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Thread: Suggestion! Troop and spell training!

  1. #1
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    Smile Suggestion! Troop and spell training!

    I have a suggestion, in fact I just registered to make these and see what the community thinks about it.

    Before the suggestions, I can say I did read this: http://forum.supercell.net/showthrea...rum-guidelines and didn't see my suggestion on the ruled out.

    My suggestion is that we simply split both barracks into different buildings, each one specialized in one type of troop. Barracks would be maintained, of course, but would train infantry only. "Infantry" as a term for ground troops only. The other building would be one for training air units. An "Airport" or "Air academy", that trains aerial units only.

    Dark elixir troops, they could be trained on these main buildings - Ex. Valkyries on barracks, minions on the "Airport" - keeping the town hall level requisites: Dark elixir troops could be trained only after TH 7, and any other troop would keep any TH requirement.

    For Wizards, Golems and Witches, they would be trained at a new building, a magic school of some sort, that would also create and store spells. There would be only one of these, so the training times could be reduced (for troops, not spells). Also, spells and magic units would not share the same queue. There would be a button for training magic units and another for spell mixing. Spells would be kept on the same building. This magic school would be a "fusion" between a barracks and the spell factory, training only magic-based units and producing the spells.

    (We could also have two types of wizards, one that shoots fireballs (splash damage, lower DPS, good for defense and swarms) and the lightning one (Single target, higher DPS, excels against towers/heros/meat shields). However I think it's good the way it is.

    Having different buildings producing ground and air units would benefit those who use both ground and air units on attacks, as they could train an army faster using normal elixir. Increasing the training time of D.E. troops would keep the balance, since the actual maximum dark barracks are 2, preventing people from massing DE troops. There would be also a "Gap" of one 3x3 building since one of the barracks would fuse with the spell factory. That "gap" can be filled with the Siege Workshop that some people suggested, that would train/keep siege weapons or artillery, in case that suggestion makes into the game.

    For "TL;DR":


    Instead of this (current maximum):

    4 barracks
    2 dark barracks
    spell factory

    There would be this (also, maximum):

    3 barracks, trains: Barbarian - Archer - Goblin - Giant - Wall Breaker - Hog Rider* - Valkyrie* - PEKKA

    2 "airports", trains: Balloon - Healer - Dragon - Minion* - Lava Hound*

    1 magic school, trains: Wizards, Golems*, Witches*. Also produces and stores spells.

    *DE troops can be trained after TH level 7 on each building, so their training time is greatly increased.


    Please discuss.

  2. #2
    Forum Elder Jomarx3me's Avatar
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    Honestly, this idea is pretty refreshing

    but I have to say, it's really far from them game's norm
    I don't see why we need this change

    and as I said far from the game's norm, it literally slows down most troop comps:

    Barch, is produced by 4 barracks, with your setting it only gets 3
    Lava Loonion is produced by 4 barracks + 2 Darks, with this, it only gets 2

    many more composition goes down the drain cause of the time required esp GoWiWi
    you have only 1 structure to make Golems, Witches, and Wizards, not including the spells yet!

    the only troop comp that benefits this setting is Mass Hogs
    maxed out TH9, minus the heroes
    kinda quit, Lurker mode: on

  3. #3
    Centennial Club Gretanull's Avatar
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    First off, I love the time and effort that you have put into this and it is great to see this having spent most of my morning replying to DE zapping or other sulking kids. Kudos to you sir!

    Now, I like the idea in principle but, as said above me, the armies would have to be changed because there are so many army compositions that would be slowed down and probably take around 2-3 hours in some cases. Based off this, I would like to see some of the buildings be reimaged at least such as the spell factory since I don;t like the idea of a giant cauldron in my base! But thats just me!

    TH9 - Level 94 Clan: Dark Reckoning
    GG:199.2 Million

    Quote Originally Posted by MikeLeL View Post
    I agree. I too, cannot sleep at night because there's just too many clans. Too much SC, TOO MUCH...


  4. #4
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    Quote Originally Posted by Jomarx3me View Post
    Honestly, this idea is pretty refreshing

    but I have to say, it's really far from them game's norm
    I don't see why we need this change

    and as I said far from the game's norm, it literally slows down most troop comps:

    Barch, is produced by 4 barracks, with your setting it only gets 3
    Lava Loonion is produced by 4 barracks + 2 Darks, with this, it only gets 2

    many more composition goes down the drain cause of the time required esp GoWiWi
    you have only 1 structure to make Golems, Witches, and Wizards, not including the spells yet!

    the only troop comp that benefits this setting is Mass Hogs
    That would benefit people who use mixed ground and air troops with a lesser time to build them. Just as it is currently to those who mix both normal and dark elixir troops. It would not prevent old compositions like pure aerial and ground armies.

    Quote Originally Posted by Gretanull View Post
    First off, I love the time and effort that you have put into this and it is great to see this having spent most of my morning replying to DE zapping or other sulking kids. Kudos to you sir!

    Now, I like the idea in principle but, as said above me, the armies would have to be changed because there are so many army compositions that would be slowed down and probably take around 2-3 hours in some cases. Based off this, I would like to see some of the buildings be reimaged at least such as the spell factory since I don;t like the idea of a giant cauldron in my base! But thats just me!
    Same here. Although the animation of spells being mixed is fine, it could been done on a smaller cauldron a top of a more elaborated, magic-themed building. Not necessarily a magic castle like hogwarts, or the mage's college in skyrim.

  5. #5
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    This just makes thing more complicated. It is of no benefit watsoever to the game

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