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T3 Troops have additional benefits

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  • T3 Troops have additional benefits

    In order to get a better varation into the game and assist with arguments around hidden troops, and who is the best of the best.

    I propose additional benefits should be added to the T3 troops.

    Catapults - you should be able to specify a specific building within the enemys city with which you can knock down a level, the level of decrease is dependant upon how the catapults fair in the battle.

    Battering Rams - can reduce the enemys wall in level, the level of decrease is dependant upon how the rams fair in battle.

    Heavy Cavalry - can reduce the level of a resource field, the level of decrease is dependant upon how the cavalry fairs in battle.


    In order to prevent an onslaught of users being leveled down, the wall should be given additional bonuses for protection dependant upon the level of the wall.

  • #2
    This would adversely effect smaller players and even medium sized players. The big guys could just go through and knock all you buildings down levels and there is nothing you can do about it. There is a better way than this to get bigger players to fight.
    entrepreneur

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    • #3
      I agree, there should additional protection bonuses granted to smaller players should a high level person attempt to attack smaller players.

      You could also put a cap on the amount of level reductions i.e. can only reduce to a lvl 6 and no lower, should assist to balance the playing field for the smaller players.

      Would require a big change to the game mechanics
      https://royalcbd.com/product/cbd-gummies-25mg/

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      • #4
        Originally posted by DastardlyDeadlyDeeds View Post
        In order to get a better varation into the game and assist with arguments around hidden troops, and who is the best of the best.

        I propose additional benefits should be added to the T3 troops.

        Catapults - you should be able to specify a specific building within the enemys city with which you can knock down a level, the level of decrease is dependant upon how the catapults fair in the battle.

        Battering Rams - can reduce the enemys wall in level, the level of decrease is dependant upon how the rams fair in battle.

        Heavy Cavalry - can reduce the level of a resource field, the level of decrease is dependant upon how the cavalry fairs in battle.


        In order to prevent an onslaught of users being leveled down, the wall should be given additional bonuses for protection dependant upon the level of the wall.
        Personally I like the general idea. I suggested the rough idea quite some time ago but yours is much better thought out So if it got implemented I'd be more than happy.

        Unfortunately Kabam tend to aim their games at the more casual player. Hence the hiding and lack of troop desertion. The main issue I see with the suggestion, and why I abandoned the idea a while back, is the back lash Kabam will get from people losing level 10 buildings. Chances are they spent real money to get those level 10 buildings and are going to be pretty p!ssed if that money gets wasted.

        I suggested a kind of compromise as well. Instead of permanent damage, ie buildings losing levels, make the damage temporary. If you get attacked and lose then your city catches fire. This will stop all queues, and prevent new ones, until the fire is out. The fires go out in time but items or gold (helps with the useless gold problem) could be used to speed up the process. The more you lose by the bigger the fire and the longer it lasts. So if you get attacked by a single troop then big deal. If you get hit with 100k tier 3 and don't defend then expect a nice big bonfire. To help alleviate the problem of smaller players getting hit constantly and not being able to build I suggested the fire also be based on player size. So if you were a small player with few buildings and low level buildings then the fire was small and short. If you were a big player with lots of buildings and high level buildings then the fire was big and long.

        Large active players cant afford to lose on production time. So they either need to spend up big or actually defend. Inactive players don't care about production but will still have troops left if they decide to come back. Small and medium active players can probably live with short times where they cannot produce or can rely on their alliance to help with gold to put out the fire.

        Kabam already have experience with a similar model. They use something like this for their Outposts in Dragons of Atlantis. Anyway just an idea and a possible alternative.

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