"Multiple Mythologies" For Play - CoC 2.0!
So, after reading numerous posts requesting new troops and buildings, which range in style and real-world mythology form around the world... I started getting the idea that what people want is more variety. Far and away the two most common requests seem to be Clan War, and a variety of troops and defense types.
My thoughts went to the original Starcraft, with well-balanced playable "races," each with a unique mix of troops and buildings. So: What if CoC had different "races" as paths of development? Each with a different balance/specialty?! (Maybe call them "mythologies" or something else less loaded.)
Realistically, the more troops added to the game as it exists, the more complex it will get. The end result is that there will either be a gazillion different troops, watering the whole thing down, or new troop additions will be so disruptive to the game balance it could make the whole game fail. So adding more troops to the existing game is perhaps the wrong direction to go. Perhaps more troops can be added a different way...
So what if, like Starcraft, players could start their village and choose a path? This path would affect everything from the types of troops to spells and to defenses. How? you ask?
By electing a "Mayor" to govern your Town Hall! Once your village reaches the level where the basic 4 "races" of troops are unlocked, players could select a "Mayor" in the TH that defines what "mythology" their village follows.
So, what "races or mythologies"? you ask? The game has already got a mixed, multicultural society that includes barbarians, goblins, giants, skeletons, and dragons -- a really mixed mythology. And of course there's already the goblin villages. Instead of trying to come up with whole new mythologies, it would be easiest to just create specialty villages based on (and extended from) what already exist. There could be a development mode for each race/mythology/type, but with some (i.e. the Wizard, Healer) being a universal class type, and unique Heroes.
For example (and remember, just examples for the purpose of illustrating the idea!):
The Multicultural Mix: the existing setup.
- Same as currently exists, represents a good balance between high number versus high damage and a range of HP.
- Defenses are balanced, with variety of types of damage and air vs. ground.
The Vikings: source troop, the Barbarian/Archer/Giants.
- experts in brute force
- Generally low troop cost and housing space, medium/average production times
- Average HP, Average Damage, Average Speed, High Numbers
- Most troops are ground-based (fewer aerial troops, but aerial troops are stronger to offset imbalance)
- Defenses: much like current, good mix, but one less mortar and one extra canon.
- Wizard-class: (The Seer) deals fire-damage, purely offensive
- Other specialty units:
- The Battering Ram (wall breaker unit - weaker damage than bombs, higher HP and survives after destroying a wall, moving on to the next wall, moves somewhat slowly)
- Mountain Giant: damage soak, and ranged attacks by throwing barbarians into villages (can be shot down, aerial unit)
The Goblins: source troop, the Goblin.
- experts in stealth and speed
- Low and medium troop cost/housing space, either fast or slow (not medium) production times.
- Low HP, Low Damage but Specialty Damage multipliers, High Speed, High Numbers
- All troops are highly specialized, gaining multipliers against target, but otherwise weak
- Defenses: extra traps, extra walls, but one fewer canon and archer tower
- Wizard-class (Shaman) deals acid damage (low initial damage, but acid damages is cumulative over time, and persists for 3 or 4 seconds after unit is destroyed)
- Other specialty units:
- The Goblin Catapault (fires goblins into the base over walls! fires 5 to 10 troops at a time, but somewhat inaccurate!)
- Goblin Balloons: individual goblins strapped to small individual ballons, take 2 housing space, are cheap to make but quickly shot down (damage soak unit/distractor)
The Undead: source troop, the Wallbreaker/Balloon.
- experts in explosives and regeneration
- Generally medium to high troop cost, highly variable housing space, medium to slow production times
- Low HP (but regenerate), Variable Damage, Variable Speeds, Variable Numbers
- Weak troops, but take HP from what they damage, extending their life (therefore weakest at range, deadliest close up)
- Defenses: favours splash damage types, Lich Tower reanimates attacking troops after death as Zombies
- Wizard-class (Lich) deals lower damage with ice-based spell, but reanimates opponents Clan Castle troops after death
- Other specialty units:
- Zombies: very low production cost, .5 housing space, deal very little damage, have very little HP. Instantly destroyed by fire and archers.
- Vampire: flying unit until it lands to attack, fast movement
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Other ideas:
The Forest's Revenge: a village made up animal troops, pixies and nymphs, druids, and natural buildings (Treant's as defensive towers?)
The Desert: a desert villages with scorpion riders, sand worms (burrowing troop!), and pyramids...
etc...
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Anyway, this is just a fledgling idea, but could be a way to introduce whole new collections of troops to be developed without over-complicating the existing game.