My proposition is to add an Aura Tower, which will project an aura over all buildings, buffing and debuffing buildings. The goal of this addition is to add more strategic depth and complexity to the game. When I checked today, this idea has not been explicitly ruled out or posted on.
General Description
The Aura Tower will project an aura over all buildings in the village, and when destroyed, will no longer project an aura. There are multiple auras one can choose from and can only be equipped one at a time (i.e. auras don't stack). Each aura takes a fair amount of time to research, has multiple levels, and is progressively more expensive at each level (possibly even more expensive than lab upgrades), encouraging one to choose an upgrade path and stick with it.
The Aura Tower will be available at town hall 8 because there are no new important defensive buildings at town hall 8 and because strategy becomes increasingly important at higher levels. Level 1 is available at town hall 8, level 2 at town hall 9, and level 3 at town hall 10.
Some Specifics So these ideas are not set in stone yet, these are just some rough ideas on auras that I think would add strategic depth and complexity if added to the game:
Fire Aura: "Your buildings shoot fiery projectiles now! These projectiles make it too hot to heal but also too hot for your buildings!"
Level 1: 5% DPS increase on all buildings (not traps), all healing is reduced by 50%, building HP is reduced by 15%
Level 2: 10% DPS increase on all buildings, all healing is reduced by 75%, building HP is reduced by 22.5%
Level 3: 15% DPS increase on all buildings, all healing is reduced by 100% (no healing), building HP is reduced by 33% Strategic goal: The fire aura aims to counter army compositions such as giant-healer and the heal spell. The battle will tend to end quicker as the attacker's potential health pool is diminished, and the defender's actual health pool is greatly diminished.
Counters: High damage troops combined with a large health pool
Arcane Aura: "Your buildings shoot arcane projectiles now! These projectiles deal tons of damage but lets your attacker take more loot!"
Level 1: +7 damage per shot for all buildings, +50% lost loot (so at town hall 8, there are no xbows which eliminates that problem. Additionally, +30% lost loot means that you lose 14% (base) + 50% of 14% = 21% lost loot)
Level 2: +10 damage per shot (halved for x-bows), +100% lost loot (24% lost loot total)
Level 3: +14 damage per second (halved for x-bows), +200% lost loot (30% lost loot total) Strategic goal: The tradeoff here is damage for loot. The defender is counting on his/her defenses doing enough damage to completely annihilate the attacker before the attacker can do damage on his/her resources. Additionally, I understand that the damage per shot instead of damage per second will indeed make x-bows and teslas extremely powerful, making them a more strategic target. The usefulness of this is negated on mortars, which have a slow attack speed already. Additionally, this finally makes use of the attack speed stat in a more tangible way.
Counters: healing, high health troops combined with
Disclaimer: This is probably the aura that needs the most work. It is extremely useful for trophy pushers, but not very appealing to farmers, and because of this, I get the feeling that this might be the only aura used for maxed out town hall 10 players. Suggestions are welcome (though I think debuffing health again would make it less interesting)
Poison Aura:"Your buildings shoot poison projectiles now! These projectiles deal percent health damage but reduce base damage!"
Level 1: +5% damage based on health, -12% base DPS
Level 2: +7% damage based on health, -16% base DPS
Level 3: +9% damage based on health, -20% base DPS Strategic goal: This aura is meant to counter high health troops, such as golems, pekkas, and dragons, but is less effective against tier 1 troops. Although this may seem redundant because the single target inferno tower already does this, the poison aura will especially help townhall 8 and 9's to counter golem and pekka attacks. Additionally, sometimes an inferno tower will not be enough damage or will be destroyed or frozen. These are strategic elements that the defender must consider, making this a choice that adds strategic depth.
Counters: low health troops, massed infantry
Disclaimer: As I do not have much personal experience with the inferno tower, I am not quite sure how to make this work better around the inferno tower. Suggestions are welcome.
Aesthetics
I am terrible with aesthetics, but some (even minor) change would be necessary to show what type of aura is being used.
Possible Controversies
These are topics I understand people may be concerned about:
-this will radically change gameplay
-everything is unbalanced
-constant balancing
-pricing
-current troops are not sufficiently powerful to overcome these auras
-Clash of Clans will become overwhelming and hard to play for those who lack strategy
Suggestions on these topics and any other are more than welcome
In summary The Aura Tower projects a specific aura but will no longer project one once destroyed. The aura adds buffs and debuff to buildings, which enhance the strategic depth of Clash of Clans by forcing the defender to make choices on tradeoffs for his/her village.
Please note that this is merely a work in progress and an idea I came up with an hour ago so many of the stats are a rough estimate on what I thought would balance the game (I did not have time to calculate everything out). Thanks for taking the time to read this, and any constructive criticism is more than welcome and I hope to see this implemented one day in some form.
i think ur idea is a good one, maybe need to be balanced (idk how to do this) and i think that price to change between them shouldnt be expensive, should be for free, BUT they would need gold or elixir to keep working, problably gold, cause then TH8-gold spend in def, TH9-elixir soend in def, TH10-dark elixir spend in def.
The problem is that this sort of thing is it is really really hard to balance. Inevitably one tree will prove to be much better than another, and what will happen is everyone will invest in that tree...then SC will nerf it and everyone will go crazy for a while. Then another tree will emerge as the best and everyone will switch to that.
This happens in all games with this mechanic. To get around this, these games typically make it easy to reset the tree or they reset everyone to some baseline level periodically.
Basically it's a lot of extra work in an attempt to provide individuality, but in fact the opposite tends to occur.
Last edited by dahimi; October 15th, 2014 at 05:46 PM.