Rosletyne
Warrant Officer
As many here are no doubt aware, the cap of 2000 units imposed in the last update has become a heated topic in the feedback thread. I have been disappointed to see how some of our forum management appear to be taking the side of InnoGames in this. Now, I have always sympathized with the moderators for putting up with the flood of negative feedback while the developers are hiding, and I have noted how the recruitment campaigns for new moderators seem to have increased in frequency, but that sympathy wears thin at this lack of understanding for the many problems with army management that this change completely fails to address. To all the naysayers, who said that fixing these problems would be too difficult or too time consuming, not realistic or worth the effort, or just plain not possible, this is my response to you.
I HAVE CREATED A WORKING PROTOTYPE FOR AN IMPROVED ARMY MANAGEMENT FROM SCRATCH IN THREE DAYS IN MY SPARE TIME.
And most of that time was spent in PhotoShop and fine tuning the graphic layout, rather than coding!
Why did I do this, you may wonder? It has been a while since I coded anything, and I felt I could use an easy task like this to refresh my skills. But my primary motivation was that I wanted to shut up everyone who was saying this would not be viable. It can be done, it is not difficult, and it does not take a great deal of time or effort. There is simply no excuse why a team of professional developers would be unable to do this. Since they have been deaf to all other criticism, maybe a little public humiliation will shame them into doing some work. Or perhaps that is too much to hope for, and the developers have no problem with being outdone by me.
Some of the issues my design solves:
1) Speed. Whether you have ten units or ten thousand, my interface remains fast and responsive.
2) No more shuffling. You no longer need to search for healthy or attached units from a constantly changing list.
3) Organization. Everything is arranged into stacks by age, type, health and attachment status.
4) Usability. The unwieldy options to show all ages and unit types at once have been removed, like the now useless scroll bar. Instead champions and rogues have been moved to their own tabs.
5) Memory. The interface remembers which age and tab you had selected when you return to it.
6) Army order. The order of selected units is no longer shuffled either, which gives the player limited control over initial positions of units and their move order.
7) Counting. You can see exactly how many of each unit you have, in every state of health.
I HAVE CREATED A WORKING PROTOTYPE FOR AN IMPROVED ARMY MANAGEMENT FROM SCRATCH IN THREE DAYS IN MY SPARE TIME.
And most of that time was spent in PhotoShop and fine tuning the graphic layout, rather than coding!
Why did I do this, you may wonder? It has been a while since I coded anything, and I felt I could use an easy task like this to refresh my skills. But my primary motivation was that I wanted to shut up everyone who was saying this would not be viable. It can be done, it is not difficult, and it does not take a great deal of time or effort. There is simply no excuse why a team of professional developers would be unable to do this. Since they have been deaf to all other criticism, maybe a little public humiliation will shame them into doing some work. Or perhaps that is too much to hope for, and the developers have no problem with being outdone by me.
Some of the issues my design solves:
1) Speed. Whether you have ten units or ten thousand, my interface remains fast and responsive.
2) No more shuffling. You no longer need to search for healthy or attached units from a constantly changing list.
3) Organization. Everything is arranged into stacks by age, type, health and attachment status.
4) Usability. The unwieldy options to show all ages and unit types at once have been removed, like the now useless scroll bar. Instead champions and rogues have been moved to their own tabs.
5) Memory. The interface remembers which age and tab you had selected when you return to it.
6) Army order. The order of selected units is no longer shuffled either, which gives the player limited control over initial positions of units and their move order.
7) Counting. You can see exactly how many of each unit you have, in every state of health.