New Concept: Greenhouse (Warning: Long Fleshed out post)
Concept: The Greenhouse will introduce weaponized magical plants to the CoC world that are grown over the Ley Lines of your village. This Greenhouse will grow your plants with some amount of elixir. They can be queued to be grown like a barracks, but are placed like traps around your base essentially. Just like traps, all the plants are hidden until triggered.
These Plants share one common trait that I want to be understood. They are traps that, rather than doing ANY direct damage, will have the potential to cause bits of mayhem when attacking the base. In other words, they may not cause damage themselves, but indirect damage. You will see what I mean later on once you see what these plants do.
Greenhouse Stats:
Size: 3x4
| Level |
HP |
Plant
Unlocked |
Growing
Capacity |
Plant
Capacity |
Build
Cost |
Build
Time |
Town
Hall
Unlocked |
| 1 |
590 |
Pheromones |
2 |
2 |
2,500,000 Elixir |
4 days |
? |
| 2 |
640 |
Vines |
3 |
3 |
3,500,000 Elixir |
6 days |
? |
| 3 |
720 |
Mushroom |
4 |
4 |
5,500,00 Elixir |
8 days |
? |
Notes*
Plants need to be grown again, and placed if they are triggered during a raid. They are one time uses, and in a way can be seen as "defensive spells" sorta.
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Pheromones: A plant that when triggered will release pheromones to attract troops nearby to it, and hit it until it is destroyed.
Stats:
| Level |
HP |
Growing
Cost |
Research
Cost |
Research
Time |
Town
Hall
Unlocked |
| 1 |
930 |
10,000 Elixir |
N/A |
N/A |
? |
| 2 |
1,000 |
11,125 Elixir |
750,000 Elixir |
1 day |
? |
| 3 |
1,100 |
12,100 Elixir |
2,500,000 Elixir |
3 days |
? |
Size: 2x2
Trigger Radius: 4 tiles
Pheromone effect range: 6 tiles
Attack type: Splash
Targets: Air & Ground
Growing Time: 20 mins
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Vines: A plant that ensnares troops for a period of time, unable to attack, until they are released. Able to reach up, and ensnare air troops, and bring them towards the ground so that ground defenses can attack them until they are released.
Stats:
| Level |
Ensnare
Time |
Growing
Cost |
Research
Cost |
Research
Time |
Town Hall
Unlocked |
| 1 |
5 secs |
11,000 Elixir |
N/A |
N/A |
? |
| 2 |
6 secs |
12,100 Elixir |
750,000 Elixir |
1 day |
? |
| 3 |
8 secs |
13,025 Elixir |
2,500,000 Elixir |
3 days |
? |
Size: 2x2
Targets: Air & Ground
Trigger Radius: 0.7 tiles
Housing Space capacity: 30
(can trap one golem, or 30 barbarians)
Growing Time: 20 mins
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Fungus: A decomposer (Fungi not being plants lol) that when triggered exhales fumes into the air that confuse troops causing them to hallucinate, and unable to differentiate between targets. In other words, it changes their preferred targets to something else until the effect wears off.
Stats:
| Level |
Effect
Time/Halved for faster troops (21+ movement Speed) |
Growing
Cost |
Research
Cost |
Research
Time |
Town Hall
Unlocked |
| 1 |
10 secs/5 sec |
12,000 Elixir |
N/A |
N/A |
? |
| 2 |
12 secs/6 secs |
13,025 Elixir |
750,000 Elixir |
1 day |
? |
| 3 |
14 secs/7 secs |
14,250 Elixir |
2,500,000 Elixir |
3 days |
? |
Size: 2x2
Targets: Air & Ground
Trigger Radius: 2 tiles
Range: 3 tiles
Growing time: 20 mins
Note*
Under this effect you can predict what your troops will target (or they will attack if you are defending) if you follow this pattern
Any> Defenses> Walls> Any
(This chart applies to every other troop)
Air Defenses> Resources> Any
(this chart only applies to Hounds and Goblins)
-So for example, if a barbarian gets hit with the effect they will attack defenses. Giants would attack walls, and wall breakers would hit Any.
-The last order chart ONLY applies to Lava Hounds, and Goblins. If the troop has Any as their target, they will follow the First order chart.
-In the case of Goblins, and wall breakers, if they get hit with the effect, they KEEP their damage buff for their preferred target. Meaning if gobs get hit they will still do 2x damage to Any building under the effect. Whilst the wall breaker will do its usual 40x damage to whatever target is nearest. So basically wall breakers will wanna blow up everything under this effect lol.
-I purposefully put Any at the end on the charts so that in the case a troop with its target changed doesn't have that target to hit anymore they will go what's next on that list. So for example, if a Lava Hound under the effect doesn't have Resources to hit, he will hit Any. Luckily the first order chart will most likely not have this issue because of the Walls.
-The Healer, and the Heroes are immune to the Fungus's effects.
-if the troop's movement speed is 21+ the effect time for them will be halved.
So for example, an archer getting hit by a level 1 Fungus will only be under the effect for 5 secs. Same with hogs, wall breakers etc. The Reason for this is because mushroom can be extremely OP for weaker, faster units. For one, they are typically weaker. Second, them being faster means that under this effect, they will travel farther if the effect was the normal 10 seconds. Therefore, the time is halved for faster units.
Plus the only reason the effect originally lasted as long as it did was to be relevant to slower troops. It wouldn't be fair to faster units to have to deal with the full effect. That's my reasoning.
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Thoughts:
My goal with this concept was to add something to the game that did more than just did damage. I wanted a little bit of chaos. The best way for a defender to get the most out of these plants is placing them strategically otherwise they are not being utilized to their fullest. That was the idea, and when I come back to add to this, that will be the core rule I will go by.
I apologize for not giving physical descriptions, and giving overly simple names to the plants, but they are just placeholder names for the time being. If you have some neat names feel free to suggest any. I didn't want to add descriptions partly because I knew this post would be long, and I can always come back later to edit this post.
Pheromones is meant to be a decoy trap like some people have requested here before so this is me attempting to incorporate that here. It's supposed to have a decent amount of health, but not too much.
Vines ability to pull air troops to the ground was an idea I had for an entirely different concept way back. I thought it would add an interesting twist on base designs. So I thought this worked well to not only add an interesting dynamic, but allows this plant to be able to affect air troops too instead of just ground.
Fungus is a new idea I have had, and admittedly I am worried about it. Mainly because it can really mess up an attack. I needed the effect to last long enough to actually be relevant on slow moving troops. The fact I wanted this to affect slow troops a decent amount is the ONLY reason it lasts as long as 10+ seconds. Also thought this would really make some funny replays.
Thats about it. I would really appreciate feedback!
Edited Additions:
Mushroom changes:
-To make it more consistent for the player, there will be a method to the madness by adding an order in what troops target under the effect.
-Also nerfing the effect time for units over 20 movement speed.
-Named changed to just "Fungus"
General Changes:
-reduced growing times to 20 mins all around.
Important exposition here
Okay, so first of all, let me explain why randomizing things in CoC as it exists now is not going to work well.
Fact of the matter is, there is almost NOTHING RANDOM ABOUT THIS GAME AT ALL. There is no such thing as damage spread (i.e. an attack doing random damage, like 10-15), no random movement patterns, no misfires and no accidents. Everything that occurs during battles is 99% up to the players.
Granted, it's not entirely obvious, because often troops don't do the logical things, or attack 1 building together and then scatter, attacking several other building in smaller groups. BUT IT'S NOT RANDOM BEHAVIOR. The troops do exactly what they were trained to do - once they're done with their current target THEY SELECT THE NEXT CLOSEST TARGET. They scatter because for every unit the closest target is different from their current position. You can easily see this with Archers or Wizards, but the same thing happens with every troop.
Now, back to the point I was making earlier - if you introduce something that randomizes the battlefield you throw away a core mechanic of this game, and it's not a good thing, because someone can just train a badly balanced army and hope for the best. And he may even get 3 stars if this Mushroom happens to work in his favor.
It would open up a possibility to win or lose battles with pure luck, something that doesn't exist and hopefully never will exist in CoC.
So, whatever the effects of the Mushroom may be, it's not about lowering their time, it's about making them CONSISTENT. Like I already said, every player must know how the Mushroom would affect any given unit should they fall victim to it, and how to deal with it if it does happen.
Just like Hog Riders and the Giant Bomb.
Planning on adding to this.
I am planning in the future to add on to this concept but instead of editing the OP and making it even larger I may attach a link to another thread.
Its probably more appropriate, because what I want to try is to create uses for plants on the "Offense". I already have some ideas, but they will be created in the Greenhouse as well. Most likely will have to add in that thread itself some info from here so it can stand on its own.
Some pre bits of info though, These offensive plants will still require elixir, and they will still take up plant capacity space. Meaning if you have one Defensive plant on your base, that's one less offensive plant you can take with you. So far the max plants you can have is 4.
These offensive plants also may not be "Offensive". I wanna try to keep the both plant types adding no damage in battle, but giving tactical adavantages. That being said, offensive plants will also not move from where you first place them just like a spell. However these plants I will create will do things a spell won't be able to do. You will just have to see what I come up with.