progress, and give some incentive to see how far you can get.
Without that we get stuck real quick unless you spend money...
We deliberately don't want this to become "deploy fest" from the start. i.e. you can play for 10 hours straight continuously re-deploying. We want players to be able to progress nicely with short-mid game session length. Still we will consider changing progression speed at various points (or adapt some multipliers) based on feedback, and see at which points you might feel there's not enough progress.
Opinions on specific game-points are really helpful to us so thanks for that :)
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It looks like 2 games with no connection to each other. What I do in warzone has no effect on bootcamp and vice-versa.
At later stages Boot Camp will have a significant effect on War Zone progression, as any deployed units become "support units" in War Zone, affecting your damage output, as well as serving a purpose in defeating tougher Boss Battles.
We've debated around this several times in our team as well, as one can argue "it's just a number" and not really meaningful, but in short (sorry not that short really!):
The game started off as a small project where we added high-scores "for the sake of it" and because we like seeing it as a sort of "achievement" and comparison to others as well - believe it or not many of our players like the stats, and would even like to see more types of them. We also wanted to experiment with (yes you'll read this right) making idle games have meaningful competitions, that can reshape/shift the scales and keep things "competitive" for longer.
Currently we have "weekly competitions", that are based just on these numbers, but the rewards from them also help keep progression curve slightly up at later stages. And also, again a lot of our players like them!
So even if they may not be a core element of the gameplay, it still makes it as sort of an achievement and more interesting to many players.