Troop Enchantments with Dark Elixir (Idea In Progress)
It's pretty trick to name this new feature correctly, but here is an idea I had for the game.
The idea is to include temporary ability upgrades to elixir troops using dark elixir. Spending dark elixir on your elixir based troops would give you an edge in battle that you didn't have before. Each elixir troop would get a unique ability when you spent a little extra dark elixir on your troops. This temporary upgrade would only last one battle, even if you had troops left over afterwards. If you wanted to "re-enchant" your troops with their unique abilities you would need spend more dark elixir.
How much would it cost?
The amount of dark elixir you spend will be based on the number of individual troops you have trained at the moment. For example if you had 100 barbarians in your army camps, it would cost 100 dark elixir to enchant them all (Given the cost is 1 DE per Barbarian). The cost would get progressively more expensive.
Barb: 1de per unit
Archer: 2de per unit
Goblin: 3de per unit
Giant: 10de per unit
Wall-breaker: 12de per unit
Balloon: 20de per unit
Wizard: 30de per unit
Healer: 50de per unit
Dragon: 200de per unit
Pekka: 500de per unit
Much like how you can customize an army, you could also customize how many units had their unique ability active for the match. Given you have 200 barbarians trained, if you only had 100 dark elixir available you could spend that 100 dark elixir to enchant 100 barbarians (or 50 archers, 10 giants, 5 giants, 2 healers). If you had 5 Pekkas trained and only 1000 dark elixir you could spend that 1000 on enchanting a maximum of 2 Pekkas. I realize the costs are very steep, but given this will make the already OP offense more powerful, i'd say these prices are fair. If you wanted to enchant every troop in a Th8 GoWipe (excluding golems) then it would cost
TH8 Mass Dragon would cost 10 Dragons * 200 de per unit = 2000 dark elixir
How would the abilities be activated?
To active a troops unique ability you would simply re-tap the troop in the bottom of the attack screen. (Same way as you would active a hero ability) If the troop was unselected you would need to double tap the troop to activate. If you had already launched all of your enchanted troops and they died but hadn't activated the ability, you would lose the dark elixir you spent. It would be wise to activate the abilities as your launch the troop to get the full effectiveness.
*If there is a better way I would love to hear, this would introduce difficulties and confusion in battle.
What are the abilities?
Barbarians: Progressive Overload - The longer a barbarian stays alive in battle, the more damage it can deal out. Every 5 seconds barbarians on the field will receive a 10% damage boost. The boost will not effect their health and it can be stacked onto the BK's Iron Fist or a Rage Spell (not both though).
Archers: Long Range Specialist - Every archer on the field can now engage targets 3 tiles longer than they previously could. The speed of each shot is also increased to compensate for the distance. Archers will still attack closest building in range though, they will just have less amount of distance to move before they are able to fire upon each structure.
Goblins: Trap Recon - The Goblins have gained a new ability in battle intelligence. On top of seeking the nearest resources building, they will also be able to locate traps on the field and disarm them. The nearest structure will take priority. If a Goblin locks onto a trap it will have the same icon above the trap area as it does when any other building is targeted.
Giants: (in progress)
Wall-breakers: Blast Radius Boost - Each wall-breaker can now damage up to 3 tiles on death instead of the previous 2.
Balloons: (in progress)
Wizards: Spell Support - Now wizards have multiple spells at their disposal to launch. Defensive buildings can now be frozen, Troops can be enraged and healed shortly with a shot from the Wizard.
Healer: Healing Wave - The splash area of the Healer's magic is now increased. Heals more troops with a wave instead of the concentrated burst she normally shoots.
Dragon: (in progress)
Pekka: Conductive Armor - Learning from previous mistakes, this upgraded armors allows Pekkas to take 0 damage from hidden teslas.
Endnotes
Couldn't think of names or ideas for all of them haha, help is appreciated. Also i'm unsure if this is in the right sub forum. It is technically not a new troop or a new spell. Possibly this would introduce a new building, possibly something like a Dark Laboratory or Enchantment Building. Post ideas adding onto this such as improvements on the mechanics of it or new ideas for troop abilities. Thanks!
Awesome, and very unique idea, but how would the player specify what single barbarian unit out of those 100 barbarians had the boost? I would suggest the solution that the player have a separate square with the boosted Barbarians when they go into battle, separate from the other barbarians, that way the player can chose when and where the boosted troops will go. i hope that makes sense.