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Queued Troops and spells
Would like to be able to move around queued up troops, if you start training 10 giants and then 20 archers to attack with but then need a healer to donate to a member, instead of deleting everything ahead, slide the healer to the front of the line. Also, instead of clumping all troops together for training, be able to train 10 archers then 4 giants and then 10 archers again.
Similar to how you can queue up troops, should be able to create your spells and then queue up more for when you use them. Then when finish an attack your first spell is done and ready to use(if it's been queued for 30 min etc)
thoughts?
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your idea is currently ruled out by supercell, please read the stickies before posting.
Troop/Barracks Related:
*Customize troop builds = to order, permanent productions, saved queues, etc.
*Queue troop donation notices when offline – display when back online or new interface to see info after
*Show total training time left above barracks
*Show total elixir costs of troops sitting in army camps
*5x or 10x button in troop training screens for faster queuing
*Ability to rearrange barracks queued troops (ex: click/hold slide troop icon first in queue to the middle)
*Modify healers to include healing air troops
*Troop carrier (Trojan horse-like) it moves on its own until damaged, then troops pop out
*Requests for all troop types to have a related hero
*Prepackaged troop clusters = similar to clan castle deployment, but you can load like 50 troop count in 4 different clusters to deploy on offense all at once.
*Have clan war troop donations count towards donation statistics
as for queuing up spells, this could be abuse to safeguard elixir.