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Update Army Queueing
I really like the army queuing capability. Rather than figure out how to balance an optimal army across 4 barracks (etc), now I only have to deal with what army I want, and the order I want it. It's a lot more efficient, and returns the focus more to the goal of actually playing the game.
That being said, I have two reasons I'd like to see an update to the queuing mechanism, and two suggestions for how to improve.
Reasons:
1. If I have troops queued, I know I'm going to get whatever is first-up in the queue. When I farm, I do not have the option of choosing a base strictly appropriate to that queuing. So, if I'm barching with archers first-up, I cannot do a barb-only attack; by the time I'm done, I'll have way too many archers and not enough barbs. So I can either: (a) "eat it" and make do on the next attack, (b) throw away the unbalanced troops, or (c) expend more units in the attack than I think I actually need.
2. If I'm in war, I'm looking for a specific troop composition. However, if my last attack I forgot to spend a poison (or any other troop/spell), I might not realize it. If my queue has a new poison ready to go before another spell, that extra poison takes up a spot that I'm not expecting to take, and the later-queued spell does not become available for use. I recently had a war attack get foiled because I had a second poison when I only wanted one, and two heals when I wanted three. Athough I'm given a display of what I have ready and it's ultimately my responsibility, still that's an easy one to miss and I've done it a few times now.
Suggestions:
1. Rather than have three complete troop/spell compositions that I can select all-at-once for training, replace one of those with a series of buttons where I can select a bunch of a single troop. Restating: have a few (6? 8?) buttons that I can configure that can queue "x" number of *one* troop type. For example, rather than select 80 archers and 80 barbs and 4 healers and a few spells in one fell swoop, instead I can define two of those and then the last row I can select 20 barbs on one button, or I can select 4 healers on a second button, or I can select 4 earthquake spells on a third button, or... you get the idea.
2. Rather than a "first-in-first-out" (aka "FIFO") queue with no intelligence to it - where the next troop in the order is the troop that gets deployed - instead, queue for baking in a FIFO. After an attack, I refill (to the level of my predefined composition) whatever I used from the set of troops that are already baked, and queue up to train more of those troops. So to take my example above: if I define a barch composition and I allow enough time to queue up two of them, then if I do an attack and only use half my army, my army camps get repopulated with those troops I spent, rather than the troops at the head of the line. Similarly, if I have nothing queued but a spell or two and a few troops in my army camp, when I click an army composition is queues up the troops necessary to replenish the army composition, unless I'm completely empty it does not enqueue an *entire* pre-planned composition.
Anyway, those are my suggestions, as fodder for thought and discussion.
weylin
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Yup, queueing is pretty stupid now. Just let it fill up what is used in stead of fifo
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Why is no one responding derp