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Thread: Teleportation spell

  1. #1
    Fresh Spawn
    Join Date
    Dec 2014
    Posts
    4

    Teleportation spell

    Objective of spell:
    -teleport units from one area to another

    The spell itself is made up of two sub-spells, entrance and exit.

    Troops affected:
    -all enemy or friendly ground troops in the area entrance spell

    Economy:
    -bought from the spell factory as one whole spell together (both halves of the spell are bought as one spell)

    Entrance sub-spell:
    -takes troops into the teleportation void until housing space is full then it disappears
    -has a given area of affect (circle) which is upgarded with the spell, maybe start off with a diameter of 6 squares
    -takes in troops in order of how close they are to the centre of the spell's circle of affect (closest to the centre first)

    Exit sub-spell:
    -troops exit the teleportation void from here
    -has an area of 2x2 square, which is not upgraded
    -once dropped it remains open
    -troops have a half second delay of disorientation from the spell (a sub-affect), in which the unit stays still in the exit sub-spell area and affects all units
    -troops exit the same order they entered the teleportation void

    Teleportation void:
    -the area which the troops wait between entering and exiting the teleport
    -has a set housing space to hold troops which is upgraded with the spell, maybe start off with 30
    -troops do not fight while they are in the void

    Way the teleportation spell works (ordered):
    -troops are spawned and fighting
    -entrance sub-spell is dropped and projects the area of affect
    -troops within that area are swallowed into the teleportation void until housing space of the void is full
    -entrance to teleportation void closes
    -exit sub-spell is dropped
    -troops exit in the order they entered the teleportation void
    -each troop has a half second delay as soon as they exit, which is disorientation sub-affect of the spell, before fighting again
    -exit is open for the rest of the match

    Limits:
    -troops must be present on the battle field before the spell is dropped (i.e. no spawning units directly into the teleportation void)
    -Barbarian King and Archer Queen cannot be teleported by this spell (maybe flying units as well due to them being to far from the centre of the spell)
    -entrance sub-spell is always dropped before the exit sub-spell
    -no teleporting troops from different matches (just no), spell only works for the same match it starts in
    -the teleport spell takes up two slots in the number of spells one can have
    -entrance and exit sub-spells can't be bought seperately

    Please tell me what you think.

    From,

    C3aptain (Emperor in-game)

  2. #2
    Fresh Spawn
    Join Date
    Dec 2014
    Posts
    4

    Forgot to add this

    Quote Originally Posted by C3aptain View Post
    Objective of spell:
    -teleport units from one area to another

    The spell itself is made up of two sub-spells, entrance and exit.

    Troops affected:
    -all enemy or friendly ground troops in the area entrance spell

    Economy:
    -bought from the spell factory as one whole spell together (both halves of the spell are bought as one spell)

    Entrance sub-spell:
    -takes troops into the teleportation void until housing space is full then it disappears
    -has a given area of affect (circle) which is upgarded with the spell, maybe start off with a diameter of 6 squares
    -takes in troops in order of how close they are to the centre of the spell's circle of affect (closest to the centre first)

    Exit sub-spell:
    -troops exit the teleportation void from here
    -has an area of 2x2 square, which is not upgraded
    -once dropped it remains open
    -troops have a half second delay of disorientation from the spell (a sub-affect), in which the unit stays still in the exit sub-spell area and affects all units
    -troops exit the same order they entered the teleportation void

    Teleportation void:
    -the area which the troops wait between entering and exiting the teleport
    -has a set housing space to hold troops which is upgraded with the spell, maybe start off with 30
    -troops do not fight while they are in the void

    Way the teleportation spell works (ordered):
    -troops are spawned and fighting
    -entrance sub-spell is dropped and projects the area of affect
    -troops within that area are swallowed into the teleportation void until housing space of the void is full
    -entrance to teleportation void closes
    -exit sub-spell is dropped
    -troops exit in the order they entered the teleportation void
    -each troop has a half second delay as soon as they exit, which is disorientation sub-affect of the spell, before fighting again
    -exit is open for the rest of the match

    Limits:
    -troops must be present on the battle field before the spell is dropped (i.e. no spawning units directly into the teleportation void)
    -Barbarian King and Archer Queen cannot be teleported by this spell (maybe flying units as well due to them being to far from the centre of the spell)
    -entrance sub-spell is always dropped before the exit sub-spell
    -no teleporting troops from different matches (just no), spell only works for the same match it starts in
    -the teleport spell takes up two slots in the number of spells one can have
    -entrance and exit sub-spells can't be bought seperately

    Please tell me what you think.

    From,

    C3aptain (Emperor in-game)
    Unlocks at spell factory level 6

    Level 6 Spell factory
    Spell factory upgrade cost: 6,400,000
    Time to upgrade: 7 days
    Town Hall level required: 10
    Hit points: 665
    Spell capacity: 6

    Level 1
    Cost of spell: 36,000 Elixer
    Damage: 0
    Teleport Void Housing space: 30
    Diameter of entrance spell: 6 squares

    Upgrade cost: 3,500,000 Elixer
    Time to upgrade: 10 days
    Lab level: 8
    Level 2
    Cost of spell: 42,000 Elixer
    Damage: 0
    Teleport Void Housing space: 40
    Diameter of entrance spell: 8 squares

    Upgrade cost: 7,000,000 Elixer
    Time to upgrade: 14
    Lab level: 8
    Level 3 (max lavel)
    Cost of spell: 48,000 Elixer
    Damage: 0
    Teleport Void Housing space: 50
    Diameter of entrance spell: 10 squares

    Please let me know what you think.

    Many thanks,

    C3aptain (Emperor in-game)

  3. #3
    Pro Member divyam121's Avatar
    Join Date
    Dec 2014
    Location
    inside my village's townhall
    Posts
    680

    Not gonna work

    this way anyone could get their troops in centre of the opponents base. think some taking pekkas and wizzards directly in centre of your base where townhall and storages lie without caring of defence????

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