heal left over attack troops for a cost and time that varies on damage taken
When you finish a attack and get a 100% and you have so many left over troops in the battle that just dissappear. Instead of having the troops disappear, like in real war you get them back but you have to pay a minimal price compared to remaking of the original troop based on the damage recieved in the attack. Then you must to pay more or less varying on the degree of how hurt the troop is up to the full price of the original cost of the troop (though the troop is still alive at the end of the attack) and the time to heal the troop is based on the degree of damage the troop has taken much like the cost to heal them. For example a troop like a wizard survives an attack with 50% health at lvl 5 you get the troop back and in a seperate barrack you heal the troop for 1750 elixer instead of making a new wizzards and it takes half the time to heal the surviving wizard much like the cost. And if a troop survives with full health you must pay a very minimal price to have them back for ex your archer survives u pay 10 elixer to get it back when it is at full health. Thank you for the consideration
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supercell already knows this idea is wanted, please read the stickies before posting.
Troop Related: * When heroes get defeated, they drop packages of Dark Elixir similar to tombstone process * Hero gear: collect/equip boots/gloves/armor/helm/belt/weapon(s) items like many other games * Ability to select order CC troops deploy (Slide/rearrange icons in CC info screen for sequence?) * New troop that targets support buildings (non defenses or resource buildings) - - - - - - - - - - * Way to toggle hero guard/sleep while they're injured (button disappears) to set action after healed * Keep troops that survive a battle
thanks for the pic Hamfalcon If I post a negative response, it's because my goal is to improve ideas, not lie to their creator.