Originally Posted by
Knapweed
Name of Troop leather/chain/plate + original name of troop.
Training Cost (in Elixir or DE) armour upgrades in gold, equivalent to elixir training cost for upgrading that troop.
Training Time Similar to upgrading troops in the laboratory.
Housing Space N/A
Damage per second N/A
Hit Points No increase in HP but reduction in damage is commensurate with type and level of armour.
Movement Speed Decreases in proportion to type and level of armour.
Description Art similar to current with the addition of armour graphics.
Reference Art (You can do this yourself or you can reference art from something else. Include a link or the image itself and where you got it from)
I envisage a Building, similar to the existing laboratory. Armour is upgraded through three levels, leather, chain and plate. This could be increased, to say six levels: cloth, leather, studded, splint, chain and plate.
An increase in level lowers movement speed and damage, e.g. Leather armour has far fewer penalties than plate but offers much less protection, so there is a trade off.
Armour should be calculated to reduce damage by the armour amount, i.e. An Armour rating of 3 would reduce damage to the troop by three points and movement speed and damage, by the troop, by 1.5 points.
As in upgrading troops, you basically unlock the next level for that particular troop permanently and it is added to the choices that particular troop has, once it is unlocked.
Why bother?
Well, it would add a whole new dimension for attack strategies. Examples below:
Should I kit out my Archer in heavy armour to survive mortar attacks for a particular battle but at a snails pace and low damage or should I go for no armour, so she can dish out damage and run across the map at high speed.
My giants do little enough damage as it is but for this battle, I only need them as a meat shield, so they will wear plate and just tap the defences, whilst my wizards Etc. Dish out the damage.
Damage reduction is more effective against certain defences, e.g. A damage reduction of 10 would have less effect on say, a mortar strike than it would on an X-bow, because the X-bow has a high rate of fire coupled with little damage per hit, a mortar has a low rate of fire but massive damage per hit.
I could field a whole regiment of Archers, kitted out with varying armour. Each would excell at certain attacks, e.g. Heavy armour against X-bows, light armour for attacking resources, medium armour for attacking Archer Towers.. Etc. The permutations are endless and would enable you to field a unique army, tailored to your particular play style.
The choice of armour would be chosen at the create troop phase, so you could armour some giants and not others in the same batch, e.g. Five heavy armoured giants and five lightly armoured giants.
This additional dynamic would vastly increase the tactical possibilities for any prospective antagonist. More choices, means more skill. Being able to fine tune each and every battle would give far more utility to the existing troops and result in much more variety in fielded troops than there is at present by several factors.
The above is only a broad outline in an attempt to keep it short but feel free to add, criticise or modify as you wish.