Dear Supercell. I have an idea for a new trap/defense: the dungeon. This will either be 2x2 or 3x3 squares. When an enemy attacks, if a troops goes onto the trap, they will fall in. The troop(s) that fall will be transferred to your village. The captured troopd will be trained depending on their normal training time, so you will get the troops that are captured. Lvl 1 has a capacity of 15, lvl 2 has 20 etc. until lvl 4. The trap will act like a cc, and thr troops that are captured can ONLY be used for attacks.
Ruled out:
*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
I like this idea, but sorry
Last edited by jonnguy2014; February 21st, 2015 at 08:51 PM.