"Terrain" feature request
Hi everyone!
I have come up with what I believe is an original and groundbreaking improvement for the best game in the App store, Clash of Clans. This is “terrain” customization. Ever wondered what to do with all that excess elixir? Here’s a solution.
How it works:
All squares may be in one of three positions: raised, ground, lowered. The rules are:
- All squares under a building must be at the same height.
- No raised square may be adjacent to a lowered squared.
- Raising/lowering a square cost elixir, and requires a free builder. The build is instant (like Walls)
- However, all squares under a continuous section of walls do not need to be at the same height.
The pros and cons of each position (the ground position is as currently):
Raised:
- 20% less damage by ground troops attacking from ground position (except wallbreakers)
- 20% more damage from air attacks and lightning
Ground:
- 20% more damage by ground troops attacking from raised position(except wallbreakers)
- 20% less damage by ground troops attacking from lowered position(except wallbreakers)
Lowered:
- 20% more damage by ground troops attacking from ground position(except wallbreakers)
- 20% less damage from air attacks and lightning (Dark Elixir Storage? :))
Build Costs:
| Th Level |
Cost (Elixir) per square |
| 1 |
100 |
| 2 |
500 |
| 3 |
1000 |
| 4 |
2000 |
| 5 |
3000 |
| 6 |
4000 |
| 7 |
5000 |
| 8 |
6000 |
| 9 |
8000 |
| 10 |
10000 |
Note that a 3x3 building requires the raising of 9 squares (= 90000 elixir at TH10, 45000 elixir at TH7, 900 elixir for a beginner). The costs may be changed.
Benefits:
- Another dimension to defense/attack which is consistent with real life!
- Unique town geography!
- Awesome graphics (assuming Supercell do their usual good job J)!
- Lightning spell is less effective on DE storage.
- Well balanced, e.g. raising walls makes them harder to break (although the Wall-breaker is unaffected), but any ground troops which get past will do 20% more damage to the next building if it isn’t also raised too.
Other Notes:
- Clan castle troops vs normal ground troops: the “higher” troop receives a 20% damage bonus.
- A drag-select and drag system may be useful for raising/lowering many tiles at once.
- Once constructed, raised/lowered tiles may be dragged around at no cost (otherwise it would be expensive to change village layout).
- Defensive buildings do the same damage to attacking troops as before (no change).
- The damage multiplier of 20% may be appropriately adjusted.
Please post comments/feedback! I have thought about this for a while so I hope it is a coherent proposal for your and Supercell’s consideration.
Jerry
Original idea, but think about its effects...
I approve of its originality, and it would be nice to see if the following problems are fixed / prevented.
However, think about its effects to the servers, your iDevice, and to players themselves. It wouldn't work.
1. LAG
- Complex terrain to load, will cause graphics to load longer
- Stress on servers, more maintenance breaks, more unhappy players
- Not good for your iDevice either (depletes battery life, makes it slightly older lol)
2. Graphical weidness
- Even if the terrain changes slightly, the buildings and walls will look weird (up and down)
- Troops going up and down as well
- Would be strange if the tiles are cubical and you can see dirt on the side, but if connected, more lag will follow
3. Logical sense
- Adding this would mean that the terrain would be rugged in the beginning (to make sense), which would mean spending of elixir to even out the landscape to actually be able to build a centralized base (NOT good for lower leveled players who have enough to worry about in their early days)
- Common sense tells us that it would be strange if you can controll, to this far of an extent, what your terrain looks like (sort of godlike?)
4. Everyone would be making similar bases
- Everyone would put important buildings on elevated ground, other stuff on level ground, and the rest of the base on low ground (e.g. can only spawn troops on low ground)
5. People would have a harder time strategizing for attack and defense at the same time
- More people quiting the game due to headaches from too advanced gameplay
If these potential problems are fixed / prevented, it would be an awesome feature.