all of this just messes up the game in my opinionParaworldFan wrote: ↑Sat May 30, 2020 11:42 amEven the Player was telling that the bonus which gives resources for building destruction is too op.
Mana usually just makes gameplay more hardcore, and...it’s option which can be turned off, so why don’t?
Kinda about dragon clan armor......I still think it should be reduced, so all vehicles of all tribes will have the same armor. That would be fair, and than Tesla armor increasing also be fair to other tribes as seas and Norseman. Plus, like I mentioned dragon clan have vehicles regeneration, which pretty strong buff
Once again, i am open to arguments, but the game has been played by many players, and the Tesla level 5 bonus was not criticized much thus far, only by you and apparently Player (RIP), who was just as radical as you. Though I faintly remember lowering similar bonus instead of removing it (the one about giving resources for destroying robots perhaps), so it's possible to do the same.
I am strongly against giving vehicles of each tribe the same armor, that's just stupid to be honest (like norsemen steam tank is just a unit which should have heavy armor by default, unlike scorpion or even black widow). I like some sort of generalization, but not in this manner. And i think dragon clan vehicles don't have more armor than vehicles of SEAS and Norsemen to begin with, especially not without upgrades. And as far as i remember i already said that dc stinger will be balanced, because their starting 35/35 armor is really high (scorpion has only 10/10 for example), and doesn't fit a highly mobile unit.
DC vehicle regeneration (and Norsemen ship regeneration too) should be discussed furthermore, because the healing amount is really significantly bigger than the original value in boosterpack they are based upon (i.e. dc ship regeneration).
On the other hand, swapping hero bonus of Miyagi and Taslow wouldn't be all too bad, like getting resources of killed enemy stuff just resonates good with Miyagi's overall theme, while Tesla making vehicles and ships better is also logical.
Mana was implemented to make spellcaster's usage different, to be like in starcraft, where you can use the same ability multiple times in a quick succession, but then not being able to use different ones, until the unit has enough energy. For heroes it just doesn't make sense in that way, because they only have 1 ability. Also some of those abilities - like the shotgun, sniper shot, death shot - aren't really based on energy (although i admit same can be said for some of the spellcaster abilities). And for example those shooting hero abilities shouldn't be used one after the other in a short time (i think at least), so they would need a high mana cost, or the hero should have low maximal mana amount. In my opinion, as long as heroes have only one ability which would consume mana, it doesn't make a big difference, because in the end it should be balanced to have the same result as with cooldown times alone. But maybe i don't see the potential difference.