Army Building and Units Suggestion: The Mercenary Hall.
Hello, everyone. Haven't you ever thought of being able to use your gold to be able to purchase units? Well, this is basically the idea behind the Mercenary Hall. :)
At the expense of your gold, you are able to train various types of mercenaries with functions that are may seem familiar or new, depending on the unit purchased. This would prove to be a valuable gold sink for players and may increase the amount of gold purchased by players from the store, which is good for Supercell. Units trained via the Mercenary Hall do not have a training period and are purchased instantaneously, but the downside is that they cannot be researched just like regular units from the Barracks and Dark Barracks. But of course, that's too much for a downside, so I'd like to discuss the "Contract" feature of the Mercenary Hall, and this is the main method of purchase for units in this building. This feature of the Mercenary Hall allows you to purchase Mercenary Hall units reuse them within a certain time frame regardless if they die in battle or not, similar to Hero Units. Mercenary Hall Contracts range from costly to expensive, depending on the unit you purchase, but the advantage is that for a certain period of time, you have the advantage of having reusable units.
I was thinking that the hall can only be unlocked on Town Hall Level 10. You cannot have more than one Mercenary Hall in the game, and they have their own unit limit (20 at rank 1, +5 per rank), which is based on your Mercenary Hall level, and their stats and capabilities are equal to that of a level 3 or 4 unit laboratory-researched unit. They're not that far behind from max-researched units, but they most certainly will not perform as good as max-researched units. The core idea behind this is that these units are expendable, and they are more often than not associated with behaviors for us to be able to make the most out of them while they are in combat.
The list of units we can purchase inside the Mercenary Hall is as follows.
Mercenary:
- Movement Speed: Moderate.
- Favored Targets: Any.
- Damage: Moderate.
- Attack Speed: 1 per second.
- Health: Above Average.
- Unit Cost: 1
- Special: None.
- Comments: This is basically the Barbarians of the Mercenary Hall. They are the most basic Mercenary Hall unit and have no special traits.
Marauder:
- Movement Speed: Above Average.
- Favored Targets: Resources.
- Damage: Above Average.
- Damage Type: Ranged.
- Attack Speed: 1 per second.
- Health: Average.
- Unit Cost: 3
- Special: x2 Damage to Resource Buildings.
- Comments: This is your standard issue Mercenary-type Goblin, only they are ranged. They run as fast as archers and deal a moderate amount of damage. They move slightly slower than a Goblin but they have an increased base damage against Resources as compared to Goblins.
Saboteur:
- Movement Speed: High.
- Favored Targets: Traps.
- Damage: None.
- Attack Speed: None.
- Health: Average.
- Unit Cost: 5
- Special: They are able to scale walls, and they are able to detect the nearest trap and activate it. They take greatly reduced damage upon springing a trap and as long as they are in the battlefield, they will attempt to find traps.
- Comments: We have a very limited way of detecting and springing traps in the game methodically. Saboteurs cost 5 spaces per unit, which limits the amount of Saboteurs players can create. Their relatively low health makes them very susceptible to tower damage as well, which places a challenge in how players will use the Saboteur to spring as much traps as possible. They do no damage, and once no traps are available, they will merely disappear from the battlefield.
Scoundrel:
- Movement Speed: Above Average.
- Favored Targets: Enemy Clan Castle Units.
- Damage: Average
- Attack Speed: 1 per 0.75 seconds.
- Health: Above Average
- Unit Cost: 3
- Special: x5 Damage to Enemy Clan Castle Units, able to attack air and ground units, invisible to towers but can still be damaged by tower splash damage.
- Comments: The Scoundrel specializes in dispatching enemy clan castle units. They have the ability to remain unseen by towers and they will go after opposing Clan Castle units at the first opportunity.
Mortar Team:
- Movement Speed: Slow.
- Favored Targets: Defensive Structures.
- Damage: High.
- Damage Type: Ground + Ranged Splash.
- Attack Speed: 1 every 4 seconds.
- Health: Above Average
- Unit Cost: 10
- Special: x2 damage to Defensive Structures.
- Comments: The Mortar Team moves just about as slow as giants but they are able to deal ranged splash damage. They can be compared to walking Mortars, and their purpose is to lay siege upon the enemy's defenses from afar. One of their main weaknesses is that they move very slowly so they are susceptible to being damaged by traps and towers within their range.
So these are the basically standard units a player can purchase from the Mercenary Hall. If you guys have any ideas or further suggestions to add to this new building, please feel free to comment below. Feedback are also welcome but please do be constructive.
Much thanks for reading!