New Idea's for GUI, Spells, Tweaks
idea:
Mixing cauldron
This would create a spell mixing frenzy and promote chat in the game. Other than replays there isn't much to talk about and bond over as a clan. A lot of convos die because players don't have the troops that you're talking about.
A cauldron would open possibilities for all!
Key differences:
- Used exclusively for mixing spells.
- A finished spell contained within an amulet
- Spell Ingredients: spells, random stuff dug up whilst clearing the base, and amulets, (maybe created troops also! with funny animations)
- pre-mixing upgrade unlocks complex spells
- Ingredients put in can't be taken out of the pot
- ingredient order matters
- Ingredient quantity matters
- Cast taunt spells
- Summon enchanted characters - Highest form of complex spells summon and lock enchanted characters to amulets for later use.
- Enchanted characters - These spirits don't directly interact with the troops/defences. They are indirect (cheng :D)
- donate and steal amulets
- number of ingredients that combine into a spell are of variable length and must be discovered
- some spells may only work for a certain promotional/seasonal time
Cauldron dynamics:
Like traditional spells which mix 'head of dragon', 'feet of toads', 'eyeball of cyclops' etc the spells you mix won't necessarily make sense as in cancelling each other out during the mix. The thing that will matter more is combination.
Whilst mixing the spells they will not act on one another only once bottled into an amulet can the action of these spells be seen.
On upgrade of the cauldron you will get the ability to pre-mix ingredients starting with a 2-slot pre-mixer, then a 3-slot and finally the ability to mix dark spells into the mix.
Pre-mixing will allow players to combine for example, a jump and poison spell before placing the result into the pot.
To place spells into the cauldron you would use an interface similar to how you donate troops which instead will show available spells. Each spell dropped in would change the colour of the mix.
The colour could hint at the spells potency so that players would have some hint that they are close to a combination that will do something. The next spell added to the mix could ruin all their efforts:
"3xlightning then 2xrage then 1xhast... Noooo.... it's not the jump spell!!"
Players would need to collaborate to find effective combinations.
When in a glowing whitish fury the player would know the spell was ready to do **something. They could bottle this or continue.
Whilst they could expect **Something to happen from this spell they would have to figure out WHAT that is!! They could be tested to a certain extent by using the goblin challenge maps, however the spells which effect Hero's and Clan Castle troops (which aren't in the challenges) could only be seen unless in a game.
Spells created from mixing would show alongside spells in game but also be able to be placed into a area of the map as a trap with a hit-radius. After detonation it would disappear.
I doubt there would need to be a limit if time taken to create base protecting spells is calculated properly. It's spell-cost would also be a factor for people to consider.
Spell dynamics:
The fact that some spells can't be tested fully until in battle would make for some amusing replays. For example a person trying a new spell may suddenly conjure up butterfly's in the placed area. In this same example the butterflies which seem silly may distract the archer queen from both sides for a few seconds so experimentation, placement and timing will be key. Other bogus spells could be a pork-shank for the king who may jump into the air with surprise, tie a napkin around his neck and whip out a knife and fork to tuck in like a gent!
Argument spell: Some spells may cause troops to fight amongst themselves, this would be disastrous if placed to close to your own troops whilst testing but great for placing near the enemy clan troops.
Taunt spell: Spells could be created to put remaining troops into taunt mode - there would be many different taunts dependant on the spell. This would very dangerous to try whilst under fire so timing would be key and of course this would still take up space. This may promote revenge attacks.
Back button spell: would allow you to go back to the previous base when searching for bases to attack. (If that base had come under-fire in the meanwhile the spell will return you to the base (the cackle of a witch will be heard)
Weaken spell: Halves the hitpoints of those in the effected*** for the duration of the spell.
Toughen spell: Doubles the hitpoints of those effected*** for the duration of the spell.
***Both the toughen and weaken work differently to heal. The troops in the initial drop radius carry the effects where they go in the same way that the kings rage moves with him.
[Side-note about revenge attacks:I think there should be a revenge bonus also which is lower that the loot bonus but some kind of reward that makes it worthwhile - especially in master league where revenge just isn't worth it.]
The enchanted
Mixing a very complex combinations it is rumoured that one could summon beast of the underworld, beasts of un-worldly powers... Moahahaa....haaaa!!: These combos would take a while to make (hours/days).
The enchanted are transparent and drift at a very slow speed. Whilst they are unable to directly inflict damage, interact with, or even be seen by living troops of either side directly they may cause mischief.
I say living specifically, because the dead troops (witches and skeletons) will be able to see and fairly easily kill these ghouls!
This means that for lower level bases the skeleton traps will be the best defence along with cc witches.
Beckoning the enchanted: The enchanted are placed onto the map by dropping the amulet which contains them. If you tap of the icon for the amulet you will beckon the enchanted back in the amulet.
You can drop and beckon only once per battle - If the enchanted don't make it back they are lost and doomed to drift aimlessly in limbo!
Getting ravaged by skeletons or the timer running out are two examples of things that would prevent an enchanted from returning.
Note: Only some types of enchanted can be beckoned.
Ideas for the Enchanted:
- The Reaper: A reaper-like who character who can resurrect weaker, slower, zombie-like versions of the troops by walking within a radius of where they died. Because of his weakness he is unable to survive skeleton traps so you wouldn't want your enchanted to venture too deep into a base. You would likely use the enchanted to summon groups of troops in high splash areas (maybe now not-so-high-splash) in the hopes of turning a 40-ish% to a 50% attack. This character can be beckoned.
- The Jinx: A cheeky enchanted that can move, detonate a couple traps before disappearing - this one can't be beckoned.
- The Clepto: A collector of amulets - he must be weary of skeletons though! Brings back amulets to you. Must make it back in time. Some spells may need amulets as ingredients. This character must be beckoned to collect amulets and can be reused. The amulets collected would be those left as traps.
This would open the door to spells which could work seasonally or spells that could be used in obscure situations. It would create fun exploration within the game and be something to spend gems/elixir/gold/dark elixir on. Imagine all the youtube wizard spell-mixing master classes :D
Amulet Dynamics
Donating amulets: The amulets can be donated to clan members for use as they wish. It would potentially allow weaker players a chance to fight the big bases they dream of in reward for toiling away with spells and working with the team. The difficulty getting the ingredients, the expense, and the time taken to mix stuff in the cauldron would regulate the use of this ability.
Amulet capacity: Would be linked with spell use. Spell-xp and TH combination.
I just spent way to long on just one of the ideas... the others:
- Ability to perform bulk actions especially kick!
- Some kind of scoring system that works out a number for what you've donated based on expense and capacity and a way of automatically ensuring that players can only request or donate a specific amount either-side of this metric. This will stop people just leeching or going overboard with donations troops and allow elders and co to be able to enjoy the game without worrying about toe-rag! The threshold would be set by the leader eg infinite donations/-4000points caped request points. At the moment I've tried a balancing system but 1xDragon(level4) for 20xArchers(level1) doesn't seem fair. Even if the metric ignored the level, it would be good.
- A tab for status changes separate from the clan chat in this tab you would see the number of msgs that are un-viewed and could 'read-all' with a button to remove them. It would show people coming and going from the clan (leaving the clan chat free of traffic-spam). It would also show who donated what to you eg 'SuperKila donated you 2x Goblins'. Sometimes I want to thank/repay people for great troops but many are too humble to take ownership for doing good things.
- Some stats on the clan page to allow me to see when they joined or last seen.
- Ability to resume clan war configuration - its a pain having to remember who was in the last selection.
- a way to link to youtube videos from in game - Would be great to share some tutorials with the clan
Kind regards,
Wuntenn(leader), Clan: We Arr Wunn