introducing the Mercenary Camp...
Hello, Clashers!
I know there have been several ideas about Mercenaries before, but -as far as I know- this one's different. Most of the others introduced new Troops and/or were ment to recover own surviving Troops. Please hear me out first, and comment below!
When a battle ends in a 3 star victory (or if the attacker ends it before his troops are killed), the remaining troops now burst in to some kind of purplish bubbles... What a waste!
I suggest they come together at an empty spot on the map and set up a camp, the Mercenary Camp. This would mean, if the defendant comes back online, there is a 'new' building on his map, containing the surviving troops of his last attacker.
Only one Mercenary Camp can exist on the map. If a player is 3-starred several times, the existing camp disappears and a new one is erected. An unsuccesful attack (less than 3 stars) leaves the existing Mercenary Camp as is.
The Mercenary Camp could only appear if the attacker is TH5 or higher.
The Camp site
The Camp itself would be a 3x3 area, with a little campfire in the left corner. It has no Hitpoints and does not need to be destroyed to get a 3 star victory. Its capacity would be linked to the attackers TH-level:
- TH5: 5 spaces
- TH6: 8 spaces
- TH7: 12 spaces
- TH8: 16 spaces (instead of 17)
- TH9: 20 spaces (instead of 21)
- TH10: 23 spaces (instead of 24)
The limited space immediately has a consequence for the available Mercenaries. P.E.K.K.A., Golem and Lavahound are excluded by default.
Using the Mercenaries
When you go to battle, the available Mercenaries line up next to your own Troops. However, it costs gold to deploy them. And they want to be paid in advance. That means you can only deploy your Mercenaries if your own Troops have collected enough loot Gold from the base you're attacking. The cost is immediately subtracted from your collected loot. If you don't have enough loot, the Mercenaries are greyed out (like used Troops are).
I suggest the cost could be 40% of the training cost for regular troops, but in Gold. Some examples:
- Barbarian lvl 4 (100E to train) cost 40 Gold as Mercenary
- Wizard lvl 5 (3,500E to train) cost 1,400 Gold as Mercenary
- Dragon lvl 3 (33,000E to train) cost 13,200 Gold as Mercenary
For Dark Troops, there needs to be a converter, since Dark Elixir is much more precious than regular Elixir. To use Dark Mercenaries, you need to pay 40% of their training cost in Gold, multiplied by 150. Some examples:
- Hog Rider lvl 2 (45DE to train) cost 2,700 Gold as Mercenary
- Witch lvl 1 (250DE to train) cost 15,000 Gold as Mercenary
Miscellaneous
- Mercenaries do not participate in Clan Wars.
- Mercenaries do not defend your homebase.
- The Mercenary Camp can not be moved.
- The Mercenary Camp can be removed by a builder (cost 17500E, 20min, no Gem-bonus).
- Mercenaries are impatient. They will break up Camp if not used within 48 to 72 hours after it was built.
Interesting Thoughts
In this section I'll be adding some ideas that were inspired by others, who replied in this thread. I'm not really convinced these ideas should be implied to the Mercenary Camp, but they might be, to balance out the concept.
- Only allow Troops with a healthlevel of 50% or more (at the end of a battle) in the Mercenary Camp.
- Place the Mercenary Camp 'off grid' (at the 'path' into the forest on the upper left side of the Village, for example), because some base designs have no available area to place a 3x3 building.
- For extra Gold, Mercenaries are more ferocious. Pay again (same price as stated under Using the Mercenaries) and get 7 sec of Rage! Similar action as BK-Ability: After Mercenaries are deployed, the Rage can be activated, the cost is subtracted from the loot.
I tried to keep the numbers (Camp housing space and Mercenary cost) balanced, trying not to overpower or overprice the concept. That doesn't mean these numbers won't need any tweaking, if my idea gets through to the devs.
I hope you can appreciate my idea, and I'm open to any comments. Just be constructive, as we all know it's easy to be blunt.
Special thanks to Gam069.
edit:
Adjusted housing space to avoid room for two Witches.
Added Golem to the list of excluded Troops (due to required housing space).
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Added 'Interesting Thoughts'
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Added another 'Interesting Thought'
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Added third 'Interesting Thought'