Moats : Water/Magma/Slime
HHave you ever found it highly annoying that in CoC there's a body of water and it serves no purpose towards the game?
Well my idea is quite simple and it doesn't require the addition of adding sea-based troops or a new building but a new type of defense: the moat.
Before I get into details, I want to explain how the geography lets this idea become possible. Your plot of land encompasses a tree-line facing the North, South and the East with the body of water (with ice remnants which should mean that it's an ocean) facing West. This same type of layout exists on every player's base, which should logically mean that the entire Realm is in fact some type of island that exists within a vast ocean, or, a vast sea filled with several such islands. This means that water should exist underneath the soil of your land, and could be dug up to rig some elaborate traps!
The moat is similar in game mechanics to a wall, it is bought to form a 2X1 tile of water however and it works as such:
Game mechanics:
- Troops that go through water have movement speed decreased by 20%.
- Traps such as small bombs and spring traps can be placed within water.
- Water moats grow conductive if a Hidden Tesla attacks a troop in water (10%-20% damage transferred to active troops crossing the moat) This however does .* Idea by KingDao (helps buff the water moat).
- Moats can be increased in level. Moats also have split upgrade trees at lvl 4 under the Magma Path, and Slime Path. Water Path is the traditional moat, and will the first moat available until it is upgraded to lvl 4. When you have bought, and maxed out all water moats to lvl 4, you can then mass upgrade all your moats to either of the two other paths when you have to money to get to lvl 5. This could be a money-making opportunity for SuperCell as they could make this mass upgrade cost gems rather than elixir. From then on at lvl 6-8, you'd need to upgrade each moat separately. Take note you can have only ONE type of moat, so choice wisely as to which one will benefit your base layout in the long-run.
- Magma moats deal out damage rather than decrease movement speed. Damage is to increase the longer that a troop remains in the moat, so laying out moats behind one another can be an idea. Magma moats also are incapable of have traps placed within them, but the Wallbreaker troop (as it is flammable with the bomb) will be destroyed if it tries to cross a magma moat, so it can offer breathing room. Combined with placement of your coffers on inner walls, Goblins will take damage as they cross them to get to your loot.
- Slime moats decrease movement speed and are highly combustible! The strip of slime explodes when Inferno/Wizard Towers attack troops causing immense splash damage. This however destroys the entire strip of slime till the end of the match so enemy troops will be able to cross moats without worries.
- Flying Troops and Heroes are immune to moats and their secondary effects. The Hog-Rider is effected only if you double stack moats (one in front and one behind as it can only hop over 1x1 spaces and only goes vertically when it jumps).
- The moat is to be placed 4 tiles from an existing wall/building (this ensures that ground troops are given a fair shot, and regain speed once they come within range of said existing wall/building). I believe this gives everyone a fair shot as the attacker can use Giants as a wall to try and force there way to solid land.
Let's Recap:
The Water Path in the long-run will be made cheaper than the Magma Path and Slime Path, but all choices have their strengths and weaknesses:
Water Path
Pros./Cons.
- Traps are capable of being placed.
- Slows enemy speed.
- Large traps cannot be placed like Giant Bombs and Hidden Teslas, but they can be placed on land.
- Least costly of the three.
- Strip becomes conductive if Hidden Tesla's activate, and attack a troop within a moat. This causes all additional troops in the moat to take damage 10-20% of damage as well.
Current discussion about PEKKA being dealt 2x Damage*
Magma Path
Pros./Cons.
- Deals damage.
- Wallbreakers cannot cross it, making it a good tool to protect your weaker walls and give you additional breathing room from Wallbreakers attacking walls and forging a path towards your weaker defenses being attacked.
- More costly than the Water Path and Slime Path equivalents.
Slime Path
Pros./Cons.
- Slows enemy speed (though less than water moats).
- Highly combustible. If a Inferno/Wizard Tower attacks a troop in the slime, it causes the entire strip of slime to explode and causes immense splash damage.
- If a slime moat blows up the entire strip its connected to is gone, clearing a path for enemy troops.
- More costly than the Water Path, but less than the Magma Path.
During Battle:
- If a Town Hall lvl 9 or 10 is placed alongside a moat (in most cases farming) the drawbridge will fall across the water, and will come up when a player is attacked.
- Troops will not need a new animation made for this new defense and will take effects accordingly to level.
- Placement of traps like the small bomb, and spring trap will surely make traditional water moats treacherous, whereas the magma moat will roast your enemies to a crisp! Slime moats grow deadly when placed with additional defenses.
A moat is unlocked when you have gotten your TH to lvl 5+. I'm going to stand by this number because I feel early access of this idea could really wreck havoc upon beginners. The maximum lvl for a moat again is to be 8.
Please post whatever feedback you might have! Any constructive criticism is helpful!
- BlitzBreak