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Medic Camp
Let's say I sent a giant on a raid. Yay! It survived at the end! Aw, I lose it?
i think we should be able to keep troops after matches, but with low health. (Depending on how much they lost)
Troops that survive go to the medic camp, where wizards doctor troops to heal them:
10 health=1 second.
The medic camp should be unlocked around TH 6 or 7. That's when people with 6,7,8,9 and even the occasional TH 10 have good defense, and a waste of elixir to use a lot of troops.
So, I propose this army building.
Pros
New Army Building feature=more players.
No elixir wasting
Cons
May unbalance system as attacks become more frequent.
Shown in this table below:
Level. Cost. Hitpoints. Heal. TH Level Required
1 250,000 elixir 200 10 health per second. 6
2. 450,000 elixir. 300. 15 health per second. 6
3. 700,000 elixir. 350. 25 health per seconds. 7
4. 1,000,000 elixir. 400. 40 health per seconds. 7
5. 1,500,000 elixir. 500. 50 health per seconds. 8
Upgrade Differences
1: An army camp, but with an herbal fire, plus a rather robust tent, with stone stakes.
2: Tent becomes straightened out with rusty iron stakes. Herbal fire pot becomes slightly bigger.
3: Herbal fire pot becomes 1/2 bigger than at level 1. Tent receives clean iron stakes.
4: Black iron stakes. Clan's flag is added to medic camp (white flag if you aren't in a clan). Herbal fire pot becomes grey.
5. Ruby stakes, gigantic tent. Flag becomes twice as large, and herbal fire pot becomes golden. (Bottom half is silver)
Herbs
Herbs are necessary for healing, so every 10,000 health equivalent to healing is dealt, a notification shall appear. Use elixir to get rid of plants for more herbs! Each herb reloads it based on type of plant used.
Trunk-0%
Mushroom-15%
Bush-25%
Tree-35%
Large Tree-50%
Larger Tree-75%.
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I dunno this seems interesting...
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Make this a poll its a good idea
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I was skeptical when I clicked on this thread, but a medic camp is actually a great idea.
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It's a great idea.
Maybe we can use an elixirs too while healing the wounded troops in medic camp.
Example:
10hp/1 sec = 10 elixir
lvl 3 Archer = 28 hp
Only less than 28 elixir will be consumed to heal one archer.
It's lesser than creating one new archer troops.
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As you said it could break the balance of the game, so I dont think it can be implemented unless healing takes longer or costs more of the relevent resources (golems need DE to repair, pekkas need elixir to heal/fix? her) than training brand new troops. Attacks might become more frequent, but if healing could actually save time and elixir both, preying of low leveled weak bases would become prominent. High lvl players might attack weak villages with pekkas and witches only, (witches wont take any damage from attacking these villages, and a group of pekkas will crush the village so fast, they barely take any damage) and get like 10k gold and elixir and immediatly go off to crush another tiny village without even bothering to wait for injured pekkas to recover first as they will have uninjured troops left. New players will quit playing because of the abuse they get...
Bottom-line, anything that have to do with surviving troops returning can and will be exploited unless extrodinary measures are taken to make it unexploitable, which would be nearly impossible.
IMO, your idea in in the right direction towards this extrodinary measures, altho still infinitely far from a solution.
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I've thought of this before too. the only problem is that things in the game are already expensive, with the fact that you have to train troops, if you cut out the price of troop training then prices in the game would have to be adjusted. also, bushes, trees, logs, etc. would have to spawn much more than they currently are in order to meet the demands of your "herbs" idea, but then supercell would have to cut back the gems found in those spawns to a rarity to prevent people from massing huge reserves of them without having to pay. so it really wouldn't be cost effective to players or to supercell.
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Maybe...maybe not
Sounds good but attacks will become more frequent. Almost everyone has a lv6+ TH
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Could be cool. One problem only: if i train a baloonion army over the night, then i want to build a giant/healer after attacking because that builds faster. But if some of my troops survives i need to waste them in single player because they dose not work with the new army compession...
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True..
Thanks for the feedback! Yes, I admit the above comment makes sense, but balloons are actually pretty weak by themselves (even in an army) and are eliminated easily by air bombs and seeking air mines, plus wizard tower, archer tower, and air defense.
I know that's an example, but look. I'm not saying you HAVE to heal them.