Problem Analysis & Solution: Clan Buildings
Posted: Mon Dec 15, 2014 4:31 pm
Ok...so I know this has been mentioned in previous posts, but I don't think I've seen a post dedicated to this solution I'm proposing. I won't take full credit, again because I've seen ideas like this in several other reactions to the new upgrade...but here goes...
The Real Problem: I think what I'm reading and feeling from players (especially clans that already had towers castles & farms) is that the towers and castles do not auto attack people within their range. This leads to what I have boiled down to "The Real Problem":
Inability to create a defensible "camp". Prior to the update, it was possible to create a well defended camp that could keep enemies out, while offering protection within. This manifests itself in three different areas or sub-problems:
1) The protection offered would offer lower level clan members a "safe" zone away from shops where they could play and potentially level without being hunted by high level players.
2) The idea of a defended camp also allowed for farms to be created and utilized to gain gold for clan.
3) Keeping enemies from building within your "camp". This was a strategy that has been brilliantly used in the past to fight against another clan. The idea that a camp could be breached and the space "stolen" by the enemy is a great pvp tactic. The idea of a defended camp prevents this from happening.
Potential Solution (Part I):
Clan Towers and Castles will not attack unless attacked OR, unless a member of the clan is attacked and the attacking player is in range of a tower or castle. This means that if a player wanders inside of an opposing clan's camp and attacks a farm, all towers and castles within range will attack the player.
The Rationale:
The implementation of this solution will keep the integrity of the new update by not changing how buildings are now created (stone, planks, etc. vs just gold). It also allows players to play on the clan map without getting killed accidentally by wandering too close to an enemy camp while still offering the protection that a "camp" can provide.
Potential Solution (Part II):
Remove "Farm" buildings and create two new buildings:
1) Stone mason guild - would auto mine stone for tower & castle builds and upgrades (could make it necessary to build within 5 spaces of an actual stone to make it more strategic).
2) Lumber guild - would auto mine trees for plank creation (could make it necessary to build within 5 spaces of an actual tree to make it more strategic).
So there it is...my problem analysis and solutions that could help keep some of what people liked, while adding some new tweaks to make better use of the new features added in 4.5.2.
Let me know what you think!!!
The Real Problem: I think what I'm reading and feeling from players (especially clans that already had towers castles & farms) is that the towers and castles do not auto attack people within their range. This leads to what I have boiled down to "The Real Problem":
Inability to create a defensible "camp". Prior to the update, it was possible to create a well defended camp that could keep enemies out, while offering protection within. This manifests itself in three different areas or sub-problems:
1) The protection offered would offer lower level clan members a "safe" zone away from shops where they could play and potentially level without being hunted by high level players.
2) The idea of a defended camp also allowed for farms to be created and utilized to gain gold for clan.
3) Keeping enemies from building within your "camp". This was a strategy that has been brilliantly used in the past to fight against another clan. The idea that a camp could be breached and the space "stolen" by the enemy is a great pvp tactic. The idea of a defended camp prevents this from happening.
Potential Solution (Part I):
Clan Towers and Castles will not attack unless attacked OR, unless a member of the clan is attacked and the attacking player is in range of a tower or castle. This means that if a player wanders inside of an opposing clan's camp and attacks a farm, all towers and castles within range will attack the player.
The Rationale:
The implementation of this solution will keep the integrity of the new update by not changing how buildings are now created (stone, planks, etc. vs just gold). It also allows players to play on the clan map without getting killed accidentally by wandering too close to an enemy camp while still offering the protection that a "camp" can provide.
Potential Solution (Part II):
Remove "Farm" buildings and create two new buildings:
1) Stone mason guild - would auto mine stone for tower & castle builds and upgrades (could make it necessary to build within 5 spaces of an actual stone to make it more strategic).
2) Lumber guild - would auto mine trees for plank creation (could make it necessary to build within 5 spaces of an actual tree to make it more strategic).
So there it is...my problem analysis and solutions that could help keep some of what people liked, while adding some new tweaks to make better use of the new features added in 4.5.2.
Let me know what you think!!!