New defensive structure: Goblin Altar
I propose a new building to be added as a defensive structure, the Goblin Altar. This structure would be introduced as a broken building like the Clan Castle at the beginning of the game, and would help to bridge the gap between the game and the single player campaign. (for those of us who already play, the broken building would appear for the first time in the same way obstacles appear upon release by Supercell)
Building basics
The Goblin Altar is a defensive building with a cross between the mechanics of traps in that gold is used to arm the building or "offered up as a sacrifice", and the building is similar to the heros in that there are a large number of incremental upgrades. The building would have the characteristics of a resource building in that goblins would be drawn to it, and the gold used to arm the building would become loot returned to the enemy attacker, however, unlike resource buildings, once the building has been armed, the gold is no longer available to be spent.
How it works
In order to appease the goblins of the single player campaign, you must offer up a sacrifice of gold to the goblins. This is what arms the building. When the building is attacked (no trigger radius), goblins would appear from the outer edges of the forest to help fight off the enemy attacker in revenge for stealing their sacrifice. The number of goblins that appear would correspond to the level of the structure i.e. structure LVL 1, 1 goblin would appear, LVL 14, 14 goblins would appear. The level of goblin that appears would be the same level as the highest level goblin upgraded i.e. if you have lvl 3 goblins, lvl 3 goblins would appear.
Where it gets interesting...
If you do not arm the structure with gold and the enemy attacker destroys the building, then the goblins appear from the forest to help the enemy attacker and exact revenge against you. The enemy attacker would gain all loot acquired from their goblin helpers.
Summary:
Cost to arm:Loot available to enemy = 1:1 (see cost to arm in table below)
Type of building: defensive (seen as resource structure to enemy, cost to arm is returned to enemy upon destruction of building)
Trigger radius: none, defense is triggered when building is attacked
Structure footprint: 3x3
Stats table
Attachment 74697
(please keep in mind the numbers above are just a rough idea, be kind) :cool: