Clan labratory: Upgrades that affect each player in the clan
Introduction
With the recent introduction of clan wars, clans have become more important in the game. This is a good thing. After all it is clash of clans, not clash of players. Winning clan wars grants nice bonuses to the players that won battles and some prestige for the clan. It however does not give a clan wide bonus to winners of the war.
To bring the team spirit that comes from clans to the next level I propose a new feature: Clan labratory.
This is basicly a place where upgrades can made wich affect every player in the clan. The upgrades can vary from faster builders to extra life for your troops.
These upgrades will cost 3 recources: Gold, Elixer and a new recource witch I will call "Prestige Points" These prestige points can be earned by winning clan wars.
In the rest of this post I will elaborate on the clan lab and the research that can be done here. Also I shall give reasons as to why this should be implemented, both for the players and for Supercell. At last I will finish by giving some points where I am not entirely ceartain on how to do this. And I would like your imput on how to optimize my idea.
Prestige Points
The first thing that one will note is a new, clan wide resource called prestige points. This recource can be seen on the "my clan" screen. After each clan war a ceartain amount of points will be added. Winning a war will give you 10 points, losing will give you 1 prestige point and in the rare case of a draw you will get 4 points.
These points of prestige are not able to be bought by gems. This to make this recource much like trophies, they need to be earned. One could however make earning them easier by spending gems.
As clan war matchmaking is made so that you have a fairly even match I am making the assumption that with 50% winning and 50% losing a clan will get an avarage of 5.5 points every 2 days or about 19 each week.
Clan Labratory
The clan labratory is a virtual building that every clan has, it can be seen as a seperate tab inbetueen "my clan" and "clan search" on the clan castle window. There the perks can be bought by the clan leaders, and they can be viewed by the members and outsiders. As the perks require gold and elixer as well, it is possible for clan members to donate gold and elixer in the "clan vault." Once donated it cannot be retrieved and will stay there untill spent by the clan leaders.
The cost of elixer and gold has been chosen so that gem users can recieve an advantage, and along with that Supercell would recieve more profit.
Clan Perks
Now to move on to the thing that is probaly the most interesting as it will affect the game the most. The way these clan perks can be researched is fairly specific. They are split in branches. (Much like a skill tree as encountered in several rpg like games.) Every perk has 3 levels of upgrade. So say we have a perk "Warrior's Glory" then you can have this on several lvls much like troops have multiple levels in your labratory.
The branches I have chosen are:
Clan War Branch:
This branch focusses on gaining advantages with clan wars. Perks in this branch only affect a clan war. It may affect a battle in the war. It can however also boost the war as a whole without affactign single battles. Because its effects are only in effect during the war they are often better then perks that are more global.
Base Branch:
This branch focusses on boosting individual members bases. The perks vary betueen shortening building time and boosting resource production to boosting life of buildings or damage and range of structures.
Troop Branch:
As you probally are guissing right now the focus on this branch is improving the effectiveness of one's troops. This means giving troops more life, or making them do more damage. But not only are these effects for in battle, they can also reduce the training cost of troops. Note that the benefits for this is not only visible for offence but also with troops in your clan castle
The perks are, as said earlier, devided like a tree. That means that one perk has to be upgraded to a certain level before the next one can be researched. Or more specificly you need a certain amount of upgrades in that branch.
Clan War:
| Name |
Effect |
Max level |
Upgrades needed |
| Spoils of war |
Increase the war win bonus by 5% each level |
3 |
0 |
| Fightin' Strong |
Boosts the attack 1% and life 2% of troops during a war for each level |
5 |
2 |
| We need more fame! |
Gain 1 extra prestige points each level when winning a war |
5 |
5 |
| Unfair Advantage |
Start the clan war with a free 2 stars for each level |
3 |
7 |
| Ready your Defence! |
Defencive structures gain an additional 2% health and damage each level |
5 |
10 |
| Fightin' even stronger! |
Increase the damage of troops during war by 10% |
1 |
17 |
Base:
| Name |
Effect |
Max level |
Upgrades needed |
| Not enough materials |
Increase the production of you collectors and mines by 2% each level shield 3% of resources from being loot |
3 |
0 |
| Stronger Buildings |
Boost the HP of buildings by 1% each level |
5 |
2 |
| Fortify |
Increase the hitpoints of walls by 3% each level |
5 |
5 |
| Build 'em faster! |
increase the speed of builders by 3% each level |
3 |
7 |
| Hitting faster |
Increase the attack speed of buildings by 2% each level |
5 |
10 |
| I can see you! |
Increase the range of defencive structures by 10% |
1 |
17 |
Troops:| Name |
Effect |
Max level |
Upgrades needed |
| Cheaper is better |
Decrease the cost of building and upgrading troops by 2% each level |
3 |
0 |
| Stronger, stronger |
Boost the attack of troops by 1% each level |
5 |
2 |
| Speedy training |
Decrease the speed of training troops and spells by 2% each level |
5 |
5 |
| Thick skinned |
increase the hp of troops by 3% each level |
3 |
7 |
| Quick to strike |
Increase the movement speed of troops by 3% each level |
5 |
10 |
| Hittin' Fast |
Increase the speed of attack by 5% |
1 |
17 |
One last thing about perks I did not say yet, but feel that should be the case, is that a clan cannot have all upgrades. Therefore I propose a maximum of 30 levels of upgrade can be obtained. Allowing a clan to have every upgrade would relatively power up that clan too much. An additional reason to do this is I like the tactical decisions that have to be made choosing perks. However to prevent eternal punisment for picking a wrong perk I think that a leader should be able to throw away a perk and therefore give back a possible upgrade level. This of course would not give refund.
Cost & math
Now with all these things said and nice additional game play features proposed there has been little talk about the cost of this and how this would change the game.
To start off one should note that all the perks are based on percentages. This means that even though the strengh of your troops will change, all troops/buildings are boosted equally.
Now how much would an upgrade cost. As stated I assume about 19 prestige points are earned each week. Also I think that a clan should be able to get about 1-2 level of a perk per 2 weeks, here the first perks will need less then the perks higher up in the branch. If I assume a little less then a week for the first perk and about 4 weeks to get the final (epic) perk. Then convert the time to points and try to find some decent numbers in betueen the two I come up with the following:
| Name |
Prestige points/level |
Max level |
Upgrades needed |
| Perk 1 |
15 |
3 |
0 |
| Perk 2 |
20 |
5 |
2 |
| Perk 3 |
25 |
5 |
5 |
| Perk 4 |
30 |
3 |
7 |
| Perk 5 |
40 |
5 |
10 |
| Perk 6 |
80 |
1 |
17 |
A full branch would take about 33 weeks.
Gold and Elixer
For simplicity I decided that the cost of gold and elixer are the same, and they are proportional to the amount of prestige points.
Also I assume a player gains roughly 1 million gold and elixer per day. Also an average clan is around 40 players and each player donates about 10% daily. That means a clan would get around 21m gold and elixer per week. and with 19 prestige poins/week and 21m gold/week I am going to simplify and say that for every prestige point 1million gold and elixer is needed too. Updating the table above grants us:
| Name |
Prestige points/lvl |
Gold/lvl |
Elixer/lvl |
Max level |
Upgrades needed |
| Perk 1 |
15 |
15m |
15m |
3 |
0 |
| Perk 2 |
20 |
20m |
20m |
5 |
2 |
| Perk 3 |
25 |
25m |
25m |
5 |
5 |
| Perk 4 |
30 |
30m |
30m |
3 |
7 |
| Perk 5 |
40 |
50m |
50m |
5 |
10 |
| Perk 6 |
80 |
100m |
100m |
1 |
17 |
To get some better looking numbers, also to make the lvl 5 and 6 perks more epic I upped the price there a bit.
Influences and oppertunities on the game
The battles will stay roughly the same, there is a max of about 10% extra strenght for the players. Wich is nice but not enough to throw off the balance
An additional acciefment can be introduced revolving around the donated gold to the clan.
Clan wars will gain more meaning in game, and clan members will get together more, aiming for a common goal.
Short disclaimer
The numbers I used are based on math, however, a lot of assumptions have been made with regards to this. If this idea is further developed balance testing would need to be done on this. So if you comment on numbers please only comment when you think values should be changed by a lot.
Discussion material/Still to solve problems
I do realise that there are still some isue's with my idea. The ones I see and have not found a sollution for are listed below. I ask from all of you to give me input if you have some ideas regarding this. The same goes for some things I have decided on but am not yet shure if it is the best option.
-The prices in gold and elixer are absolute. This way smaller clans will have a harder time then large clans as they will have to fight harder to get the same perks. If one would make the prices dependant of clan size, then it would be better. However I have not yet found a way that this can be done without abusing.
-Players that are relatively new and have not joined a clan will have a harder time. They do not yet have the perks and attacks will be slightly harder. This is a direct result wich I have chosen to accept.
-When deciding to attack a base you are unable to see the other players perks (not the case in clan wars) so you do not know if his towers shoot 10% harder or not. This can be seen as an extra chalenge but also as a issue.
-I have thought about the possibillaty to have the clan lab upgradable, it being at lvl 1 when you start a clan. Higher level could result in enhancing member spaces, gaining acces to higher in the branch perks, having more upgrades. I have however discarded the idea as being a feature that adds nothing. But maybe you can come up with good use in this.
-I have decided that there would be a 30 lvls of upgrade max, the other option would be to have no max, wich goes more along the style the current clash of clan updates work.