View Poll Results: What do you think of the N.O.D. Trap?

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  • Very nice idea! Like! (Comment too

    4 40.00%
  • I like the idea, but it needs to be tweaked (comment please!)

    6 60.00%
  • I dislike the idea, but it could be ok with a few/many tweaks (comment please!)

    0 0%
  • No support, I dislike this idea completely (please explain why!)

    0 0%
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Thread: New trap: The N.O.D. !! Net of Doom

  1. #1
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    New trap: The N.O.D. !! Net of Doom

    Ok, maybe the name's not one of the best out there... But here's the idea!

    Description: Having problems with Minions when your wizard tower takes a break? Or do you just want to make that pesky lava-hound leave your air defense alone? Well, look no further, here's what you need! The N.O.D. Will solve all of your flying pest problems!

    Possible names: Doom's embrace/grip, Doom's net, Death's embrace/grip.

    This new air trap will be unlocked at Town hall level 7. It will have a total of 4 levels, and you can have a maximum of 2 of said traps. But what does it do exactly?

    The N.O.D. Consists of a giant net that is launched when an enemy flying troop flies in the trap's range. This trap will capture flying enemies in a certain radius after exploding, pinning them down to the ground. When pinned down, flying troops lose the ability of flight, and can be hit by all ground defences. The trapped troops will stay on ground for an amount of time and won't be able to attack. This trap deals minimum damage, but WILL be able to kill trapped minions that are up to 1 level more of the trap itself (example: level 1 trap can kill level 2 minions, but will leave level 3 and above with a bit of health).

    Each level of this trap has a cap of enemies it can pin down, and it is measured by troop space. Upgrading the trap will increase the amount of troops it can pin down, and also increase the duration of the "pinned-down" effect. Building the trap will cost gold, as will upgrading it, but you will need dark elixir to re-arm it. This trap will not activate if there are less than 3 minions in its range (meaning 6 troop space, the trap won't activate for only one balloon or 2 minions, to prevent wasting). Here's the general idea:

    Level 1 - TH 7, 50K gold, maximum space: 20. Duration time: 6 seconds. This means that 10 minions to a dragon could be pinned down. One trap maximum. Re-arm cost: 200 dark elixir. Appearance: a big black net.

    Level 2 - TH 8, 1M gold, maximum space : 25. Duration time: 8 seconds. One trap maximum. Re-arm cost: 300 dark elixir. Appearance: a bigger black net!

    Level 3 - TH 9, 1.5M gold, maximum space: 30. Duration time: 8 seconds (no improvement). Two traps maximum. Re-arm cost: 400 dark elixir. Appearance: the black net now has spikes on the corners!

    Level 4 - TH 10, 2.75M gold, maximum space: 35. Duration time: 10 seconds. Two traps maximum. Re-arm cost: 600 dark elixir. Appearance: the spikes on the net become a glowing red and even more menacing!


    IMPORTANT NOTES:

    - You can set the traps to activate in different ways: targeting big troops (14+ troop space occupied) or smaller troops ( groups of troops that occupy 2+ space, minimum 6 space in any case). N.O.D.s set to target big troops will also bring down other smaller troops in the area, if there are any, as the ones set to target small troops will also pin down bigger troops if they are around, but will activate accordingly to how they are initially set.

    - Trapped troops will activate ground traps if they land on them, but spring-traps won't work on them.

    - Lava pups spawned by lava-hounds will not activate the N.O.D. traps. When lava hounds are taken down when not in air, they will still explode, and the lava pups will spawn in the air normally.

    - These traps would be pretty useful. They'd give a bit of help to level 7 TH, possibly pinning down a dragon, and also work perfectly to bring down that pesky lava-hound away from your air defense, giving it the possibility to target different air troops. Or use them to bring down groups of balloons or minions!

    - When a troop manages to get out of the net alive, it will begin flying again, but will start to move/attack after 1-2 seconds.

    - What happens when the all the troops in the net died? The net will just stay there for its remaining time and then fade away. Nope, no spiky carpets!

    The stats I wrote down are just for example, they could be wrong, so I would kindly appreciate your comments on them and the whole thread! Keep in mind that my idea is to make a trap that makes air troops fall to the ground for a certain amount of time, so ground defences have a chance to hit them, leaving the air defences to more important targets.

    Thanks for taking your time to read this, and please comment your opinions and vote in the poll!

    Clash on!
    Last edited by Aedeman2; April 13th, 2015 at 07:41 PM.
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  2. #2
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    Thumbs Up My suggestion

    Quote Originally Posted by Aedeman2 View Post
    Ok, maybe the name's not one of the best out there... But here's the idea!

    Description: Having problems with Minions when your wizard tower takes a break? Or do you just want to make that pesky lava-hound leave your air defense alone? Well, look no further, here's what you need! The N.O.D. Will solve all of your flying pest problems!

    This new air trap will be unlocked at Town hall level 7. It will have a total of 4 levels, and you can have a maximum of 2 of said traps. But what does it do exactly?

    The N.O.D. Consists of a giant net that is launched when an enemy flying troop flies in the trap's range. This trap will capture flying enemies in a certain radius after exploding, pinning them down to the ground. When pinned down, flying troops lose the ability of flight, and can be hit by all ground defences. The trapped troops will stay on ground for an amount of time and won't be able to attack. This trap deals minimum damage, but WILL be able to kill trapped minions that are up to 1 level more of the trap itself (example: level 1 trap can kill level 2 minions, but will leave level 3 and above with a bit of health).

    Each level of this trap has a cap of enemies it can pin down, and it is measured by troop space. Upgrading the trap will increase the amount of troops it can pin down, and also increase the duration of the "pinned-down" effect. Building the trap will cost gold, as will upgrading it, but you will need dark elixir to re-arm it. This trap will not activate if there are less than 3 minions in its range (meaning 6 troop space, the trap won't activate for only one balloon or 2 minions, to prevent wasting). Here's the general idea:


    IMPORTANT NOTES:

    - You can set the traps to activate in different ways: targeting big troops (14+ troop space occupied) or smaller troops ( groups of troops that occupy 2+ space, minimum 6 space in any case). N.O.D.s set to target big troops will also bring down other smaller troops in the area, if there are any, as the ones set to target small troops will also pin down bigger troops if they are around, but will activate accordingly to how they are initially set.

    Thanks for taking your time to read this, and please comment your opinions and vote in the poll!

    Clash on!
    Not a bad idea. But what's the point of setting it for big troops or small if they target it regardless.
    anyways my suggestion are the following
    1.
    Name: Dooms Net (I think that's short and simple and catchy)
    2.
    instead of it pinning down troops, how about it captures the troops it catches.
    for example if an attacker deploys 5 barbarians and the Dooms Net gets triggered, it captures the troops and will be a part of your army. Providing you have space in your army camp. So a level 1 trap can capture 5 housing space troops. Level 2 can capture 10 etc etc
    so with that said some might say that's overpowered, but then again think about it. A spring trap gets rid of 3 giants in one shot. Or 5 barbarians. So what is the difference whether the attack loses those troops OR if your trap captures them?
    So if you get attacked, capture them troops and take revenge and use it right back at him (unless he captures them too) haha but you guys get my point.

    Bonus structure: SUPERCELL could even make a "Dooms Cage" where the captured troops would stay. And just like the Clan Castle you'd have to upgrade it so that it can hold more troops. These cages will work as an extra castle for defense but also extra troops for attacking. The cage of course will be available at TH7 or it would be very difficult for the low levels to attack a base that has donated troops + a full cage.

    The Cage can hold troops for a certain amount of time. Maybe 3 hours? After that the troops break out. And you'd have to re-arm the cage. Why? Well because this ensures that if you want extra troops for war? Then make sure to capture some before going to war. As for the war base the troops inside the cage will simply be donated troops as well. We'll see. That's just a short idea I got after reading your post.

    cheers
    Last edited by RoyalGuardEros; April 12th, 2015 at 03:15 PM. Reason: Edited cage name
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  3. #3
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    Quote Originally Posted by RoyalGuardEros View Post
    Not a bad idea. But what's the point of setting it for big troops or small if they target it regardless.
    anyways my suggestion are the following
    1.
    Name: Dooms Net (I think that's short and simple and catchy)
    2.
    instead of it pinning down troops, how about it captures the troops it catches.
    for example if an attacker deploys 5 barbarians and the Dooms Net gets triggered, it captures the troops and will be a part of your army. Providing you have space in your army camp. So a level 1 trap can capture 5 housing space troops. Level 2 can capture 10 etc etc
    so with that said some might say that's overpowered, but then again think about it. A spring trap gets rid of 3 giants in one shot. Or 5 barbarians. So what is the difference whether the attack loses those troops OR if your trap captures them?
    So if you get attacked, capture them troops and take revenge and use it right back at him (unless he captures them too) haha but you guys get my point.

    Bonus structure: SUPERCELL could even make a "Dooms Cage" where the captured troops would stay. And just like the Clan Castle you'd have to upgrade it so that it can hold more troops. These cages will work as an extra castle for defense but also extra troops for attacking. The cage of course will be available at TH7 or it would be very difficult for the low levels to attack a base that has donated troops + a full cage.

    The Cage can hold troops for a certain amount of time. Maybe 3 hours? After that the troops break out. And you'd have to re-arm the cage. Why? Well because this ensures that if you want extra troops for war? Then make sure to capture some before going to war. As for the war base the troops inside the cage will simply be donated troops as well. We'll see. That's just a short idea I got after reading your post.

    cheers
    Thanks for your reply! About setting it to different targets: the 2 possibilities will make sure that you firstly target what you want. If you set the trap to target big troops, it won't target a bunch of minions, but only healers, dragons, lava hounds. When it activates, it will capture those big troops, but also some smaller troops in the area! Same thing for the small-troop setup, it will only activate with many small-troops, and not when, for example, a lava hound passes by.

    I don't really like the idea of having extra troops to attack/defend. The clan castle we have is already enough, and this net is supposed to work for air troops only. 15 extra troops could make a huge difference. My idea was just a trap that could give a chance for ground defences to target air-borne targets without them distracting the air defenses (example trapping lava hounds so the air defense can shoot down balloons or other troops. I like the name you suggested, probably better than mine!
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  4. #4
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    Quote Originally Posted by AnthonyVince View Post
    This trap is not bad! I voted it needs some fixes though because in my opinion the trap shouldn't be nearly that expensive. Maybe 500k at level 1 and so on?
    Thanks mate! Fixed the price, what do you think?
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  5. #5
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    Keep it above 1 mill because at lvl 1 it can take down a lvl 4 drag.

  6. #6
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    Maybe it should only be able to catch a set amount of troops, maybe 10 and continued as it gets to a higher level?
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  7. #7
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    Quote Originally Posted by Lukmin1999 View Post
    Maybe it should only be able to catch a set amount of troops, maybe 10 and continued as it gets to a higher level?
    Much Better

  8. #8
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    Quote Originally Posted by GabeL View Post
    Keep it above 1 mill because at lvl 1 it can take down a lvl 4 drag.
    Thanks for your reply! Anyway, I tweaked the level 1 cost a bit and added a few details, but maybe 1M is a bit too much. After all, the level 4 dragon would only stay pinned down for 6 seconds, and it would only get extra damage from cannons (and 2 mortar shells per mortar approximately, so you know...) without damage from air defense. This ain't really about Taking the dragon down, but more distracting it from air defense and let the defense concentrate on other air troops for a while.
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  9. #9
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    Just saying

    Quote Originally Posted by Aedeman2 View Post
    Thanks for your reply! About setting it to different targets: the 2 possibilities will make sure that you firstly target what you want. If you set the trap to target big troops, it won't target a bunch of minions, but only healers, dragons, lava hounds. When it activates, it will capture those big troops, but also some smaller troops in the area! Same thing for the small-troop setup, it will only activate with many small-troops, and not when, for example, a lava hound passes by.

    I don't really like the idea of having extra troops to attack/defend. The clan castle we have is already enough, and this net is supposed to work for air troops only. 15 extra troops could make a huge difference. My idea was just a trap that could give a chance for ground defences to target air-borne targets without them distracting the air defenses (example trapping lava hounds so the air defense can shoot down balloons or other troops. I like the name you suggested, probably better than mine!
    I agree with you on this one... I mean so a clan castle full of archers 35. Super scary right? But adding 20 more from a lvl 4 cage perhaps is too far. That's basically a town hall 3 army coming at you... Not fun in my opinion

  10. #10
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    this is definitly a good idea

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