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Multiple Base Levels
Eventually Supercell is going to have to make a huge addition to help keep people involved in Clash of Clans. I believe the next step should be introducing an additional base level to design, upgrade, and also raid. This thread will discuss possible expansions in defenses, structures, troops, resources, and fun additions that come with additional base levels. Imagine having pretty much a whole new game in your hands with this expansion, not only with the whole new level to create and plan out, but also altering your defenses and strategy on the outside (current Clash of Clans). I've broken down this new addition into numerous parts.
1. Purpose behind an additional level. This is where Supercell can be creative. I would personally have players create a king/queen that is stationed in this lower level of the base. This new stage can be accessed from your town hall (can be upgraded to keeps and then castles) Objective, not only clean out resources but also to capture/kill the king or queen (once a certain TH level is reached). Give the players an option of what they want to do if they were to defeat the defense and make it to the king or queen (the king and queen can be the same concept as heros, the higher the level the better the benefit. I'll discuss them later in the new characters section). If they choose to capture them players can then choose to pay a ransom (set amount per level) or start a new leader. If the opponent wants to be mean and doesn't care for loot, they can just have off with their head and force them to start a new leader (I have also thought about instead of losing your king/queen completely, they instead drop down a certain amount of levels based on the decision made, along with resources gained too). There are limitless possibilities to this, along with adding clans and their leaders to the mix.
2. New Characters (troops, heros, king and queen). With a whole new level to attack you are going to need a whole new batch of troops. I am currently working on troop designs with pictures and stats that will be posted upon completion in this thread (If you have any requests feel free to let me know I may choose it as one of the troop designs) Let face it, your not going to use hog riders in hallways and rooms of this new level cause they can jump through ceilings. but what you do have is a handful of offensive and defensive troops with new skill sets to master the attack or defense inside (I have been bouncing the idea back and forth whether or not to have these new set of troops appear as an option when you enter the new level and the other troops are no longer an option or make it more of a strategy to have to try to get your special set of troops into the next level from the outside attack)
As for new heros would create 6 new ones and make players choose two of those heros that they can use. Make it based on level similar to how they have it now. You reach a certain level you can choose one of the three from the first tier. Reach the next level and you can choose one of the three from the second tier (another option would be they can eventually get all 6 and build them up but only have two actives ones at a time, one from each tier). Each hero will have their special abilities and strengths and weaknesses so players will have to choose based on their defense. Same as the troops above, I will have pictures and stats upon completion and if you have suggestions you are more than welcome to let me know I may end up using one.
The new big addition, the king and queen or soon to be king and queen. That's right not every small little village has a king or queen. All villages will start out with leaders that slowly move up in rank as your town develops into larger scale. As these leaders progress into kings their benefits that they bring will become better (some possible benefits may be increase in resources collected, more loot available in raids, lower troop cost and time to make, increase in defense damage, increase in attack damage, extra traps and so on) now these won't increase by massive amounts but enough to see a slight difference which can make a huge difference in war. Kings and queens can be named and personalized as they increase in level. But with having a king and queen also means that they have a bulls eye on them which means enemies will go after them, which may cost you (this was discussed in the purpose section)
3. Structures. Or in this case rooms. Rooms will serve the same benefits as buildings do outside. They provide upgrades and additional creations. Although some new structures will be placed outside like new barracks for the new troops and so on.
4. Defenses (traps too). And now for defense. your obviously not going to be shooting cannons and mortars inside so a whole new set of defenses need to be made to fit inside defense. same goes for with traps. all new traps will be designed cause I don't think spring traps will be that effective inside unless your planing on popcorning troops to death. this has been the hardest part to put together.
5. Resources. Adding another resource will help with the development part of the game. if your going to have a whole new set of troops then you need a resource to fund them with. Some of these troops can still use elixir I think for some of the special characters along with heros should use a new resource or a combination of two resources. I'm not really going to get into what the new resource should be because I think it would be pretty easy to design and there are plenty of good ideas out there already.
Let me know what you guys think. I'm always up for suggestions. I enjoy clash of clans but like many games if nothing changes then eventually people become bored. I dont want this to happen to CoC.
Brad
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Well...
I think you have some interesting ideas but they sound more like an entirely different game! I personally don't think clash of clans will ever get to that point but with a few tweeks in the graphics, voila! You have yourself another app!