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Thread: Defense vs Magic!

  1. #1
    Trainee
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    May 2014
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    Defense vs Magic!

    Hello, it'd be cool if you can build something like A TEMPLE, that simply prevents any magical spells being cast among its radius. Available same TC level as the Spell Pool, TC level 5 I think, but requires the Spell Pool first. Hey can't learn to prevent magic if you haven't learned magic!

    The Temple does nothing to fight units, just a spiritual looking building that sits there and... looks nice. However, as long as its standing, maybe take up a 2x2 or 3x3 block, w a defensive radius of 3x for Level 1-3. So attacking player must first destroy Temple before casting any magic in its radius. Magic can still be cast outside of its radius, so player holding temple is not completely protected, making him choose what's more important to protect.

    As first 3 levels are same radius, ea level increases its Hitpoints, giving longer protection against magic.
    Levels 4-6 have a radius of 4x tiles, ea increasing HItpoints still...
    Levels 7-9 are 5x radius increasing HP ea,
    L10 covers whole map.

  2. #2
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    Smile

    I also thought, the Temple building can not be damaged by any magic units, Wizards, Minions, etc. If unit attacks with any magic effect, it has no effect on Temple...
    Or for designers to decide, edit option; magic units have 50% effect damaging building, or something to the effect. This will encourage everyone to keep balance between standard units and magical units.

    Also, when the TC gets higher level, like 7 or 8, allow a second Temple to be built.

    Just a suggestion adding to my already great idea!

  3. #3
    Junior Member
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    I reckon a 1x1 or 2x2 area for the building and have the same range as wiz tower or make it 4x4 and hav it guard selected areas for no spells

  4. #4
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    "Magic can still be cast outside of its radius, so player holding temple is not completely protected, making him choose what's more important to protect. "

    I think that the temple should also be able to stop spells dropped on it's range's perimeter to work within it's defence area.

  5. #5
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    Quote Originally Posted by Justinyan View Post
    "Magic can still be cast outside of its radius, so player holding temple is not completely protected, making him choose what's more important to protect. "

    I think that the temple should also be able to stop spells dropped on it's range's perimeter to work within it's defence area.

    No cause than it would almost defeat purpose of Being there. But to clarify... if spell dropped near by the Temple, than the area still covered by Temple Radius is still protected. The area outside the Temple Radius, unprotected, is damaged if within spell effectiveness...

    So imagine a Lightening storm dropped as close to temple radius as possible. Consider the bolts of lightening are striking everywhere around temple radius, but everything within the radius is untouched. It would almost look god is protecting temple...
    another idea come to mind typing this. Say it happens, a spell dropped somewhere near Temple, while watching the drop float to ground still nothing happening, still quiet... same time the effects of spell strike, an instant flash of light strikes from sky, and shines a ray of light down surrounding temple Radius, as if god is laying his hand on the area for a moment. As spell fades, the light fades.

  6. #6
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    see my other thread about Magic

    I think this idea of Temple defending against spells is great, but what would make it better, is having many more spells added to game. I mean, come on... Only 5x spells currently in game. Could do much better.

    I been working on thread improving my idea of Spell casting, Spell factory, with spell book, and not everyone having the same spells as everyone else... but would really make a Temple Defense much more effective when protecting against many more Spells....

    Check out my other thread if intrigued by the idea of adding more spells.
    http://forum.supercell.net/showthrea...EW-SPELL-IDEAS

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