Unless it has 2 eyes
https://m.facebook.com/ClashofClans/...ce=54&refid=17
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Unless it has 2 eyes
https://m.facebook.com/ClashofClans/...ce=54&refid=17
You don't see the other eye on the Dark Barracks, do you? You just assume it's there......
Stop trying to make yourself believe. The cyclops was fun to imagine, but probabaly never gonna be implemented. Too many anomalies
Be optimistic. Don't be a pessimist. I hope it will be someday, even though I'm pretty sure it won't be the next troop.
[QUOTE=Hascerflef;2249252]Hello Guys!! I have a new idea for the 7th Dark Troop! I hope you like it!
My idea for a new Dark Troop is a Trap Hunter named the "Cyclops". He is a Cyclops with brown, pimply, cut skin and a wooden club, which he swings around to attack. He is unlocked at Dark Barracks Level 7, which requires Town Hall 10, and would cost 5 Million Elixir. The Cyclops hunts for bombs, Air Mines, and Spring Traps, and disarms them before they go off by stabbing his club on the trap. He will do anything to get to a Trap, even put himself in a massive rage that allows him to destroy walls with one swing of his club, but if there are back to back walls, he must break them normally, doing the same damage as he does to normal buildings. But when he is done destroying Traps, he is unable to rage-break walls at all. He takes double damage from Wizard Towers and Mortars (Splash Damage). He deals 60 damage at Level One. The Cyclops costs 375 Dark Elixir to train, and takes 30 minutes at Level One. He has 1700 health (Level One) and has 14 speed. Here are the full Stats:
Name: -- Level: -- Damage Per Second: --- Hit Points: --Trap Disarming Time: - Disarming Damage:
Cyclops --- One ------------- 60 -------------------- 1700 ------------ 2 Seconds ------------------- 20 Hit Points
Cyclops --- Two ------------- 70 -------------------- 1750 ------------ 2 Seconds ------------------- 25 Hit Points
Cyclops -- Three ------------ 80 -------------------- 1800 ------------ 1 Second -------------------- 30 Hit Points
Cost: ------------- Training Time: -------- Laboratory Level: --------- Upgrade Cost:
375 Dark Elixir ------ 30 Minutes ------------------- N/A --------------------------- N/A
400 Dark Elixir ------ 35 Minutes ------------------- 8 --------------------- 60,000 Dark Elixir
425 Dark Elixir ------ 40 Minutes -------------------- 9 --------------------- 75,000 Dark Elixir
---------------------------------------
Favorite Target: Traps
Description: Beware the Cyclops! His mighty club shows no mercy for your pesky Traps!!!
Weakness: Splash Damage (Double damage)
Housing Space: 15
Movement Speed: 14
Reference Art: (Imagine this guy with long, sturdy legs and a couple cuts. He wears black pants with holes near the knees and is bare foot. He has a long, wooden club he uses to disarm the Traps. Level two has him wearing a bronze helmet, and level three has him wearing Black Overalls and a Gold Helmet).
yes i really like this idea, i think it would be more balanced out for it to be a little bit faster (because what use is it if your other troops get to the traps before the cyclops) and it should only take double splash damage when he is trying to disarm traps (just a suggestion)
I've upped his speed a little bit already. It was brought to my concerns that if he was too fast, he would, 1. Be too OP, and 2. Break the myths of Cyclops being slow.
Any more thoughts??
I really do like this idea but I don't think It will ever get in clash
Well.... I'm just hoping it will.
All right, so I'm being wary about how much I post on this thread, in fear of it getting closed. So. I would really appreciate it if you guys replied when you read it to keep this thread going! Or else it might die or get deleted. Like the Wolf.
what happens when all the traps are gone??
He attacks normal buildings.
Thanks!!!!!
I really like it, but housing space should not go up with level increase. Also does he attack tesla towers too?
It doesn't, that line is a divider from the chart to the all around Stats.
One more thing, I am no longer bumping this thread (After this one, of course), so if you want this to keep going, reply. Otherwise it will die.
I think his weakness will make him die quickly. Double damage from mortar and WT ????? I have an options to fix this problem:
Instead of 2×damage, 1.5×damage from mortars only. Why mortars only? Cause there are 4 wizard towers and 3mortars in a th10 max base. U would have to worry about 7defences while a pekka only has to worry about 4 teslas. Also it shouldnt be the mortars fav.target other wise the mortars would be distracted by the trap hunter( on the other hand he would die faster)
Created some concept art for you, cool take on the cyclops I like your idea. http://i46.photobucket.com/albums/f1...pscdc5101e.jpg
Guna add it to my list.... Check out my thread "so you wanna make a new troop" to see other concept art I've done for other people's ideas, as well as a few of my own.
Goal is to compare them all and figure what ppl like best
I like the idea about new troops called cyclops, but I don't think it will work in the game. Because it just became another tank by searching traps all over the base.
That is the point of it.
We can all dream.....
I have made some fairly large edits to the idea and I want your feedback!!!!
This is what the description made me think of
http://img1.wikia.nocookie.net/__cb2...9/Dusclops.png
Omfg its dusclops
It is not! (Throws phone across room)
Getting this out there: Ignore every other Cyclops thread created by me, those are faults and should be deleted. I have been getting PMs about the other threads.....
The only thing I'd want to omit is the bit on walls. It would effectively make having wall breakers useless. Why have wall breakers if there's a troop that can not only bash through walls in a single hit (you weren't too specific on the point, but I assume it's any level wall) AND take out traps?
The only thing other than that is that I'm not completely convinced that having a trap-negating troop is what we need. I'm not saying it's a bad idea or that it shouldn't be in the game, but it's just a little sketchy - which is ultimately good. Get's us thinking!
You say "5 million Elixir" but that means you cant even have 2 of them and hint* hint* HE'S A DARK TROOOOOP!!!
That's how mush it costs to upgrade the barracks...:rolleyes:
I’d say give this Cyclops a steampunk look. Like a WW1 minesweeper. And change the club to a hammer. I mean, if he looked like a Stone-Age creep then I wouldn’t think he’d be so smart as to find all those trap locations.
He is not smart, he just finds traps:rolleyes:. But I will think about the new look.
Overall not a bad idea, however there are a couple things you should change.
First: He should not break walls in one hit, walls have levels and health for a reason and they are meant to slow down troops, this would effectively negate their purpose. Having it do something like 4x damage to walls would be fine but one hit is way too op.
Second: the housing space needs to be higher, this troop has half as much health as a golem, taking the stat ratios into account this troop should have a minimum housing space of 18
Bumpity bump bump. This thread shall not die!
Well..... I'll go with this!!!! Kick this idea back up!! Until it dies again in a day:rolleyes:.
Great idea, I love it
Im not a fan of à troops that targets traps, also the wall rage is OP.
Looks cool good idea
Traps don't have HP so I dont know how it would work
This would make traps kind of useless...
Not really a great idea like lvl up reward imo:(
Nice idea, Leader of the Illuminati!!!
Being able to disarm a trap would make traps pointless. Also, this is from the ruled out section:
"(UNITS) Ogre, assassin, scorcher, berserker, dark night hawk, sorcerer, sorceress, witch, cyclops, rogue, knight, elf, dead skeleton, war elephant, giant spider, wraith, baby dragon, phoenix, cavalry, falcon, priest, ninja, dog, blimp, marksman, samurai, gargoyle, gryphon, demon, ghost, serpent, slimer"
This is not ruled out.....that's from the commonly suggested section:facepalm:
To the king: Let's read twister's list again shall we?
READ BEFORE POSTING - Ideas, ruled out, subforum guidelines:Below are ideas submitted by users for Supercell to consider. It does not imply they are being worked on. Please do a forum search before starting new feature requests, especially if they are listed below.
DOES THAT SAY RULED OUT TO YOU?
Zombiebender's guide to searching the forums: http://forum.supercell.net/showthrea...d=1#post431518
Ideas are ranked in each section by recent forum polls. Items under - - - line are newer and have not been voted on/ranked against the others.
Major Additions:
* Dueling/challenge/simulator/sparring battle area
* Clan villages = all clan members contribute, leaders control
* Add more single player levels (permanent ones)
- - - - - - - - - -
* Add a featured temporary single player map - 1 per week/month/update on a rotating basis.
* Add single player challenges/maps - beat with specific/limited troops or troop counts, all air, tier 1, etc
* Add daily challenges for small rewards - win a raid, use 5 balloons, destroy 5x builders huts, misc stuff
* Random event - meteorite lands in village - Dark Elixir to clear, enhanced experience/gem rewards
Clan Related:
* Way to designate sister/feeder/associated clans to link clan chat in a separate tab
* Ability to sort clan info besides trophies: By Donation, level, position, league, etc
* Raise troop donate limit from 5 to 6 (so 5 people can still fill lvl 5) or 10 troops per request
* Remove clan join request from clan chat if they've joined another clan already
* Troop Donations: Don't reset when leaving clans, have a running total, average per reset period
* History button on clan app - see stats: Last x clans, time in, donations given/received, kicked/left, etc
* Reduce leader message cooldown from 12 hours
* Make kick/promote menu for leaders/elders to operate from names in clan chat as well as clan interface
League Related:
* Award resource bonuses for successful defense in addition to successful attack
* Alter matchmaking to FIRST attempt to match within your league, then proceed outside if necessary
Defensive Structure Related:
* Add hidden tesla trigger radius circle (green perhaps)
* Leave attack range circle on upgrading defensive building - to better plan when it's ready
* Modify ammo to include variables: ex: every 5th cannon shot is a freeze ball, or 7th A.Tower projectile is a fire arrow, wiz towers alternate different spells. Different shots carry different attributes, whether slow, fire damage, extra damage to certain troops, etc.
* Allow hidden tesla to absorb some/all lightning spell damage if revealed
* Add an x-bow loaded with dark elixir or "Dark X-Bow"
* Add "spires" which add on to defenses or provide an area effect to increase stats
- - - - - - - - - - - -
New defensive buildings: Ice Tower, dragon cave, poison dart tower, healing tower, spear tower
Other Buildings Related:
* Add decoy buildings that still get targeted by troops, but yield nothing (fake mine/cannon)
- - - - - - - - - -
* Increase Town Hall resource storage incrementally by level, perhaps 1/2/3/4/5/10/20/30/40/50k?
* Dark Spell Factory for defensive spells - build with dark elixir
* Add a boost option for builders (work at 4x speed for X number of hours)
Other new building ideas: Tavern (to hire shady characters), hideout (camp for tavern folks), stables (for horseback units), Siege Factory (for siege weapons), Siege Camp (to house siege weapons)
Troop Related:
* When heroes get defeated, they drop packages of Dark Elixir similar to tombstone process
* Hero gear: collect/equip boots/gloves/armor/helm/belt/weapon(s) items like many other games
* Ability to select order CC troops deploy (Slide/rearrange icons in CC info screen for sequence?)
* New troop that targets support buildings (non defenses or resource buildings)
- - - - - - - - - -
* Way to toggle hero guard/sleep while they're injured (button disappears) to set action after healed
* Keep troops that survive a battle
New Troops Type Requests:
* (MECHANICAL) Cannon, catapult, ballista, trebuchet, battering ram, minesweeper, pirate ship
* (UNITS) Ogre, assassin, scorcher, berserker, dark night hawk, sorcerer, sorceress, witch, cyclops, rogue, knight, elf, dead skeleton, war elephant, giant spider, wraith, baby dragon, phoenix, cavalry, falcon, priest, ninja, dog, blimp, marksman, samurai, gargoyle, gryphon, demon, ghost, serpent, slimer
* (COMBINATION/UNIQUE)
- Mole, digs underground
- General - can focus attackers to a specific building
- Wolf Rider - Archer on wolf, attacks until wolf perishes, then archer continues
- Paratrooper - deployed from above, can land anywhere and continue fighting
- Air based resource targeting unit
- Unit with both ranged and melee attack capabilities
Battle Related:
* No default troop selected upon entering battle - avoid accidental battle starts
* Remove/Reduce TH loot penalty on revenges - will make original attacker pick more wisely
* Make use of the water with ships/water-related attacking/defending/units
- - - - - - - - - -
* Bonus for x wins in a row: Loot, bonuses, troop modifiers, att or def advantages, other random perks
* Ability to save single player battle replays (and hence, also share)
* Ability to revenge an online and/or shielded opponent
* Ability to send message to player after raiding them
Spell Related:
* Add Defensive spells - placed with radius's just like other defs/traps - 1x1 with varying radius's
* Make the spell colors/graphics more unique, wrong selection during battle due to similarities
- - - - - - - - - -
* When upgrading spells, include increased range, duration, etc not just primary stat
* Click/Hold spells when deploying to display radius/range circle to move around - release to deploy
* Ability to queue spells similar to barracks - next one produces, just doesn't get stored until room
New spell ideas:
* (VISION) Invisibility, smoke screen, shroud,
* (ATTACK) Paralyze, slow, firestorm, bomb, fire tornado, meteor storm
* (TROOPS) Revive, summon, flying, shape shifter/morph
* (GAME PLAY) - Extra time, trap reveal, target specific building
Defensive spell ideas (if implemented): slow, confuse, rage (for CC troops), rage (for defenses), def lightning, heal (for buildings or CC troops), Mirror/reflect damage back on attacker
Trap Related:
* Add a new trap that must be bought with Dark Elixir
- - - - - - - - - -
* Ambush/Foxhole trap - hidden storage for very few (1-3?) camp spaces of owner's troops for defense
* Add a seeking/moving ground based trap similar to the air mines/bombs
* Disguise traps as random building/obstacle/decoration
* Convert tombstones to small traps/bombs - click on them, choose collect elixir or convert
* Spring traps "launch" 15 spaces of troops OR stun for 2-3 seconds up to 30 spaces for hero/golem/pekka
* Upgradable spring traps
Other trap ideas: Moat, lightning rod, tar pits, pitfall, hole trap, poison shrubs, wildfire, rock wall, Decorations (dogs/animals) that attack enemies, ability to add poison ivy to walls, sticky trap, vine trap, stun, taser, vortex, freeze/permafrost, tremor/earthquake
Graphical Interface Related:
* Add a way to export battle replays to photo roll or youtube natively
* Add a rewind button to the replays
* Clicking on the "+" next to Builder icon/graphic brings up screen showing all builds/times/etc
* When visiting villages via the battle log, have a "back to log" button besides just a back home button
* Add the Attacks/Defenses Won stat (from Leagues) to clan view
* Leave clan/global chat pane available while visiting clan/global villages
* Enable double tapping - ex: Barracks=train screen, CC=request troops, spell fact=create spells
* Add how many additional barracks queue spaces gained in the Upgrade to level x? barracks screen
* Add a red ! on Upgrade tile if prerequisites are not met in addition to showing it inside the upgrade view
* Add a popup URGING all users to link to Gamecenter (similar to the recent IAP pop-up)
- - - - - - - - - -
* Ability to hot link a village for clan to view - visit/invite/link options? - search not always possible
* Update troop avatar pictures to correspond with level of troops (upgraded pics to match gameplay)
* Move donate troops window over to doesn't cover custom donate text to read what they want
Miscellaneous:
* Add push notification Spell Factory full
* Add push notification for Clan Castle full
* Change music setting from on/off to allow multiple volume settings, ie low/medium/high or slider bar
- - - - - - - - - -
* Add a small gem reward at each level up, or even every 5 or 10
* Gem lottery- pay gems for a chance to win more
* Additional price points for gem purchases
Please post your flag requests here:
http://forum.supercell.net/showthrea...g-request-here!
Your suggestions do make a difference!
The developers and moderators read every idea thread. These ideas are discussed and reported frequently within the staff and moderator circle. Some are interesting enough to be added to short-term to-do lists, some to long-term lists, some simply monitored to see if it fits a direction they want to go, and some are ruled out due to negatives overriding the positives or if they don't fit in the direction they want (or secretly can't say) the game is headed. YOUR direct input has led to numerous in-game changes such as:
* Hero Icons show ability status in replays
* Reduced Boost Prices
* Reduced Obstacle Clear Times
* Boost all button for buidling types
* Visitors can see army camp troops
* Boosting pause for Barracks, Heroes and Spell Factory
* Troop/Hero Levels in Player Profile
* More Clan Settings
* Improved Clan Search
* Clan Tags
* Increased League and Clan War Win Bonuses at all levels
* Skeleton/Witch Related Trap
* Spell Ready Notification
* Ability to queue/order spells individually instead of grouped by type
* Dismiss troops from Clan Castle and Army Camps
* Greatly reduced hero regen times
* Ability to spend elixir or gold on walls
* Add a pause button to the attack, defense and war replays
* Clan War, Attack and Defense replays now show "Troops available"
* Add ability to upgrade multiple walls at once (like rows)
* Greatly reduced Valkyrie training times
* Increase text space on leader messages
* CW Enhancements: Separate war base layout, numbered villages, notice who started war, dismiss war CC troops
* Clan Wars
* Hero Auras (Passive addition to stats of surrounding troops)
* Add more leadership roles - co-leaders
* Number displays on clan castle to show space used vs having to click it, then hit info
* Ability to remove obstacles while in edit mode
* A multi-target building to simultaneously target multiple individual enemies on non-adjacent tiles
* 24 hour ban on player to re-join clan after being kicked
* Make surrender button smaller / move out of game play area - too many accidents
* Ability to upgrade traps (as well as them staying where placed now and stats showing in-game)
* Elder Kick cooldown time reduced to 20 minutes
* Donation indicator in clan chat
* Village construction mode - easier way to rearrange village, saved layouts
* Update shared replays with different color button, comment field, loot, trophies, battle results, etc
* Keep tracking loot / achievements after they are completed
* Add info about available loot % possible with TH differences in-game
* Cooldown for elder to boot players
* Add viewable player stats/profile - similar to Hay Day's farm stats
* Add a mute button to global (basically to hide chat of a player)
* Ability to share replays within clan chat
* Add the Attacks/Defenses Won stat (from Leagues) to leaderboard
* The Freeze spell was taken directly from the sticky as the "Next spell" to be worked on
* Move replay 1x 2x 4x button to right and off of playing field
* Ability to request specific troop reinforcement types (Custom message with request)
* The Inferno Tower was inspired by several requests for a "Flamethrower" tower
* Reduce healer camp space, make more viable
* Mark indicating center of playing grid (The plaque marking the center of the town)
* Flip from one barracks to next (like one roadside stand to next in HD) so you can setup all quickly
* Add Chinese localization
* Attack battle log with replays
* Add troops received to donation stats
* Add leader messaging (Also the fix to unfilter messages 2 days after release was from feedback)
* Don't auto-end battle once all normal troops perish if Clan Castle/Spells remain in inventory
* When balloons are destroyed, they fall to the ground for 1 last little attack
* Ability to rotate selected row of walls
* Moving multiple wall pieces at once.
* Splash damage with dragons and wizards
* Show damage % in defense battle log
* Show remaining lab upgrades during active research
* Air Bombs
* Army Camp full notification
* Heroes
* Troop donation statistics
* White insert buffer lines showing while moving decorations
* Defense replays
* Army Camp troops survive if Army Camp destroyed while on defense
* Message displaying when someone leaves/is kicked from clan
* Trophy limits on clan applications
* Gem usage confirmation
* Small shields after maintenance and disconnects
* Many of the combat balances are due to user input
* Matchmaking queue
* Army Camp storage managed as a whole instead of per camp
* Barracks queue information
* Clan Search
* Global chat moderation
* Trophies to be lost displaying in match screen
* Broader range of trophies available to be won per match
* Scroll to top of Top Clans, Top Players, League, and My Clan by tapping Tab (like clan/global chat)
Lastly, before you post - please read this sticky:
http://forum.supercell.net/showthrea...Before-Posting!!!
Currently Ruled Out:
HINT HINT: THIS IS UNDER THE FIRST ONE!!!
Here are some amazing ideas that have been ruled out by the dev time for the time being. Posting these ideas will result in your thread being removed without notice!
Frequently Requested:
*Donating (or trading) resources or gems to (with) other players
*An exchange building to convert between elixir, gold, dark elixir, or gems
*Assign multiple builders to one build/upgrade
*Upgradeable builders’ huts – lvl 2 huts for a 5% time decrease?
*Player search function
*Ability to change village name
*Active/ Live “Online Status” examples: colored icons, on/off indicator, etc.
*Indicate last online date
*Remove the “Report” button/feature from global chat. Abused too often, and mute is better solution
Clan Related:
*Add other clan requirements to apply besides trophies, ex: Specific troop lvl, TH lvl, lab lvl, game lvl
*Customizable clan flag
*Add ability to send short message to rejected applicants similar to when expelling
*A large text area for clan rules that just the clan can see (separate from public clan description)
*Leader (and co-leaders) ability to delete messages in chat
*Modify clan msg of player joining with who invited player: xx joined clan, invited by xx
*Add clan rank to Clan Info Screen – Quicker to reference than scrolling to end of top 200 list
*Increase clan size: 75 or 100 are most common requests
* Separate Elder+ chat tab in-game
Defensive Structure Related:
*Ability to camouflage/purchase camouflage – (make AT appear as a barracks until within range)
*Ability to load current x-bow with elixir or dark elixir for extra bonus of some sort
*Stack def structures – ATs over walls, Teslas on top of barracks (truly hidden), etc.
*Upgrade to 2-story walls that hog riders/jump spell can’t penetrate (maybe limit #)
*Display both X-bow range circles at once for planning – different color on inactive one
*Modify clan castle – toggle defend/not defend (like heroes)
*Auto request CC troops in clan if you win a defense (shield didn’t activate, still attackable)
Other Buildings Related:
*Gem mines/drills
*Wizard Laboratory to create/upgrade wizard projectiles/spells
*Add a second laboratory or a second slot in current lab to do two researches at once
*Queue upgrades/builds
*Troop Armor Building. Research upgrades to troop armors/attack/speed, etc.
*Swap buildings – drop one on the other, pop-up or double tap to swap if same size
*Ability to turn on all def building radius circles at once to check coverage
*Trap/Explosives hut to upgrade/build bigger ones
Troop/Barracks Related:
*Customize troop builds = to order, permanent productions, saved queues, etc.
*Queue troop donation notices when offline – display when back online or new interface to see info after
*Show total training time left above barracks
*Show total elixir costs of troops sitting in army camps
*5x or 10x button in troop training screens for faster queuing
*Ability to rearrange barracks queued troops (ex: click/hold slide troop icon first in queue to the middle)
*Modify healers to include healing air troops
*Troop carrier (Trojan horse-like) it moves on its own until damaged, then troops pop out
*Release a hero for every troop type (Some more may come eventually, but not EVERY troop)
*Prepackaged troop clusters = similar to clan castle deployment, but you can load like 50 troop count in 4 different clusters to deploy on offense all at once.
*Have clan war troop donations count towards donation statistics
Battle Related:
*Ability to filter matchmaking by resources or trophies available
*Capture live attackers and have them reassigned to your own clan castle, army camps, or new structure
*Bonus/award if attacker skips your village – partial payment to you on match fee
*On Offensive Battle Summary include resource cost of troops/spells used
*Ability to assign 5 or so of your own troops to defend Town Hall, same AI as CC, smaller radius
*Ability to transfer a revenge to a clan member or public hitlist
*Auto reset/repurchase traps if you win a defense (shield didn’t activate, still attackable)
*Add a small chance to “Steal/Win/Replace” spells on an attack victory (suggest 3-star only)
*Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
*Deactivate spell selection after casting to avoid multiple mis-casts, make user re-select if wanted
*Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
Graphical Interface Related:
*Separate tab in chat for troop requests
*Revenge list indicate online/shielded or currently attackable without having to click each person’s button
*Ability to hide certain attacks in battle logs
*Show loot/trophies which were available on battle logs in addition to what was earned
*When revenge used – defense log includes original attack results (resources/trophies/%/stars)
*Modify Att/Def Won stat to include losses as well, example: Attacks: 38/12 Defenses: 3/12
*Add comma or space at thousands space in ALL places: Upgrade buttons, spell/troop buttons, shop, etc.
*Add a counter when all builders are busy to indicate when first one will be free
*Allow iOS Device battery indicator icon to be displayed while in-game
*Upgrade menu listing all things upgradable
*Ability to turn on white buffer lines without moving building/decoration
*Add a League Chat area
Miscellaneous:
*Resetting or restarting a specific village
*Rate base feature
*Keep replays through maintenance – increase from 4 to 6 or at least since last login
*Add a setting to disable village animations to improve performance on older devices
*Add gem use confirmation on all functions
*Botany Research- Ups spawn rate of obstacles and/or increase in chance/# of gems when removing
*Additional leaderboards based on TH level
*Add ability to play background music while in game natively
*Add push notification for Hero ready (healed/able to attack)
*Log gem usage/gains in gamecenter (or ingame) so users can look to see where they went
*Add an unmute option for accidental muting – or have a list showing all muted to pick certain unmutes
*Add custom sound notifications for Clash push notifications
*Add mini-games, something to occupy time
I'm sorry, I didn't know that they decided to spell Commonly Suggested as "Ruled out". It came this forum
http://forum.supercell.net/showthrea...rum-guidelines
Also, if the idea was commonly suggested and it wasn't added, don't you think that should tell you something...:facepalm:
The trap disarming time should be much longer, more like 9 or 8 seconds...
first of all this is not ruled out, it is not under the RULED OUT section! if you scroll down a little further there is a RULED OUT section. its not under there, at all. just because its under the commonly suggested part does not mean its ruled out. they know if the request and are considering it
and second of all, you guys are being very rude and mean to, frankly, almost everyone that has an idea. its mean and makes people not want to come back(aka BULLYING). I have read many forums and this place is full of trolls. grow up.
I like the idea of a trap disarming troop. it doesnt make traps useless, it makes them... the same. not everyone will have the troop and he cant disarm all of them. many times ive dropped troops just to set off traps! its the same bloody thing. good idea and keep those creative juices flowing!
Hogs would be unstopabble with a few of these in front. I do like the idea but i think he has a little too much health (1500?).
I love it!!
Everything.
No, really. I completely rewrote the idea, changing it in every way. Why? I felt like it, that's why!
What about Spring traps? This kind of traps dont deal dmg ;)
so ? ;)
btw: good idea :)
how does he disarm spring traps they take you out automatically no matter what troop unless its flying
Nice to see this thread still active, awesome change to the troop concept hacerflef :)
If you wanted a new artwork theme for it I could see about dusting off my old lap top and making one for you again