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Consolidated idea thread
For those active here, I've posted a few of these before. For those in administration, I've done my best to remove rejected ideas. For everyone else, this is a list of the ideas I have and the ones I've liked that others have said (mostly to help me follow the ideas better).
1) rearming traps: if an attack is not strong enough to activate a shield traps should automatically rearm. There is nothing worse then coming back to find you've been raided twice and lost trophies because all your traps worked the first time only to be robbed the second time. While I do agree it's nice as an attacker, I don't attack simply because I think their traps aren't working.
2) dragon fire needs to have more slash. I don't mind losing my drag to low level archers circled around him but watching my dragon take out 1 archer at a time is ridiculous.
3) speaking of dragons...aren't they gold mongrels? Shouldn't they prioritize their attacks on gold (to include clan castle and town hall)? I'm not saying they should go straight for it, but if gold is within 4-5 tiles they should choose the gold. Watching a dragon seek out a builder hut is more annoying then every Pauly Shore movie I've ever watched. Just saying.
4) clan war participation. There are probably more threads here on opt in/out for clan wars and I totally agree. However I did submit an idea that got good remarks that would allow a clan leader to kick (only from war not from clan) a clan member who has not used either attack once there is only 1-2 hrs remaining in war. Those attacks will then be divided up to the person below and above (limit 1 extra attack). For example in a 10 person war player 8 has not attacked in 22 hrs. Clan leader kicks him from war and his 2 attacks are divided up-1 to player 9 and 1 to player 7. Some supercell considerations: only 1 kick per 10-15 people, no more than 1 per group of 10 (so you can't kick player 2 & 4 to give high lvl players extra attacks. If you kick player 2 you can't kick anyone above player 12 for example).
5) teaming up builders. Have the ability to assign 2 builders to 1 upgrade. Although I'm sure all us impatient people would love for 2 builders to work faster (ie if an upgrade takes 7 days it would take 2 builders 3 days) I would simply be happy if 2 builders can simply knock a percentage of time off...each builder added increases upgrade rate by 25% for example. Additional builders would also be allowed to be reassigned without penalty
6) last idea..allow gems to speed up builders like gold/elixir/barracks. I haven't done the math but basically instead of paying 400 gems to finish now you could pay 10 gems to boost builders speed by 15%
7) troop placement. Once an area is conquered/destroyed you should be allowed to drop troops on that area. At very least on the camps and outside the walls.
8) farming penalty. There are times when attacking is easy but there are other times when defending is useless. This is especially true in clan wars but applies elsewhere. I think there should be a 1 star penalty for using an army that costs more than the war win bonus. Help stop the all dragon attacks and bring back strategy!
Thanks for your input all...
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1) This is an idea that has some "ethical" issues. What I mean is that there is no logical reason to not have this, but opponents will cite "emotional" reasons (pathos). For example, having traps rearmed for any reason when the owner isn't there seems to be a ch3aty way to get some defence bonuses. You are right that it has no adverse effects, but the only reason you mentioned that I would count as a support for this is that you are frustrated of losing defences because traps don't work. Both sides are weak in my opinion and there is no real victor. Personally, I would prefer if I'd was implemented.
2)How so? Bigger splash damage? I agree the radius of the splash damage should be sligthly bigger. The only problem is that they might become too OP. Even now, a new clan castle level (allowing 2 dragons) is considered outrageously OP because of the time it would take to kill 2 dragons.
3)This is actually a little hard to implement tech-wise, but in an unrelated thread, we figured out how to make this work, but i doubt supercell will add this. This is because dragons do attack the middle if you deploy correctly. And preferring to target gold would make them more like goblins. Besides, not all people put gold in the middle.
4)I was there on that thread and I supported it because i didn't see enough ways to exploit this, while supporting the clan's war. I like how this also adds more elements of strategy.
5)Ahem... Reject idea much? This would cut into Supercells profit if people can boost or make upgrades happen faster because less gems would be used. This could have adverse effects on the game (pay to update?.. Shivers...)
6)See above. But ignoring the ruled out aspect, I don't think it would work. No troops take longer to train than barrack boosts, with the same for all other boosts. Builders would be boosted in the middle of boosting. Besides, here is some math. Instead of 25 hours for 350 gems (14 gems per hour), you could potentially boost it to 21.25hours with 110 gems. Leaving us with a net profit of -57.5.
So you saved gems by boosting. Because of this, the revised rate (if implemented) would have be about 20-25% meaning. I could significantly boost building times for shorter things.
I don't think it is a good idea, ruled out or not.
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Great feed back thanks!
I missed the ruled out idea (thought I double checked 😣). love the feedback though thanks!!
Edit: what does ethos say about Teslas? These "traps" are not rearmed.