Current Problem: Playing Blight optimally requires jotting down what times your units will reach destinations (or recharge powers) and checking in at precisely that time to execute an order. If you can’t check in at exactly that time, hours are wasted as units wait for you to tell them to claim the city they’ve stopped in.
Solution: Be able to queue Claim, Build, and Ability orders.
Ultimate Goal: Make it possible to play Blight to nearly optimal levels simply by checking in every 8 hours.
Part 1 - Reserve Pools: Mana, Gold, and Valor for queued Abilities, Builds, and Claims should be set aside in a Reserve Pool so the player doesn’t accidentally spend it. The amount in the Reserve Pool should be shown in parentheses next to the current value.
In this example, the player started out with 1499 Gold, but queued three Dwarven Hammer squads. He now has 600 Gold reserved and 899 free Gold left.
Part 2 - Queuing Claims: The player can queue settlement claims by selecting a neutral settlement they currently don’t have any troops at and clicking the Queue Claim button (in place of the usual Claim button).
Once they queue a claim, their flag will appear planted at that settlement. Their next unit to reach that settlement will automatically claim it (even if it’s just passing through on its way to somewhere else).
Here, a player has queued a claim on Bees Stone. Their flag pops up on it to show what they’ve done. When their army reaches it in ~12 hours, it will automatically claim it.
Part 3 - Queuing Troops: Should work similar to RTSes ala Starcraft. Continuing to click on the Train Unit button will queue up additional units that will automatically be trained once the previous units are finished training. The number that can be trained will be limited to the settlement’s current population.
Part 3a - Setting Waypoints for Newly Trained Troops: Settlements should have a Set Waypoint button; if clicked, the player can set a destination that newly-trained troops will automatically head towards.
Units trained in Lost Blossom will automatically head towards Jaggy Mountain.
Part 4 - Queuing Abilities: Probably the trickiest to pull off. When you queue an ability, it will go off the moment it’s recharged & the target is within range. Abilities can be queued against out-of-range enemies and while the ability’s recharging. Potential queued-ability targets are marked by a gray bullseye instead of a red one. Useful for rooting/debuffing hordes at the very edge of a unit’s range- such as when they’re turning a corner away from the unit and will only be in range for a single step.
A Wizard queues a “You Shall Not Pass” against a zombie horde; he’ll root the horde the moment it recharges- provided they haven’t wandered out of range in the meantime.
Each unit can only queue one ability use at a time.