Clash of Clans: Gladiators
Going to war with your clan is honorable, but it does not bring a single hero all the glory that could be achieved. Sometimes a man must fight for himself. Clash of Clans needs an organized 1v1 mode.
Call it Gladiator style, if you will. A fixed number of Gladiators will enter a closed tournament (I suggest 30 at a time). One man establishes an army and a base to enter into the tournament at the time of joining, which is used until the end. Gladiators are matched randomly (within level brackets) and each attack the other’s base. Whoever scores more highly wins, first by stars and next by %.
After gladiators have been paired, you may see each other’s army and base and are given 24 hours to make an attack. [A quicker speed style might be fun but not important for this discussion.] After you have both attacked, the outcome is revealed. (I think it is not appropriate to reveal the outcome of the first attack to the second player before they go. It should resemble a mutual strike more than a blow-for-blow battle.) The defeated party will leave the tournament and the winner will advance to the next round, to be paired randomly with another gladiator from the group. In the case of both gladiators achieving 100% destruction: One option is to have both gladiators die, thereby leaving the field of competitors down 2 men instead of 1. "If any strength remains in a man after he has terminated his opponent, he should be allowed to fight on. But his opponent may ensure mutual catastrophe and land a blow that bleeds them both." It would place more pressure on solid defenses. A tie will be decided, and a Bye awarded, based on the total % destruction done in the tournament thus far by each gladiator. A powerful legacy carries weight.
A more limited number of attackers should be used to make 100% victory more challenging and rare in the first place. It should be restricted for both parties so that 50% destruction would be a good attack and 75% excellent. Mastering an opponent completely would likely be due to a default in their defenses and not in an attacker’s “too good” quality, though some may achieve greatness all the same.
As each successful gladiator achieves % destruction in each battle, the %s are added together. Each 100% increment awards 5 more troop capacity. (I would recommend starting with 50.) After 2 battles a good player will reach this first 100% mark, thus earning them the ability to select an additional 5 troops-worth to add to their army. The original crew cannot be changed but new homies can enter. This gives players who perform well in each tournament round some advantage over those who are just scraping by, and allows for organic army growth and healthy power flow.
One gladiator fights to the end, the rest fall. Loot could be divided in tiers to the top competitors or the winner could take it all, as practically speaking he is the only one left standing. Or perhaps, if a competitor is 100% defeated, and thus killed, he shall not receive a prize even if he is within the final competitors. This can be a regulation that is set differently in different modes, or just made into one global mode to start with.
The reward system for Gladiators should not limit itself simply to loot, though. Socially, an insignia for a Victor would be pretty coo. A fierce-looking trim could be added to the League symbol, or credit could be given visually in an appealing way. Troop-training boosts could be awarded for a time, or resource boosts and such. A unique Victor’s item to place on your village.
A prize token would be awarded for victors to enter a Victor’s Tournament, which awards greater prizes, more gems, etc. One would eventually be able to achieve the rank of Master Victor upon winning this tournament, Grandmaster Victor, etc.
I think this could work. I would really like to design it, in fact... but alas, that is not my role. I can only hope it is used someday for great things.