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Thread: New trap

  1. #1
    Fresh Spawn
    Join Date
    Jan 2015
    Posts
    8

    New trap

    I have an idea for a new trap it would be called a cage trap

    It would capture attacking enemy forces and put them in your army camps after the raid is finished it would spring up and capture an enemy troop but it could be destroyed mid raid to release that troop so they can continue fighting.

    Now I know this would be called op but it would have a maximum carry limit and it can only hold one troop at a time and it can only hold groud troops excluding Giants, hog riders, wall breakers, heros and any air unit


    lvl1: unit capacity 1

    Max health 250

    Upgrade cost 10,000 gold

    Unlocked at th5

    Lvl2: unit capacity 5

    Max health 500

    Upgrade cost 50,000 gold


    lvl3:unit capacity 15

    Max health 1500

    Upgrade unlocked at th6

    Upgrade cost 100,000


    Lvl3: unit capacity 25

    Max health 2500

    Upgrade unlocked at th7

    Upgrade cost 250,000


    Lvl1 apperince a wooden cage with rope at the edges

    Lvl2 apperince steel cage with a door and a lock

    Lvl3 apperince a golden cage with a golden door and lock


    Please tell me what you thing and if it is op

    Sorry if this idea has been summited already

  2. #2
    Forum Veteran BattleBorn007's Avatar
    Join Date
    Jan 2015
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    Crushing Dreams On The IFR
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    Please read the sticky before posting this idea is ruled out
    Battle Related:
    *Ability to filter matchmaking by resources or trophies available
    *Capture live attackers and have them reassigned to your own clan castle, army camps, or new structure
    *Bonus/award if attacker skips your village – partial payment to you on match fee
    *On Offensive Battle Summary include resource cost of troops/spells used
    *Ability to assign 5 or so of your own troops to defend Town Hall, same AI as CC, smaller radius
    *Ability to transfer a revenge to a clan member or public hitlist
    *Auto reset/repurchase traps if you win a defense (shield didn’t activate, still attackable)
    *Add a small chance to “Steal/Win/Replace” spells on an attack victory (suggest 3-star only)
    *Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
    *Deactivate spell selection after casting to avoid multiple mis-casts, make user re-select if wanted
    *Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
    Clan: Clanless|Current League: Champions| Record: 3805
    TownHall 9 Level 104|201/250 Lego Walls|BattleBorn Approved Ideas
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  3. #3
    Millennial Club sylveonzmushi's Avatar
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    Sep 2014
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    Quote Originally Posted by BattleBorn007 View Post
    Please read the sticky before posting this idea is ruled out
    Battle Related:
    *Ability to filter matchmaking by resources or trophies available
    *Capture live attackers and have them reassigned to your own clan castle, army camps, or new structure
    *Bonus/award if attacker skips your village – partial payment to you on match fee
    *On Offensive Battle Summary include resource cost of troops/spells used
    *Ability to assign 5 or so of your own troops to defend Town Hall, same AI as CC, smaller radius
    *Ability to transfer a revenge to a clan member or public hitlist
    *Auto reset/repurchase traps if you win a defense (shield didn’t activate, still attackable)
    *Add a small chance to “Steal/Win/Replace” spells on an attack victory (suggest 3-star only)
    *Back button in matchmaking for accidental “Next” clicks – Perhaps cost double fee to return
    *Deactivate spell selection after casting to avoid multiple mis-casts, make user re-select if wanted
    *Add a 1-2 second spell casting cooldown to prevent unwanted multiple mis-casts
    True. No one chats here now.

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