Well, ummm, yeah. Prepare for a wall of hurriedly typed text.
Hello, first post, yes I did read the stickies. But, I’m still gonna post the same boring new/nooby suggestions that every first timer on the forums posts >:D
Firstly:
Building and Troop customization. This was probably in the stickies, and I missed it. Meh.
As you level up buildings, you get points to spend on various areas, such as damage per attack, and health. I know “special attacks” were mentioned somewhere, and I liked that idea so I’ll include it.
Imma give an example for a cannon. The ones that are ticked bold are the ones points need to be spent on.
Name: Old Faithful
Damage Per Shot: 8
Rate of Fire: 4
Health: 700
Preferred Targets: Units with health below 120.
Chance of Freeze Shot: 3/50
Chance of Triple Shot: 19/50
Chance of Random-Freak-Occurrence: 5/666
In this example, Old-Faithful rapid fires low powered shots in order to deal with hordes of weak enemies. Certain variables, such as the rate of fire, would cost more upgrade points than things like health. E.g. 5 Upgrade points for +1 Rate of Fire, vs. 1 upgrade point for +50 health. Obviously my system is not balanced or accurate with the game, but it serves as an example.
With this example though, rate of fire and damage per shot are linked. The ratio in the example is 8:4, but that could be changed with sliders, the higher the fire rate, the lower the damage. This ratio could be changed free of charge.
The “special abilities” are unlocked at about 1-per-level-up-ish.
Secondly:
Clan troop donation overhall. The general idea is that players put troops in a “bank” as donations or tax. Players can then select what troops they want from the bank. However, to prevent abuse, the troops can only be accessed by certain ranks in the clan. There is also a cooldown period for the troops selected, which could be potentially increased depending on the strength/training time of the troop.
Troops could also go through a moderation process, elders/co-leaders need to approve of the troops before they were made available to the masses. (This is an idea I haven’t developed much).
Thirdly:
PvP battles. This was definitely mentioned, but I’ll add my two cents anyway. Perhaps I’ll put this in a spoiler if I can find one (I’m new here, I don’t know the UI properly yet, plus I’m typing this on word).
How the system works: Two players with armies worth (roughly) equal amounts of elixir enter an area which is about the size of a village. It could be bigger, smaller, or differently shaped. They also agree on a betting price (gold), which can’t be more than 2x the amount of elixir in the armies (dark elixir troops are scaled up accordingly). If the player wins, they get the gold and are refunded their armies. So, what happens next?
Well, the battlefield is divided up into fifths (1 to 5 going across in bands). Team A can deploy in fifth 1 and Team B in fifth 5. This leaves the 3 fifths in the middle undeployable. Potentially, each deploy fifth could be overlaid with a colour of the player’s choice to make it more obvious (e.g. Red and Blue) with the middle fifth remaining white. From there it’s a choice of battle style (e.g. capture the flag, annihilation etc.). Within it though, there are structures and custom terrain. For example, archer towers and wizard towers can be activated by one team by filling them with archers or wizards. An archer queen could activate an x-bow, and a dragon an inferno tower. There could be others, like lighting spells for hidden teslas etc. Notice I mentioned terrain. I’ll talk about that later >:D.
This is all pretty basic, and already suggested, but I’ll address the elephants in the room. Spells and hosting costs. We all love spells, but, well… they’re completely OP against troops. So, what do you do? You use a troop that’s utterly useless when there are no bases to break into. The one, the only, the Wallbreaker. The low HP and high cost takes away some of the OPness of spells, and you could easily meat-shield the wallbreaker with a golem, giant, or pekka. To stop it detonating in the worst possible place you tap the wallbreaker to detonate.
As for hosting costs, well… have you considered the possibility of betting Gems? Same system, only supercell you have to pay 5% of the gems you bet to in order to start the game. Less gems = more donations.
If the game ends in a draw (e.g. 200 lv. 5 barbs vs. 200 lv. 5 barbs will wipe each other out) then you have the option to restart the match, or end it with no transfer of wealth.
The system limiting the time between matches is obviously troop training time. I’m not sure about awarding trophies for this.
Finally: Terrain.
To start changing the terrain of your village you need to build a quarry. This quarry is placed outside of your village area, and pretty much digs up dirt. This dirt can be placed to create hills and stuff, in a voxel kinda style, maybe with some diagonals in it – you guys can figure it out. They’re in 1x1 blocks, and buildings can only be placed on the flat. It takes twice as long to move uphill than on normal ground, and is twice and quick to move down. This adds one advantage to having high ground. Another option is increased range of turrets, and decreased range of shooty-troops (I’m tired man, cut me some slack). However, the hills have drawbacks. Cannons can’t shoot over 2 levels, or see troops through 2 levels. Archer towers, wizard towers, hidden teslas, inferno towers and air sweepers can shoot over a maximum of 4 levels, and can’t see through 5 or above. Unless you give them the ability to shoot upward diagonally. Mortars, x-bows, and air defenses can shoot anywhere. Why? I dunno, I just felt like they should be able to. The drawbacks to troops also apply to heroes. Walls can be placed anywhere on the hills. The amount of hills you can have is dictated by your town hall level. Creating speed bumps is an interesting strategy, lots of little 1 high hills to slow down troops, so I decided that troops can jump across 1 wide gaps, ‘cos why not?
Now, I lied about hills being the last thing. Here’s the real last thing (hopefully. I didn’t plan this post out so I dunno what’s gonna happen). A group of villages forms a clan, a group of clans forms a nation. Within the nation, each clan’s members get a plot of land in a grid, where they deploy their resources (only defenses and walls). The leader of the clan gets the middle plot and places his town hall. Together they form a “super-base” and the nation goes to war with another nation. Of course, the leader gets perms to edit all of the plots, and so do co-leaders. The attacks on these bases last the duration of the war, and the damage stays. So, one player can attack it and deal damage, and another player can attack in a few hours later, and build upon the damage the first player dealt. These bases have 11 stars (10% each and one for the town hall). The best clans have all their attacks at the same time in order to deal maximum damage. Depending on the % damage you did, you get that percentage of the loot from the raid. This stops new players from getting OP amounts of loot. Yes, I know this idea is particularly crazy, but it might work.
Anyways, that’s me.
I lied. I have a question. Where do trophies come from? There’s a finite amount of them due to the way they are traded through attacks and we all start with zero, so, where do they come from?
TL;DR: PvP, Mountains Fortresses, Super Wars, Troop Banks, and Building customizations.