[NEW]Specializations & Mutations!110% Better and Newly Improved
Table Of Contents
1.Introduction
2.Pre-Summary
(If you dont want to read the whole thread)
3.Specializations
The complete explanation for it
4.Troop Specializations
Statistics/Options for troops
5.Trap Specializations
Statistics/Options for Traps
6.Spell Specializations
Statistics/Options for Spells
7.Building Specializations
Statistics/Options for Buildings
8.Mutations
The complete explanation for it
9.Mutation Mixer
What the results are 4 each mix
(Not finished)
10.Mad Scientist Lab
What it does/Features
(Not Finished)
11.Bonds
Extra idea
(Not Finished)
12.FAQ/Feedback
(Not Finished)
Introduction
Hey clashers! Its Boblo, bringing to you a idea that I have posted before but in this edition it has been drastically changed and improved. Before you post, I know this is in general and I do expect it to be moved but I was hoping for more people to hear this idea and give feedback to me. Also, I do know this idea is a little over powered, I have heard that in the past. This is why I wouldn’t really expect this idea to come any time soon, but maybe supercell could hear me out and introduce it sometime around Halloween 2014-New years 2015 time period. This way, the idea could be adjusted to the new updates supercell has planned for us or new troops/buildings/spells/traps.
So, if you have read this far, below is a summary of all of the information found in the thread. If you don’t want to read the whole thread, please tell me what you think of the ideas in general. Another important notice that I would like to say is that all of the statistics and names of the specializations are subject to change and if you, the reader, have any ideas/feedback it is all well appreciated. I love feedback because feedback helps me improve the idea to make it the best it can get for supercell. Also, im writing this from scratch and im not sure how many characters are even allowed in this so I may need to extend this on a second post. (not thread)
Pre-Summary
Specializations- Specializations (mutations in my old thread) is the main idea of this thread and makes it to when you max a troop, building, spell or trap upgrade you will have the choice to specialize it. When you choose to specialize it, you will have the opportunity to choose a path that allows that thing to be advanced in a certain attribute.
Mutations- Allows the mixture of 2 troops that only lasts for one battle. Also, when mutating you have to be carful because the mutation could go wrong and the troop may be degraded instead of upgraded.
Mad scientist lab- Allows mutations to carry on for more than one battle, allows mutated troops to be donated when you reach a certain level, allows the switch of a specialization for one defense or attack.
Bonding- Bonding is when 2 troops become more powerful when used in the same attack since they complement each other in certain ways.
Specializations
Specialization is an idea that could change strategy in the game forever. It will allow players to be more creative with their attack strategies, experiment with tons of types of attacks and allows bases to be more strategically planned out and organized. What it does is allows players to choose a specific path they want their troops to go into, and each path has its own ups and downs. For troops, it allows that troop to change its stats, AI, bonds, appearance, name, and much more. For traps, it makes the traps increase in range, damage, cost, appearance and more. For buildings it could increase from range to even favorite targets. And last but not least for spells, it can do a number of things including its range, speed to brew ect.
Specializations are unlocked when the maximum possible upgrade has been completed of that specific object. Available at town hall 9, you will unlock 3 “Specialization” huts for purchase. The huts are the same size as builder huts are now and the first you get will cost 10,000 dark elixir. The second hut costs 50,000 dark elixir and if you want a 3rd, those are 500 gems. At town hall 11 you will have the ability to buy 2 more of the huts, the 4th for 1000 gems and 5th for 1500. When you have the max of a certain thing, heres how to specialize it…
Let’s say I was wanting to specialize a barbarian level 6…
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Step 1: Click on Specialization Hut
Step 2:Choose out of the 4 available subjects (Troop,Trap,Building,Spell) In this case it would be troop
Step 3:Similar to the pictures/options/layout of the research lab, whatever you clicked on will show all of that type of thing, in this case all of the troops. The troops not max upgraded will be grey, non-clickable, and the max upgraded items will be available to click on.
Step 4:Click on the object you want specialized, in this case barbarian
Step 5: Depending on the item the next screen will appear with 2-4 options of the “Pathway” you want to choose for your troop, for this case you can see the barbarian options below in the stats section. So, now you will click on the one you want upgraded!
Step 6: You will be directed back to your village and remember you can only have one Specialization happening at a time for each hut!
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Remember this, when you choose a specialization you are almost stuck with it the rest of your coc career, unless either reset the item back to level 1 with a 50% decrease of time needed for each upgrade to get back. Or, you can use a temporary change by using the mad scientist lab. Below are all of the types of specializations, including the original stats, and the 2-4 options available to Specialize
Statistics for Troop Specialization
Please not that all of the options are well... Optional, so supercell could come up with their own OR if you leave a better name/option in the comments i will replace it! Please note that i am still working on the stats and what it will mutate into so stay tuned!
Barbarian
Original
DPS:26
Hitpoints:110
Cost:150 Elixir
Speed: 16
Range: None
Housing Space: 1
Preferred Target: None
Option 1
Royal Gaurd (Uses a clan shield of the clan you are in)
Increases HP/cost
Option 2
Buff Barb (Looks more muscular)
Increases DPS
Archer
Original
DPS:22
Hitpoints: 44
Cost: 300
Speed: 24
Range: 3.5 tiles
Housing Space: 1
Preferred Target:None
Option 1
Bowswoman (Uses elemental arrows)
Increases DPS
Option 2
Markswoman (Uses a crossbow)
Increases range
Goblin
Original
DPS:42
DPS on Resources: 84
Hitpoints:68
Cost:150 Elixir
Speed: 32
Range: None
Housing Space: 1
Preferred Target: Resources
Option 1
Mercenary Goblin (carries small knife)
Increased DPS on resources
Option 2
Olympic Goblin (Wears running shoes w/ wings on back)
Runs faster
Giant
Original
DPS:43
Damage per hit:86
Hitpoints: 940
Cost:3,000 Elixir
Speed: 12
Range: None
Housing Space: 1
Preferred Target: Defenses
Option 1
Ogre (Looks like a ogre)
Increased HP/space
Option 2
Troll (Looks like a troll)
Increased in dps
Wall Breaker
Original
Damage against walls: 2400
Hitpoints: 54
Cost: 3,500
Speed: 24
Range: 1 tile
Housing Space: 1
Preferred Target: Walls
Option 1
Safety Skeleton (Wears bomb proof vests)
When the bomb explodes he turns into one
of the witches skeletons
Option 2
Kamikaze Skeleton (Rides a minion)
Uses a minion to fly him out of the range
of defenses then crashes into a nearby wall
Balloons
Original
DPS:162
Hitpoints: 545
Cost: 4,500 Elixir
Speed: 10
Range: None
Housing Space: 5
Preferred Target: Defenses
Option 1
Blimp (Looks like a blimp)
Doubles in all stats including
HP, DPS, speed, cost, space and range is now 1
Option 2
Armored Balloons (More armor is applyed)
Increases in HP/cost
Wizard
Original
DPS:180
Hitpoints: 164
Cost: 4,000
Speed: 16
Range: 3
Housing Space: 5
Preferred Target: None
Option 1
Mage (Wears a long wizard outfit with a wizard hat))
Increases in dps but becomes slower
Option 2
Apprentice (Same as wizard but hood is down)
Increases in speed and range but decreases in
hp (since he is younger)
Healer
Original
HPS:25
Hitpoints: 1176
Cost: 10,000 Elixir
Speed: 16
Range: 5 tiles
Housing Space: 14
Preferred Target: None
Option 1
Angel (Looks like a angel)
Increases HPS
Option 2
Demon (Looks like a demon)
Uses rage spell magic and allows
the troops go go into a rage instead of heal
Dragon
Original
DPS:200
Hitpoints: 2,500
Cost: 42,000 Elixir
Speed: 16
Range: 3 tiles
Housing Space: 20
Preferred Target: None
Option 1
Dragon Rider
Option 2
Ice Dragon (Turned blue with ice falling from it)
Every 12 seconds he freezes the attacking building
P.E.K.K.A
Original
DPS:340
Hitpoints: 3,800
Cost: 50,000 Elixir
Speed: 16
Range: None
Housing Space: 25
Preferred Target: None
Option 1
U.L.T.R.A(Has blue crystals instead of pink)
Increased hp/decreased speed
Option 2
E.L.I.T.E (Uses larger blades)
Increases dps
Minions
Original
DPS:50
Hitpoints: 78
Cost: 10 Dark Elixir
Speed: 32
Range: 2.7 Tiles
Housing Space: 2
Preferred Target: None
Option 1
Walkers (No longer flying units)
Can climb over walls and moves faster
Option 2
Armored Minion (Has armor)
Increased hp but moves slower
Hog Riders
Original
DPS:105
Hitpoints: 475
Cost: 50 Dark Elixir
Speed: 24
Range: None
Housing Space: 5
Preferred Target: Defenses
Option 1
Pig Rider (Rides on little cart with 2 pigs leading it)
Increased speed/hp/ no longer can jump over walls
Option 2
Hog Riding Goblins (2 goblins are placed on the back)
Goes for resources, decreases in hp,speed,dps
Valkyrie
Original
DPS:124
Hitpoints: 1,000
Cost: 160 Dark Elixir
Speed: 24
Range: None
Housing Space: 8
Preferred Target: None
Option 1
Prison Valkyrie (Wears a torn ragged clothes)
Decrease in space,cost, increase in hp and dps
Option 2
Mercenary Valkyrie (Uses armor and larger axe)
Increased in cost, speed and hp, targets defenses
Golem
Original
DPS:54
Hitpoints: 6,300
Cost: 750 Dark Elixir
Speed: 12
Range: 1
Housing Space: 30
Preferred Target: Defenses
Option 1
Snow golem (Leaves a trail of snow footprints and covered in ice)
Can freeze enemy clan castle troops
Option 2
Lava golem (Has lava in between its cracks)
Upon death lava spills out
Witch
Original
DPS:30
Hitpoints: 100
Cost: 350
Speed: 12
Range: 4 tiles
Housing Space: 12
Preferred Target: None
Skeletons Summoned: 4 (max 8 at a time)
Skeleton DPS: 25
Preferred Target 4 Skeletons: None
Skeleton Speed: 24
Option 1
The summoner (no longer uses staff)
Summons not only skeletons
but undead mini golems or goblins
Option 2
Classic Witch (Now a flying unit rides on a broom)
Now a flying unit can no longer shoot but can
summon minions from a distance
Specializations For Traps
Please not that all of the options are well... Optional, so supercell could come up with their own OR if you leave a better name/option in the comments i will replace it!
Bomb
Original
Damage:34
Re-Arm Cost:800 gold
Damage Radius: 3
Trigger Radius: 1.5
Targets: Only Ground
Size: 1x1
Option 1
After exploded the bomb leaves small spikes
that damage enemies when they walk over them
Option 2
When exploded the spikes on the bomb fly everywhere
Including damaging any air units flying above
Spring Trap
Original
Damage: Instant Death
Re-Arm Cost:2,000 gold
Damage Radius: None
Trigger Radius: .7 tiles
Targets: Ground Only
Size: 1x1
Option 1
Can spring giants (not golems)
Option 1
With a stronger spring the trap can
spring itself into the air
Giant Bomb
OriginalDamage:250
Re-Arm Cost:20,000 Gold
Damage Radius: 4 tiles
Trigger Radius: 2 Tiles
Targets: Ground Only
Size: 2x2
Option 1
Option 2
Air Bomb
Original
Damage:173
Re-Arm Cost:6,000 Gold
Damage Radius:3 tiles
Trigger Radius:5 Tiles
Targets: Only Air
Size: 1x1
Option 1
Option 2
Seeking air mine
Original
Damage:2,100
Re-Arm Cost:20,000 Coins
Damage Radius: Single Target
Trigger Radius: 4 Tiles
Targets: Only Air
Size: 1x1
Option 1
Option 2
Statistics for Spell Specializations
Please not that all of the options are well... Optional, so supercell could come up with their own OR if you leave a better name/option in the comments i will replace it!
Lighting Spell
Original
Total Damage: 450
Damage per strike: 75
Cost 24,000
Time to create:30 Minutes
Radius:3.5 tiles
Number of strikes: 6
Healing Spell
Original
Total Healing: 1,600
Healing per pulse: 40
Cost:24,000
Time to create: 30 Minutes
Number of pulses: 40
Radius: 5 tiles
Rage Spell
Original
Damage Boost:180%
Speed Boost: 28
Cost:33,000 elixir
Time to create: 45 Minutes
Boost time: 1 Second
Number of pulses:60
Time between pulses: .3s
Jump Spell
Original
Cost: 29,000 Elixir
Number of Pulses:60
Time between pulses: .3s
Time to create: 45 Minutes
Boost time: 1s
Radius: 5 tiles
Freeze Spell
Original
Cost: 33,000 Elixir
Freeze Time: 7 Seconds
Time to create: 45 Minutes
Radius: 3.5 tiles
Statistics For Building Specialization
Please not that all of the options are well... Optional, so supercell could come up with their own OR if you leave a better name/option in the comments i will replace it!
Cannon
Original
DPSecond: 86
DPShot: 68.8
HP:1,080
Range: 9
Attack Speed: .8s
Targets:Only Ground
Size: 3x3
Will include rest in future update
Mutations
If you have read thus far you are cool, and id like to say thanks because i have worked on this thread for hours and im glad to see that someone actually read the whole thing :D So, now for mutations. Mutations are a feature found in the Mad Scientist lab, and when you pull up the lab you will see two open boxes and arrows in between. When you Click on a box you will have to option of choosing any of the troops and then you can select the second troop in the second box. Once that is done you will click the arrows and it will mutate the troops! In other words you are combining the troops together to make a whole new troop! Over powered right? Well not necessarily, when you decided what 2 troops you wanted to mutate, the system will randomly choose what type of mutation out of the 3-5 randomly preset ones. You have a 65% chance the mutation to be a bad one with decreased stats on the two troops, a 25% chance to get a decent mutation with a few good features or you could get a good mutation with a 9% chance. But, if you are really lucky you can get a super amazingly rare mutation w(1% chance).
So, you may be thinking, what if i get a bad mutation that i dont want? or will this last forever? Well see now when you mutate the troops they only last for one battle and you can not donate the mutated troops (options in the mad scientist lab to fix those). And this means that you cannot use those troops for that battle only the mutated version. So lets say i wanted to mutate a barbarian and a goblin. I go to the lab, switch over to mutations, choose the troops and BOOM my mutation has taken place. So lets say that i had goblins and barbarians in my army camps. All of the troops will vanish and in the barracks the option to buy goblins and barbarians will replace with a button with the mutated troop on it. You can click the info on the troop to see what type of mutation you got good bad or okay. When it is done lets say that i got the okay mutation and now my barbarian costs less for the next battle and runs faster. After i attack with my new army the troops will be back to normal and i can mutate some more troops!
Proposed Idea:
Quote:
Originally Posted by
RKO
It might be a little op since it lasts for the whole battle and witches with golems would be almost impossible to get rid of. What would be interesting if is a spell could mutate troops during battle. The troops that get hit by the spells get a 20 second duration of the mutations you talked about. After the spell times out they go back to normal. Were going to need a new spell for th11 anyway ;)
Mutation Mixer
If you want me to mix two troops for you put the troops you want in the comment section below since it will take quite a while to make all of them, i will be slowly putting them out tho, maybe 2 a day :D
Mad Scientist Lab
-Same as the research lab (size)
-Not needed to build just a little extra feature for the mutations/specializations
-Changes specialization type for one battle (option 1 to option 2 and vice versa)
-Costs 250,000 coins each hire
-Cooldown of 12 hrs
-Each Mad Scientest has a small Scientist Hut like a builders hut
-You can only hire ONE mad scientist PER troop
-You can employ up to 5 mad scientists at a time
-You get ONE scientist for free
-The next cost gems, 20, 100, 500, and 1000
-Takes 10 minutes for him to make the switch
-You CAN hire more than one scientist on one troop, and that makes it last 5 games
-If you hire the fith scientist, he can make the troop donatable, otherwise you will have to donate the main mutation that you chose
More Features Coming Soon! Stay tuned!