3 Attachment(s)
PURELY NEW KIND OF UNIT!!! Please READ!!!
Hi guys. I've been reading all suggested ideas about troops and mostly what I feel is that bringing on those troops will unbalance the game. As we all know, balance is about attack and defend parity. That's why I suggest to call forth another type of unit from dark barracks.
SPY
Stealth experienced agent who has only one mission - thieve all possible resources. Disguised master or uncontrollable parasite? Watch out!
Training Cost 300 DE
Training Time 45 min
Housing Space 5
Damage per second depends on enemy's resources
Hit Points 100 (actually 1 lifetime)
Movement Speed 12
Reference Art
According to main skills unit will a have look of following styles.
Attachment 28315
WHEN is available?
This is the troop of Dark Barracks, required level 6. TH - 9 lvl.
WHAT manner does it fight?
As I mentioned earlier SPY is a new type of unit. It is undetectable by all troops and buildings of enemy. So no defensive building can kill it during the battle. However, you cannot deploy him until you get 2 star on the battle. After deploying, unit is moving forward through crashed building and destruction of enemy's village. The battle is over, you won. So where is my SPY you might ask...Well...Disguised and zealous SPY stays within the walls of enemy and will serve you during his lifetime.
HOW actually does it work?
Depending on the level of troop
| SPY level |
Lifetime |
| 1 |
3 days |
| 2 |
3 days |
| 3 |
4 days |
| 4 |
4 days |
SPY will stay at enemy's village to gain you resources. His primary target is of course dark elixir, then comes the gold, and then less liked by him and mostly despised elixir. However Spy needs to be trained in order to steal carefully hidden DE. In other words available resources for SPY depends on its level.
Level 1 - Elixir
Level 2 - Elixir, Gold
Level 3,4 - Elixir, Gold, Dark Elixir
During his stay he will bring to your storages resources every 3 hour, the amount is defined as follows:
for level 1-3
2% of all amount in Dark Elixir storage, 30% of all uncollected amount of Dark Elixir Drill
1% of all amount in Gold storage, 10% of all uncollected amount of Gold Mine
1% of all amount in Elixir storage, 10% of all uncollected amount of Elixir Collector
for level 4
3% of all amount in Dark Elixir storage, 40% of all uncollected amount of Dark Elixir Drill
1% of all amount in Gold storage, 10% of all uncollected amount of Gold Mine
1% of all amount in Elixir storage, 10% of all uncollected amount of Elixir Collector
maximum amounts transferred to home town by SPY is subject to be CAPPED. (not defined yet)
to put it differently SPY cannot steal ALL enemy's resources, only some amount.
So WHAT ON EARTH CAN DEFEAT HIM?
In order to fight this troop you have to built a new type of defensive building - which is named...surprise surprise WATCHTOWER (available from TH level 5)
Attachment 28314
Main function of this building is detecting spies across the village.
The trick is your SPY stays on one of the four sections on the map which is defined by the placement of Watchtower.
Attachment 28312
Remember the temper of SPY? Uncontrollable yeah? That's it. You simply deploy him and he is the one who chooses the direction to go. But his stay won't be easy in an unpleasant enemy village as Watchtower soldiers are thirsty to catch the traitor and punish him on the public.
HOW?
Watchtower has a function to search for SPY in one of four segments, which one is to be chose by enemy. If SPY is detected you will receive a message with deplorable content. In other case, Watchtower will have to cooldown to be ready for the next search.
| Watchtower level |
Cooldown period |
| 1 |
3 days |
| 2 |
2 days |
| 3 |
1 day |
| 4 |
20 hours |
Moreover, if Watchtower was ineffective for the first time, SPY is smart enough to autonomously move to another segment when needed. 1 level Spy is not cautious enough yet, so he has no movements, 2 lvl - 1 movement, 3 lvl - 2 movements, 4 lvl - 3 movements.
Taking it all in consideration we can count the possibility of Watchtower to detect Spy by following formula:
lifetime of SPY/ (Cooldown period * Movements * 4)
We get following possibilities:
| SPY lvl/ Watchtower lvl |
1 |
2 |
3 |
4 |
| 1 |
25% |
38% |
75% |
90% |
| 2 |
13% |
19% |
38% |
45% |
| 3 |
11% |
17% |
33% |
40% |
| 4 |
8% |
13% |
25% |
30% |
Quite the same functions and detection-of-spy technique can be implemented as an upgrade ability to Archer's Tower. (in case if SC is reluctant to new defensive buildings)
NOTE!
You cannot deploy and successfully utilize more than 3 spies.
You cannot deploy more than 2 spies in one village. (remember max stolen amount of resources is capped)
If you spy is alive, he will occupy housing space (5) in your camp until death.
Costs of upgrading SPY and building and upgrading Watchtower are subjects to be discussed.
Please let me hear your feedback and remember everything is flexible enough to be fixed.
Thanks a lot for reading up to this point!!!