I feel the game often has very little to do, especially in the earlier levels. I mean, it’s in the name—Battle Nations—yet much of the experience involves waiting for resources, upgrade timers, or unit healing. I don’t have an issue with upgrade or healing timers themselves; that isn’t the problem. I understand resource grinding is a core progression method. However, when that grind mainly consists of repeating the same actions with little variance and minimal rewards, simply waiting begins to feel like the more reasonable, and efficient, choice, almost like an idle game.
I realize multiplayer is something that may return and potentially help with this issue, and I hope it does. Even so, I think there’s room to improve engagement further through a few additional systems.
Rotating Weekly Mini-Bosses
I feel there should be a weekly activity available at all levels. Currently, the earliest thing is the Ancient Construct, which is gated behind level 24 and realistically requires level 27 to complete. My suggested solution would be a rotating Mini-Boss chosen randomly from a fixed pool, accessible starting at level 10. These mini-bosses could have 6–12 tiers, scaling every 5–10 levels (for example, Tier 3 being a level 30 encounter if scaling every 10 levels). Players could repeat the boss until all tiers are cleared for that week.
Rewards at Tier 1 might include 500-1000 Stone, Iron, and Wood, along with 200-500 Steel, Lumber, and Concrete. Tier 2 could reward items like 2 Bars, Gears, and 3 Skulls or Teeth, and so on. Since these encounters would be limited to once per week and the rewards relatively modest, they would give players something engaging to do while providing small but meaningful gains compared to standard attacks.
Daily Wave Encounter
Another addition could be a daily encounter consisting of 2–4 waves of enemies, scaled by player level in a similar way. These would offer a small amount of rewards and further encourage daily engagement without becoming a replacement for normal progression. Maybe 1/10th of the rewards and no Tier 3-5 resources from these encounters.
Daily / Weekly Quests
Randomly generated quests could also help, such as defeating a certain number of specific units or unit types, or completing tasks tied to shops already used in the main quest lines. Rewards could scale with player level. Offering Tier 1–2 resources at lower levels, small amounts of Tier 3 resources at higher levels, and a very small chance for Tier 4 rewards. I imagine only weekly quests giving tier 4.
As it stands, much of the early and midgame encourages passive waiting rather than active play. Introducing a small number of repeatable, time-gated combat activities would help bridge that gap by giving players something concrete to do while waiting on upgrades and healing. These changes wouldn’t need to overturn the existing grind, but instead provide something engaging to do when logging in, offering a small jumpstart before settling back into the grind loop.