@Tgaud said:
@qweytr24 said:
@Tgaud said:
@qweytr24 said:
I don’t like this idea. Queueing units or farms already provides a disadvantage, as resources used in advance for queued items would pretty much always be better used to something else immediately. This is significant enough that in AoE2 pro players never queue any farms and almost never queue more than two units in each building.
@qweytr24 said:
I don’t like this idea. Queueing units or farms already provides a disadvantage, as resources used in advance for queued items would pretty much always be better used to something else immediately. This is significant enough that in AoE2 pro players never queue any farms and almost never queue more than two units in each building.
if you dont queue farm alreaey you wont have any harm
i dont see what is the problem you have.
if some people want to queue anyway, let them but make them pay a fee for that.
what you say abput queuing is true in the early game but you know that at some point in the game everyone ends up having tons of woods. even pros.
because the game is about “waves” of army. you have your 200pop you dont produce anything wood accumulate, so it makes no difference in term of ressource to queue or not queue.
but if you add a tax on queuing… it becomes more interesting.
Good players will never have tons of wood in the bank. They would delete or retask woodcutters long before that happens. Resources that sit in the bank are useless and good player would just use them to make more buildings to pump out more units. And if there’s no population room, they would delete villagers to make room for those units. There’s no need for villagers if the resources they gather would just sit in the bank doing nothing.
And good player won’t make waves of army. That’s how beginners tend to play. Good players will produce units constantly and send them to fight right away. Military units that are just sitting around not fighting are a waste of resources and population space.
Good players are already at a great advantage being able to spend their resources efficiently instead of having them sit in the bank. I don’t think poor players should be punished further by taxing them for using QoL features that are already a disadvantage to begin with.
just look sc2 player that is the most high level multiplayer rts at the moment.
i watched tournaments for days.
its not rare for pro to gather until 6000 ressource
and wait for their army to have a critical mass and the good position to engage.
its clear now that you dont know what you are talking about.
ressource reparition is one thing.
(not to gather too much of one when u need the other) but “bank” is part of the game. especially late game.
its what make you able to recreate your army in a blink of an eye after a mutual annihilation.
your theory make sense while you dont reach max population.
but you make a mistake thinking that pro will launch their army as soon as it is produced.
position is important, timing, mass…
you can see player going up and backward for entires minutes before finding the good approach that will get their army victorious.
typically if you launch your army while the ennemy has a perfect concave you will lost
you are doing ideology… but the facts give you wrong.
sending your units one by one so they are facing 1v10 each time is the noob way to play.
pro will never begin a fight if he is under numbered.
and neither begin a fight if he is not in a position to hurt badly the opponent.
sending one army unit alone as soon as its produced is the best way to lose it and to warn your ennemy about your strategy
AoE is not SC. I have watched a lot of matches between the best AoE2 players and none of them ever keep that much resources in bank. If one player banks 6000 resources while the other spends them on units the one with the units will win.
And when I say they will send the units to fight as soon as the units are created, I don’t mean that they send them head first into a much bigger enemy army. That would be just madness. What I mean is that they always use their military units in a meaningful manner.
If the armies are equal in power, they will build them up while scouting and keeping an eye on the enemy army to make sure it won’t try an attack on the flank. But if the population cap has been reached, there’s no reason to wait, as you can’t make your army any larger anymore. But there will never be a “mutual annihilation”. Good players will have forward buildings to replenish losses and to always stay at the population limit even during the big battles. There will never be a period when you have to build your army back from scratch, as good players will train units all the time and keep their army always at the pop cap.
If one army is stronger than the other, the stronger one tries to attack, while the weaker one will either try to defend or try to circle around the enemy to attack on the rear and force their army back to defend. There will always be an use for additional units and even if the population limit has been reached there is no reason to wait and bank resources.