Reorganise expansion queue

Post here any ideas or suggestions you have for improving Valor.
llan_man
Lancer
Posts: 2
Joined: Fri Jun 01, 2012 3:13 am

Reorganise expansion queue

Postby llan_man » Sat Jun 30, 2012 1:19 am

What about the ability to change the order of expansion in your queue. There has been a lot of times where I've wanted to change the order and have had to remove items and then re-enter them. Sometimes ive lost resources in the process if I have been close to my warehouse limit. I would have thought this is quite simple

Pauld2468
Guardian
Posts: 234
Joined: Mon May 21, 2012 9:35 am

Postby Pauld2468 » Sat Jun 30, 2012 9:25 pm

I had mentioned this idea before and i still think its a good one. To expand on it. Id also like to pause upgrades and work on something else without penalty of having to start over upgrading a cancelleld build

SanSooRonin
Lancer
Posts: 11
Joined: Sat May 12, 2012 9:43 am
Location: Texas

Postby SanSooRonin » Wed Jul 04, 2012 10:02 am

I like these ideas, and have another one that may add a different dimension to the game. How about the ability to multi-task while building/upgrading your city? Currently, we are restricted to a queue of 2 buildings, and only one can be worked on at a time. My suggestion is to be able to allocate a percentage (let's say each percent is a worker, not to exceed 100% or 100 workers total) to multiple buildings, in order to build two, three, maybe up to five buildings simultaneously.

For instance, if you have a 10 hour build in line first, and a six hour build for the second item, you could choose to keep things the way they are and give 100 workers to each of them and do them one at a time (total time 16 hours), or you could split the work effort, say 50 workers to each. In the sample builds I mentioned, this would mean the 10 hour build would increase to 20 hours, and the six hour build would bump up to 12, but both could be worked at the same time. While it effectively doubles the time for each, this would allow somebody to build a wall or market or quarry, etc, while an academy is constructed in the background, or any other number of things. The trade off is clear: get one done much faster, or several done slower.

For simplicity, the player could choose how much of a percentage to put towards each item, say in increments of 10 workers (so 90/10, 80/20, 70/30, etc, but not 98/02, 68/32, etc). For five items, you could split your workers 60-10-10-10-10, or 20-20-20-20-20, 40-10-10-10-30, etc. etc. Let the player choose how important a particular building is to his city. Once the workers are selected, they remain locked in until a building is either completed or cancelled. Then that building's workers becomes available (but only to the next upgrade, nothing current). The player could choose to start a new building with a small number of workers and thus a much slower build (but an immediate start), or wait until something else gets finished and use those workers as well to speed up a bit.

I would base the times for 100 workers on what they are currently set, and just decrease them from there based on the selections.

Just a thought.


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