Must Read! 2 new systems, new heroes, spells and troops!!!
So, I have been playing this game on various accounts from the beginning. I have seen clash evolve constantly. However some new things must be implemented to make the game more exciting.
I would like you to comment your thoughts so as to make the ideas better and more realistic. Feel free to suggest changes that you fee that the people would want. After all, you are the customers.
Firstly, with the new update, many clans are now getting in to wars. clan perks has sort of added a long term target for every clan. However, to add a new dimension to the game, what really could be done is something that has been wanted since clan wars were added to the game:
Clan War Tournaments.
While this Idea has been posted many a times before, it has never been posted quite like this. I feel that clan war tournaments should not just be another version of clan wars. But something a bit different.
Rules:
For a clan to apply for a tournament, it must have won at least 3 wars consecutively.
Only the leader can start a clan war tournament, and he selects the members who are in the war.
Upon admission into a tournament, the clan leader must pay a small fee. This fee can be calculated by a simple method:
total town hall level divided by no. of participants times 8000 gold/ Elixir (or) 100 Dark Elixir.
The no. of clans participating in a clan war tournament may vary, from 16, 32, 64.
The clan wars shall be fought normally in the form of knock out rounds.
Clan xp and loot rewarded in clan war tournaments shall be a little more than normal, say 10% plus an extra 10% every round your clan remains undefeated.
Now comes the fun part. If the your clan comes out on top, the clan members in the war shall receive a gems and feats (Explained a bit later) reward in addition to the already very high loot and xp bonus. The gem reward can be calculated by the formula
Average town hall level * you town hall level * 5.
In addition to this, if your clan comes in the top four survivors, the leaders get an extra reward.
If your clan gets eliminated in the semis, the leaders get back thrice his admission fee.
If your clan gets eliminated in the finals, five times the admission fee
If your clan wins the finals, 8 times the admission fee!
This extra loot is stored in the Hero Castle(explained a bit later)
This shall add more fun to the game. Also, there shall be a tab during the tournament in which the clan members in one set and look at the attacks of clan members of an other set. So it shall add versatility in attacks. People must be good in more than one attack strategy.
The System Of Feats
Now here comes the system of challenges which awards the feats.
Feats are another premium currency which cannot be bought.
Every individual shall get challenges with ranging difficulties based on his current town hall level, troops trophies, etc.
These challenges shall be set in six different categories:
Daily, Weekly,Seasonal, Monthly, Holidays, And Clanly.
Daily challenges would have three tasks. And these could be of ranging difficulty.
A few examples for a town hall 9 are:
Charitable Trust: Donate 60-400 troops.
High Goer: Go Up 50-300 Trophies
Sweeper's Call: Clear 3-7 obstacles
Long bow: Win a raid using at least 60-80 archers.
Viking Horn: Win 5 to 7 raid using at least 60-80 Barbarians.
Chrome Dome: Win 5 to 7 raid using at least 15-25 giants.
Gimme dat Monie: Win 5 to 7 raid using at least 60-80 goblins.
Non-Nexter: Defeat 3-8 bases in a row without pressing the Next Button.
Vengeful Villagers: Revenge and at least two star 1-4 bases.
and so on and so forth.
Note: The task given will vary from person to person and Town hall to town hall. Weekly, Seasonal And Monthly Challenges have such tasks too. However their Duration is different and so is the amount. Feel free to suggest more tasks.
Completing all daily tasks shall give you 1 Feat and one more reward which may be:
1. Gold( Town hall level* twenty five hundred){ Common}
2. Elixir( Town Hall level* twenty five hundred){Common}
3. Dark Elixir( Town Hall level* 100){ Uncommon}
4. Gems( Town Hall* 3){Rare}
5. Free Boost Token{Rare}
Note: completing harder tasks shall have a greater chance at wielding rarer awards.
Weekly Challenges are harder and would have 5 tasks. Completing all of these shall give you 2 feats and ...
1. Gold( Town hall level* twenty five thousand){ Common}
2. Elixir( Town Hall level* twenty five thousand){Common}
3. Dark Elixir( Town Hall level* 1000){ Uncommon}
4. Gems( Town Hall* 7){Rare}
5. 2 Free Boost Tokens{Rare}
Seasonal Challenges are even harder and would have 7 tasks. Completing all of these shall give you 3 feats and ...
1. Gold( Town hall level* forty thousand){ Common}
2. Elixir( Town Hall level* forty thousand){Common}
3. Dark Elixir( Town Hall level* 1500){ Uncommon}
4. Gems( Town Hall*10){Rare}
5. 3 Free Boost Tokens.{Rare}
Monthly Challenges are hardest and would have 9 tasks. Completing all of these shall give you 5 feats and ...
1. Gold( Town hall level* seventy five thousand){ Common}
2. Elixir( Town Hall level* seventy five thousand){Common}
3. Dark Elixir( Town Hall level* 3000){ Uncommon}
4. Gems( Town Hall* 12){Rare}
5. Free Upgrade Token{Rare}
Holiday challenges come only during special times say Halloween, Christmas,Etc. and award special decorations.
Clan Challenges are for the clan as a whole with the time period of a season. They can be like level up your clan, win a war tournament, etc.
These shall put a new dimension in the game. When one collects a reasonable no. of feats, one can utilise them in the Chest Of Fate for 50 feats, Chest Of Victors for 80 feats, or the Chest Of Legend for 150 feats.
The wheels can offer great prizes such as free boosts, free level ups, gems, resources,etc. Boosts and Free level ups shall be provided in the form of tokens.
New Single Player Maps
The original 50 maps have been there in the game since 2012 and are incredibly outdated. Right now, even an average Town Hall 8 base can finish all levels and they don't even offer dark elixir.
I would like there to be another fifty maps by the name of 'Necropolis Battles'
these will get unlocked after the dark elixir storage is built on Town Hall level 7 and will be more challenging and fun and offer rewards also in dark elixir.
System of New Heroes.
I know that having a new heroes will be tough to implement. But here are my ideas:
1. Hobgoblin
unlocked when all the levels of the goblin map are completed.
Cost: 15000 DE plus 2500 DE per level (max 30)
Ability: Magnetic wealth. Time: 5 seconds. plus 1 every level.
Loot Obtained: 1 percent.
Goblins Summoned: 3. Plus one every level.
Health Regained: 225
Loot flies from storages to the bag held by the hobgoblin.
Description: Nothing breaks the heart of the hobgoblin than a base not completely looted. This, he has now come to you to help you in your crusade for wealth.
Stats are not final, I am just giving a rough estimate of what they could be.
Dps: 120 plus 8 every level.( double damage to resource buildings)
Health: 1150 plus 30 every level.
Speed:32
Heal time: 30 min plus 3 every level
2.Valkyrie Princess
Description: This fierce maiden can kill not only by her hard to miss axe, but also by her looks.
unlocked: When all the levels of the Necropolis are complete.
Cost: 80000 Dark Elixir + 6000 every level. max level 20.
Ability: Double Death Swing. Time: 5 seconds, + 1.5 second every level.
Increased Range: 2 tiles plus 1 every level.
Health regained: 350
For the time period, the princess's war axe gets the extra range dealing damage to buildings which are further away. She also summons a Valkyrie to help her.to prevent this from becoming too OP, she shall take double damage from defences during that time.
dps: 125 per second plus 20 every level.
Health: 1650 plus 25 every level.
speed: 24
Heal time: 45 min plus 5 every level.
3. Giant General
Description: Is that a tremor? Is it a meteorite impact? No, it is the footsteps of the Giant General.
Unlocked: Town Hall level 8
Cost: 20000 Dark Elixir + 3000 every level. max level 30.
Ability: Titanium Tomb. Time: 5 seconds + 1.5 second every level.
Health regained: 750
For the time period, the GG takes only 20 percent damage from the defences targeting it, and every defence which can target it for that period of time will target it.
dps: 50 per second plus 3 every level.
Health: 3250 plus 50 every level.
speed: 12
Heal time: 30 min plus 2.5 every level.
Favorite target: Defences
4. Balloon Jack
Description: This cold hearted terror is the mercenary of the Royals, A pirate for life, he is an utterly loyal subject. He shall Kill anything and everything in its path.
unlocked: Town Hall level 10
Cost: 120000 Dark Elixir + 8000 every level. max level 10.
Ability: Mine Time!
Damage of Mine: 2500 plus 500 every level.
Health regained: 450
The rear of the ♥♥ opens and a seeking air mine drops, suspended from the ♥♥ with a tight rope. The mine swings like a pendulum, dealing damage 500 like a wrecking ball to anything it hits. After hitting twice, on the third time it explodes dealing 1500 damage to that structure. To prevent this from becoming OP, the Balloon Jack's tethering becomes loose after the mine explodes and the Hero is knocked out in ten seconds.
dps: 300 second plus 20 every level.
Health: 1000 plus 25 every level.
speed: 10
Heal time: 80 min plus 10 every level.
Favorite target: Defences
However one cannot have more than two heroes at one point of time in their village. The extra hero shall reside in a structure called the hero castle. Upgrading heroes cannot rest in the hero castle.
The Hero Castle also holds loot from most heroic attack and defence in war.
For balancing purposes: Once a you set the configuration say hobgoblin and queen in village and barbarian king in castle, you cannot change it for thirty six hours. This is solely there for the purpose of balancing.
New Dark Spells
A vast component of any attack is spells. Spells are the difference between a fail and a victory. However the existing spells have become orthodox. I know that being attacked by more than five spells is Extremely Unfair, therefore I am not going to suggest a level six spell factory or something like that. An attacker can still carry a max of only five spells.
we have Dark elixir and normal elixir troops, why not dark spells?So here we go. Introducing...
Blitz Spells. The Wizards of the spell factory have combined their research with the necropolis lords. The work they leave behind is for all to see.
Working: Blitz spells are like normal spells, except for the fact that you do not cast them on the battle field! You drop them on the troop icon and Viola! all the troops of that icon which are on the battle field get the effect.
1. Blitz Heal
Time: 45 minutes
cost: 250 Dark Elixir plus 50 every level. (Max 6)
Unlocked: Spell Factory Level 3.
Total Heal= Spell Level* 1000
Research Cost Level 1-2= 15000 DE (lab level 5)
2-3= 25000 DE(6)
3-4= 40000 DE(6)
4-5= 65000 DE(7)
5-6= 100000 DE(8)
Total Heal Shall be divided equally among the troops and shall last for 12 seconds, regardless of damage done to troops. In short, even if only one dragon out of ten is taking fire and you heal them all using a level 6 Blitz Heal, then each dragon is entitled to only 6*1000 divided by 10 i.e. 600, regardless if one dragon is taking all the fire and the others are behind it. This shall prevent the spell from becoming too OP with Hogs.
1. Blitz Rage
Time: 60 minutes
cost: 300 Dark Elixir plus 75 every level. (Max 5)
Unlocked: Spell Factory Level 4.
Damage Increase= Level of spell*10%
Research Cost Level 1-2= 20000 DE (lab level 7)
2-3= 37500 DE(7)
3-4= 55000 DE(8)
4-5= 82500 DE(8)
1. Blitz Jump
Time: 60 minutes
cost: 450 Dark Elixir plus 100 every level. (Max 3)
Unlocked: Spell Factory Level 5.
Total Time= Spell Level*15 seconds
Research Cost Level 1-2= 47500 DE (lab level 8)
2-3= 95000 DE(8)
A Few New Troops
The Necropolis Battles brings forth changes in the army. Our engineers and scientists start working with the workmen of the Necropolis and the goblin thieves of the Goblin Campaign. A new building gets created called the Workshop funded by the army. This unlocks machines and siege weapons the likes the world has never seen.
The Workshop is unlocked at town hall level 7 and can be bought for 7500 DE. At town hall level nine you get the second one. It has a total of 4 levels and a new machine troop gets unlocked on each.
Troops
1. Onager
unlocked: Th7
cost: 5000 gold + 1250 every level (max 5)
housing space 15.
Movement Speed= 12.
Favourite Target: Defences which cover resource buildings with their range.
hitpoints= 800 + 75 every level.
Range= 9 tiles.
Damage Per Projectile= 300 plus 50 every level.
Max No. Of Projectiles= 5.
No. Of goblins= 4
Description: This giant mobile catapult was built by the undead roman legionnaires and is led into battle driven by goblins. Once The catapult has used all its ammo or has been broken down by the defences, the goblins come out to take the loot.
weakness= cannons(damage x2)
ROF= 1 every 5 seconds.
2. Battering Ram
unlocked: Th8
cost: 5000 gold + 500 every level (max 5)
housing space 7.
Movement Speed= 16.
Favourite Target: Walls
hitpoints= 1000 + 125 every level.
Damage Per Second= 50 plus 5 every level.(20 x damage to walls)
ROF=1 every 3.5 seconds.
Description: Finally an alternative to the wall breaker, this machine shall sure help you get past walls, just cover up for it and keep away from Giant Bombs!
weakness= Giant Bombs(damage x4)
3. Zeppelin
unlocked: Th9
cost: 10000 gold + 2500 every level (max 5)
housing space 10.
Movement Speed= 15.
Favourite Target: Any
hitpoints= 475 + 125 every level.
Damage Per Bomb= 150
Max No. Of Projectiles= 8 plus 1 every level.
Description: Make no mistake, this Mech Menace waits for no one and befriends none. Deploy it on the field and he flies straight towards the town hall, releasing air bombs at a constant rate. The bombs go an hit any building they wish, clearing the battle field portion by portion. Once the Bombs are used up, the zeppelin breaks and falls like a child's toy.
However, there is a twist to this troop. The bombs cannot be controlled and will hit anything and everything including your troops and other zeppelins. Avoid deploying in large groups or following immediately with balloons.
4. Burning Ballista
unlocked: Th10
cost: 12500 gold + 1250 every level (max 3)
housing space 16.
Movement Speed= 0.
Favourite Target: Clan Castle
hitpoints= 900 + 300 every level.
Range= unlimited.
Damage Per Spear= 50 (x 3 if clan castle) for 5 seconds plus 1 second every level.
Hitpoints of Spear= 300
Max No. Of Projectiles= 3 plus 1 every level.
No. Of skeletons= 4 plus 1 each level.
Description: Nothing says 'Diversion' like this siege machine. loaded with special modified spears, a tank of water and a tank of oil, and run by skeletons, this machine hopes to get you an early victory by eliminating the clan castle troops even before they come out.
working=You deploy it on the battle field. with a time gap of three seconds, the ballista shoots out its modified spears, propelled by steam. The spear flies to wards the clan castle for nine tiles like a fast moving arrow and then opens up like an umbrella, and soars towards the clan castle with the speed of a giant. Immediately, the archer towers, teslas, wizard towers and x bows start targeting it. The spear is heated at the bottom and its tip is a glob of oil. Once the the spear runs out of health, it falls down dealing burn damage to the structure it fell on. For balancing purposes, the spear cannot be targeted by the infernos or the air defence or the ground defences. Once the ammo of the ballista gets over, the skeletons hop out and distract the defences.
Weakness= Bombs(if twice level of ballista, ballista shall explode), Giant Bombs(explosion regardless of level) and Inferno Towers ( if targeted for 4 seconds, explosion).
Note: These are seige machines, not troops, they cannot be donated, spells do not work on them. The Defender can collect gold from broken machines. Also, the Workshop is non upgradable, to unlock the machines, Town Hall level must be met.
This shall promote newer attacking strategies, and more complex defences.
Please voice your thought and suggestions.
Thanks,
Parri.:thumbsup: