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Thread: Hero Trap

  1. #1
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    Hero Trap

    This idea I think should only be introduced when a new hero comes along (I'm hoping for a wizard elder, but goblin king seems cool too.) This trap would be a way to balance out the addition of a third hero. You would get one hero trap at either TH10, or TH11 depending on when the trap is implemented, and you would only ever have access to one.

    The Hero Cage Trap is a 2x2 trap that costs 200,000 gold to build. The way it works is it sits invisibly until a hero, any hero walks over it (or perhaps there could be a way to toggle which specific hero you want it to trap) at which point 4 sides of a cage fly up from the four sides around the hero and connect at the top, causing the hero to be trapped inside of the cage. At this point, the hero can no longer attack, but buildings outside can continue to shoot at the hero, diminishing it's health. The only way for the hero to break free of the trap is for other troops outside of the cage to target the trap and destroy it. So the leveled up hero trap gains more hitpoints and that is all.

    Hero Trap Stats

    Level 1 - Hitpoints = 300, cost = 200,000G, Time = none
    Level 2 - Hitpoints = 500, cost = 500,000G, Time = 1 day
    Level 3 - Hitpoints = 800, cost = 1,500,000G, Time = 3 days

  2. #2
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    Quote Originally Posted by ShadowWizard View Post
    This idea I think should only be introduced when a new hero comes along (I'm hoping for a wizard elder, but goblin king seems cool too.) This trap would be a way to balance out the addition of a third hero. You would get one hero trap at either TH10, or TH11 depending on when the trap is implemented, and you would only ever have access to one.

    The Hero Cage Trap is a 2x2 trap that costs 200,000 gold to build. The way it works is it sits invisibly until a hero, any hero walks over it (or perhaps there could be a way to toggle which specific hero you want it to trap) at which point 4 sides of a cage fly up from the four sides around the hero and connect at the top, causing the hero to be trapped inside of the cage. At this point, the hero can no longer attack, but buildings outside can continue to shoot at the hero, diminishing it's health. The only way for the hero to break free of the trap is for other troops outside of the cage to target the trap and destroy it. So the leveled up hero trap gains more hitpoints and that is all.

    Hero Trap Stats

    Level 1 - Hitpoints = 300, cost = 200,000G, Time = none
    Level 2 - Hitpoints = 500, cost = 500,000G, Time = 1 day
    Level 3 - Hitpoints = 800, cost = 1,500,000G, Time = 3 days
    looks good, but 1 day and 3 days to upgrade 200 and 300 hitpoints it's bad. i think something like 10 days and 14 days, respectively.
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  3. #3
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    Quote Originally Posted by Vskg51 View Post
    looks good, but 1 day and 3 days to upgrade 200 and 300 hitpoints it's bad. i think something like 10 days and 14 days, respectively.
    Ya my thinking was since hit points are the only thing being upgraded that the time shouldn't be as long, but I may have gone a little to far to the short end. I'll look into it more later tonight and try to figure out a better time period.

  4. #4
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    Quote Originally Posted by ShadowWizard View Post
    This idea I think should only be introduced when a new hero comes along (I'm hoping for a wizard elder, but goblin king seems cool too.) This trap would be a way to balance out the addition of a third hero. You would get one hero trap at either TH10, or TH11 depending on when the trap is implemented, and you would only ever have access to one.

    The Hero Cage Trap is a 2x2 trap that costs 200,000 gold to build. The way it works is it sits invisibly until a hero, any hero walks over it (or perhaps there could be a way to toggle which specific hero you want it to trap) at which point 4 sides of a cage fly up from the four sides around the hero and connect at the top, causing the hero to be trapped inside of the cage. At this point, the hero can no longer attack, but buildings outside can continue to shoot at the hero, diminishing it's health. The only way for the hero to break free of the trap is for other troops outside of the cage to target the trap and destroy it. So the leveled up hero trap gains more hitpoints and that is all.

    Hero Trap Stats

    Level 1 - Hitpoints = 300, cost = 200,000G, Time = none
    Level 2 - Hitpoints = 500, cost = 500,000G, Time = 1 day
    Level 3 - Hitpoints = 800, cost = 1,500,000G, Time = 3 days
    whats the re-arming cost surely your not saying 200,000 gold to re-arm

  5. #5
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    Quote Originally Posted by Vskg51 View Post
    looks good, but 1 day and 3 days to upgrade 200 and 300 hitpoints it's bad. i think something like 10 days and 14 days, respectively.
    no trap takes 10 to 14 days to upgrade traps to the max lvl usually takes 3 days dude to upgrade seeking air mines to lvl 2 takes 1 day to upgrade it to lvl 3 takes 3 days to upgrade vskg1
    Last edited by andrew6345; February 23rd, 2015 at 09:57 PM.

  6. #6
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    Cool Not a bad idea

    I think this could be added and wouldnt be to op and would make it for straegic way to raid.

  7. #7
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    Quote Originally Posted by ShadowWizard View Post
    Ya my thinking was since hit points are the only thing being upgraded that the time shouldn't be as long, but I may have gone a little to far to the short end. I'll look into it more later tonight and try to figure out a better time period.
    no the upgrade time is fine it's just like any other trap for example look at the seeking air mines to the max lvl it takes 3 days

  8. #8
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    Quote Originally Posted by andrew6345 View Post
    whats the re-arming cost surely your not saying 200,000 gold to re-arm
    Haha no I'm not, that is the build cost. I completely forgot about re arm cost, I'll add it later today.

  9. #9
    Senior Member kmsoji's Avatar
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    I think Supercell would balance the re arm cost likely a little more than a big bomb since its a single trap and such a useful one at that, one thing, would troops that target defences go for this first? ie giants and hogs and loons? or would it be better to have WB go for this first (acts like a wall) or is it just like a hidden support building? I think it would be cool to have WB go for it, have it act like a wall that encases the hero and immobilizes it.

  10. #10
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    Quote Originally Posted by kmsoji View Post
    I think Supercell would balance the re arm cost likely a little more than a big bomb since its a single trap and such a useful one at that, one thing, would troops that target defences go for this first? ie giants and hogs and loons? or would it be better to have WB go for this first (acts like a wall) or is it just like a hidden support building? I think it would be cool to have WB go for it, have it act like a wall that encases the hero and immobilizes it.
    I actually really like the idea of WB going for it. Genius! I'll add that in later tonight when I add in re arm costs!

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