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Thread: Untrainable troop levels (i.e. clan perk only)

  1. #1
    Senior Member
    Join Date
    Oct 2015
    Posts
    403

    Untrainable troop levels to create "demi-hero" and rpg lite element

    First, I love the way this game is carefully kept in balance. I feel that tons of otherwise good ideas for game features are brought up that would destroy the balance of the game.

    Most of what i say here will be centered around usability and how i would maintain the balance of the game while expanding upon new game features, specifically the clan perks.

    (Aggregation of incremental changes and what could eventually be enabled if they are implemented)

    I decorated them with [Detail] for the main details, [Optional] for (shocker, extensions to the idea) and [Balance] for details that serve the purpose of helping maintain game balance.

    [Detail]
    1) Offensive clan castle troops would need to follow similar retention rules of defensive castle troops

    [Detail]
    2) incremental tracking of consecutive wins on deployed clan castle troops

    [Detail]
    3) Untrainable troop levels that require clan perk troop upgrades to attain. For instance, a level 7 wizard, level 6 dragon, or level 3 witch.

    [Optional]
    4) "something special" about the Untrainable levels. I know this is not a small ask. The easy examples would be if a way could be found to have a level 7 dragon have freeze breath and a wizard have a freeze shot. The freeze effect is already in the game and seems like a natural alternative attacks for a wizard or a dragon. A witch's "ability" might be to raise all tombstones as Larrys during an attack.Giants and golems could have a quake effect. Valk could get a Haste effect. Wbs wouldn't make sense. Barbs and archers wouldn't make sense. Gobs wouldn't make sense. Pekkas might be too OP (but could be really cool) The point is, it does *something* different but is not a hero. The list above is merely to enumerate possibilities using other popular ideas. They don't have to be *that* dynamic to be useful.

    [Optional]
    5) the "ability" is a one shot use similar to Royal Cloak or Stink Fist by tapping the castle icon after deployment (so no necessary changes to the attack interface) I see this as dependent on the implementation details of the source code.


    [Balance]
    6) An Untrainable troop requires the same amount of castle space as other levels and a declaration of it as your "Champion" can be made with a handful of gems or a suitably large resource sink.

    [Balance]
    7) The ability kicks in only after your Champion levels up to some predetermined level.

    [Balance]
    8) The Champion's level coincides with the incremental counter for consecutive successful victorious attacks.

    [Balance]
    9) If you lose a battle (attack or defense), the counter goes to zero and the Champions level goes back to zero, if it is still alive.

    [Balance]
    10) you cannot prevent them from participating in defense (i.e. no change)

    I tried to detail focused, incremental changes that could be layered up to create a new dynamic to the game.

    If all of these were implemented,
    The end result would be a retainable *quasi* mini-hero unit that would enable much more customized strategies, a lite rpg element, and give players something to keep them moving in the weeks that their real heroes are sleeping without having to add hero units for the other unit types.

    What do you think?
    Feasible?
    Last edited by DraakarDraekonis; December 28th, 2015 at 05:27 PM.

  2. #2
    Senior Member
    Join Date
    Oct 2015
    Posts
    403
    Even with the new Warden, I think this still has a place as an idea. I think that this dynamic would be a great way of bridging the 2 primary aspects of the game together by having success in the PvP portion of the game provide a boost to Clan Wars. The major thing that I feel keeps this balanced is that the "mini-hero"/"demi-hero"/"champion" is completely lost if it dies in battle.

    1) Further incentivize active raiding because winning a raid is the only way to level it up.

    2) It could reduce the pain of having a hero actively upgrading during war to allow higher level players to continue playing. A th9 is at a large disadvantage during wars if heroes are sleeping and basically cannot participate. This has been a problem for a while now, but I see this feature as a way to avoid having to modify the dynamics of the heroes.

    3) It would be destroyed and have to be started all over again if it died during a raid or during a war attack, so during one of those week long queen naps, it would be crucial to protect the clan castle, thoughtfully manage the shield purchases around battle days, and deploy them where most needed.

    4) Coupled with the existing heroes, could provide a "one shot" chance at powering through super tough bases.

    5) Provides for plenty of new high level war strategies.

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