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Thread: Defensive Campaign Variation

  1. #1
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    Defensive Campaign Variation

    Currently the game provides a Goblin Campaign to help new players learn what works best in attacks.

    It would be great if there was a variation of this concept as a Defensive Campaign. It would consist of different levels of Supercell generate raiding armies with supporting spells that would raid a player's base upon request. It would be nice if the raid didn't actually remove loot from the player's total but this feature could be level dependent as well.

    This would help new players develop defensive strategies before entering the PVP phase of the game and/or help with defensive experimentation (at any level). Loot could be awarded based on how well the base is defended. I think this would have a significant impact on overall base design by allowing Players to test slight modification to their bases against a raiding army/spells of consistent composition thereby improving the planning tools for base construction which would be available to all players.

  2. #2
    Junior Member Tronixton's Avatar
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    I think this would add some good variation to the campaign and make it easier for lower level players to say.... not build corner bases.


    p.s. making the campaign bigger/give more loot is in the sticky. walking a thin line.
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  3. #3
    Forum Hero Tiler's Avatar
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    Check out Goblin Assault in my sig. If you're looking for something like that, feel free to bump it. If that's not what you're after, please expand

    The other thing it looks like is a way to test defenses, which also exists on the forums, but I don't think quite in the way you're describing
    Last edited by Tiler; December 9th, 2014 at 09:42 PM.
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  4. #4
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    Quote Originally Posted by Tiler View Post
    Check out Goblin Assault in my sig. If you're looking for something like that, feel free to bump it. If that's not what you're after, please expand

    The other thing it looks like is a way to test defenses, which also exists on the forums, but I don't think quite in the way you're describing
    OK so I had envisioned the same look and feel of a Campaign (i.e. a map that would provide sequential levels that could be accessed anytime). So when I searched the forum for the concept, I looked under all "campaign" related posts. Now that I've read your Goblin Assault thread, I think my suggestion is a similar concept of what you are proposing but repackaged as a campaign variation. I also think the reward system should mirror the Goblin Campaign.

    Another difference between our two posts in the rational. I see this as a defensive training ground similar to the current campaign model as opposed to a week-to-week feature that could negatively impact Supercell's profit margins ;-)

    It would be nice to include spells to better simulate an actual attack but that may not be practical considering the complexity required for programming such a thing.

  5. #5
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    I like this idea very much, in the start of the game the goblins attack you, you attack them back, ( They attack you back? Theres a thought

  6. #6
    Forum Hero Tiler's Avatar
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    Quote Originally Posted by And1Rlz View Post
    OK so I had envisioned the same look and feel of a Campaign (i.e. a map that would provide sequential levels that could be accessed anytime). So when I searched the forum for the concept, I looked under all "campaign" related posts. Now that I've read your Goblin Assault thread, I think my suggestion is a similar concept of what you are proposing but repackaged as a campaign variation. I also think the reward system should mirror the Goblin Campaign.

    Another difference between our two posts in the rational. I see this as a defensive training ground similar to the current campaign model as opposed to a week-to-week feature that could negatively impact Supercell's profit margins ;-)

    It would be nice to include spells to better simulate an actual attack but that may not be practical considering the complexity required for programming such a thing.
    Okay, that helps me understand your post better. I like this idea as a more passive feature rather than an event, very cool!
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