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Thread: [Attention] Defense should matter! Lets make winning defense MORE FUN! Plz Read

  1. #1
    Senior Member Dragonn's Avatar
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    [Attention] Defense should matter! Lets make winning defense MORE FUN! Plz Read

    Focusing only just attacking is cool, but I am pretty sure Supercell wants defense to matter. Anyways, these new suggestions are something I thought would make this game fair and make it enjoyable for us winning battle.

    New suggestions


    • If you lose an attack, all the troops you haven't used, flees due to low morale after losing. [Heroes will not flee if not used]
    • [Controversial] Hero that are deployed gets captured if they lose the battle, they can only be then released after paying a certain fee to the player that captured the hero. [Example: If I attacked Daddy and lost, the hero I deployed will get captured. I will then have to pay Daddy around 100k Gold, 100k Elixir, 10K Dark Elixir to get my hero back.]
    • I said this before and made a thread on it. Lvl 10 and 11 walls should take away some life of troops that jump over them. So if jump spell is deployed, the troop that jumps over the wall loses little bit life. This will fix the Hog spam and make wall matter!!


    EDIT:
    Quote Originally Posted by waymond View Post
    When a hero is captured can it be used by the defender? Can you capture multiple heroes at one time? Just wondering
    No, the defender cannot use it, they can only keep it locked up in a cage until the fee is paid by the attacked. The defender can only capture two hero at a time. If the defender wants to let the hero go (Just in case the attacker doesn't pay the fee) they can let the hero free so they can free some space up in the cage.
    Last edited by Dragonn; October 27th, 2013 at 09:34 PM.

  2. #2
    Forum Superstar Dualsabers04's Avatar
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    I like that last point. Like they got burned or electorates a bit.

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    When a hero is captured can it be used by the defender? Can you capture multiple heroes at one time? Just wondering

  4. #4
    Senior Member Dragonn's Avatar
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    Quote Originally Posted by waymond View Post
    When a hero is captured can it be used by the defender? Can you capture multiple heroes at one time? Just wondering
    No, the defender cannot use it, they can only keep it locked up in a cage until the fee is paid by the attacked. The defender can only capture two hero at a time. If the defender wants to let the hero go (Just in case the attacker doesn't pay the fee) they can let the hero free so they can free some space up in the cage.

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    Quote Originally Posted by Dragonn View Post
    No, the defender cannot use it, they can only keep it locked up in a cage until the fee is paid by the attacked. The defender can only capture two hero at a time. If the defender wants to let the hero go (Just in case the attacker doesn't pay the fee) they can let the hero free so they can free some space up in the cage.
    Nice I like this idea

  6. #6
    Senior Member CocTactics's Avatar
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    Quote Originally Posted by Dragonn View Post
    Focusing only just attacking is cool, but I am pretty sure Supercell wants defense to matter. Anyways, these new suggestions are something I thought would make this game fair and make it enjoyable for us winning battle.

    New suggestions


    • If you lose an attack, all the troops you haven't used, flees due to low morale after losing. [Heroes will not flee if not used] so If I only use 4 pekkas my other pekkas are gone for nothing?
    • [Controversial] Hero that are deployed gets captured if they lose the battle, they can only be then released after paying a certain fee to the player that captured the hero. [Example: If I attacked Daddy and lost, the hero I deployed will get captured. I will then have to pay Daddy around 100k Gold, 100k Elixir, 10K Dark Elixir to get my hero back.] 10k dark elixir for a hero? That's way too much. I don't think you should have pay to get heroes back.
    • I said this before and made a thread on it. Lvl 10 and 11 walls should take away some life of troops that jump over them. So if jump spell is deployed, the troop that jumps over the wall loses little bit life. This will fix the Hog spam and make wall matter!! Okay and I don't care.


    EDIT:


    No, the defender cannot use it, they can only keep it locked up in a cage until the fee is paid by the attacked. The defender can only capture two hero at a time. If the defender wants to let the hero go (Just in case the attacker doesn't pay the fee) they can let the hero free so they can free some space up in the cage.
    Replying in bold

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    Quote Originally Posted by CocTactics View Post


    Replying in bold
    You're right. I think the amounts should be lowered for recovering troops and I misread the first bullet before. I thought it was if your camps were full and you were raided you lost the troops because they were afraid and had low morale. I do not want to lose all of my troops when i don't win a raid. That would make it impossible to drop trophies quickly and it would be a waste of troops whenever raiding the quitters with unprotected full collectors.

    Waymond: Clan Leader of The Frontier
    Maxing out TH8

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    well... after reading this i know what the defination of stupidity is.... horrible suggestion sorry for the bluntness.

  9. #9
    Centennial Club kellexan's Avatar
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    Absolutely stupid.
    TH - 8
    LVL - 64
    Clan - LeagueOfLoners
    Status - Farming/maxing

  10. #10
    Senior Member BlueFingers21's Avatar
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    Focusing only just attacking is cool, but I am pretty sure Supercell wants defense to matter. Anyways, these new suggestions are something I thought would make this game fair and make it enjoyable for us winning battle.

    New suggestions


    • If you lose an attack, all the troops you haven't used, flees due to low morale after losing. [Heroes will not flee if not used] So if I'm farming, and just use enough troops to get the resources I need, then I lose them? That's bull.
    • [Controversial] Hero that are deployed gets captured if they lose the battle, they can only be then released after paying a certain fee to the player that captured the hero. [Example: If I attacked Daddy and lost, the hero I deployed will get captured. I will then have to pay Daddy around 100k Gold, 100k Elixir, 10K Dark Elixir to get my hero back.] Nobody would ever use heroes in attacks ever again...
    • I said this before and made a thread on it. Lvl 10 and 11 walls should take away some life of troops that jump over them. So if jump spell is deployed, the troop that jumps over the wall loses little bit life. This will fix the Hog spam and make wall matter!! Maybe, but players who use hog riders, use heal spells, and players who use jump spells, use witches. Skeletons are expendable and heal spells can heal hogs right back up


    EDIT:


    No, the defender cannot use it, they can only keep it locked up in a cage until the fee is paid by the attacked. The defender can only capture two hero at a time. If the defender wants to let the hero go (Just in case the attacker doesn't pay the fee) they can let the hero free so they can free some space up in the cage.

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