Issue that I’d like to find a solution for - I send my units to capture a few cities at 8pm. The travel will take 6-hours, so I will be sleeping when they arrive at the cities. They will sit at their destination for about 8-hours before I jump back online. The CPU will continue to take actions during this player ‘down-time’, and that makes me feel a bit sad.
Suggestions to address this issue:
UNIT COMMAND QUEUE
Allow players to queue up a few commands for units. i.e. Move to this city. Once at the city then: Capture the city. After city is captured then: Move to next location. Etc.
If the unit encounters something that prevents it from doing the next queued action, i.e. not enough currency to execute an action or the city has already been claimed, it simply stops and the future queued actions are cleared.
GAME PAUSE FEATURE
Add a feature that allows the host to ‘pause’ the game. Time would not elapse in the game while it is paused. A more advance version of this feature would include a timer that pauses the game after a set duration elapses and could reset the game after a pause duration elapses.
GAME HOURS FEATURE
Add a feature that allows the host to define the “live operation” time for the game. For example - the game could be set to elapse in-game time between the hours of 9am-12pm PST. Outside of the define game hours the game would be paused. This would allow players to enjoy there sleep, knowing that the world will not end while they slumber.
GAME SPEED FEATURE
Add a feature that allows the game’s host to define the clock speed. If the players want to enjoy a game in a shorter duration they can play at x2, x3, x? speed. This would capture a portion of the audience that likes this type of game, but might be less patient than the current user base.
The core concept of Blight shows a ton of promise. I can’t wait to see it evolve.