Multiple Ideas : Multiple Viewing angles for village
Idea 1: Multiple viewing angles for village
Idea is in the title. The village will be view-able like a 3D model. To rotate just rotate fingers in a circle on screen, like in google maps.
If that is somehow not possible it can at least be view-able from 4 angles. A button at the side above shop button to change camera angle.
Also incorporate an option to disable multiple camera angles if it causes performance issues on low end devices.
Idea 2: Minor Graphical improvements
Minor improvements in graphics like when archers launch arrows at a target, instead of disappearing, the arrows can stick to the target until it is destroyed, and once the target is destroyed all the debris and arrows will be scattered on the ground.
Similarly for giants, as they hit a target, small bits and pieces should fall off to indicate damage.
The buildings should not just suddenly disappear when they are destroyed. Some battered part of them should remain. Kinda like the clan castle at the start of the game. It's a wrecked building but the foundations and some rocks and debris is there. Something similar should happen to things when they are destroyed in battle instead of just some debris on the ground.
Continuing from the former idea, goblins should not actually destroy the stores, drils, and pumps, but rather just empty them and leave them there. The damage would be counted as usual. This also goes well with the idea that goblins do not actually carry any weapons, but rather just a bag to collect coins.
A kind of a far fetched idea would be to add special effects for individual forces. Giants cause bits and pieces to fall off of buildings as they attack and leave blocks of rubble once the building is destroyed. Archers' arrows stick to the buildings and can be seen in the rubble once the building is destroyed. Wizards leave burns on the buildings they attack, and once the building is destroyed the rubble is smoking or on fire. Similar ideas go for all troops.
Idea 3: Troop stats
After an attack, or defending against an attack, detailed stats will be available. This includes which troops caused the most damage, was the fastest, was taken out early, and which enemy defense caused the most damage to your troops.
If not listed in a chart or table form, the numbers could just hover over the respective units during replays, with an option to turn the overlay on/off.
This would allow clashers to better tweak their troop composition to achieve their battle targets.
Idea 4: Custom Targets
This would really turn the tides of how an attack happens.
Select the troop, select a target, deploy it. all of that particular troop will attack that target no matter what. If the town hall in the middle of the village is selected, the troops will try to get in the middle and attack the town hall and touch nothing but walls.
Specific buildings will be selectable for specific troops according to their favorite targets e.g. only defenses can be selected for giants, and if no defenses are left only then other buildings can be selected. Any building can be selected for barbarians or archers. Only walls can be selected for wall breakers. You get the idea.
Multiple targets can be selected at once as well. In case multiple targets are selected, troops will evenly split up and attach the targets. For example two archer towers are selected for 20 giants, so 10 will target one and 10 the other. Targets can be selected before or after deploying the troops, it doesn't matter.
If troops are attacking a building and another target is marked, half of the troops will target the other building.
To mark targets just select the troop icon then select the buildings to target.
That's it for now, I'll add more ideas as they come to mind. All suggestions are welcome. If you want to add or change something leave a comment.