New Trap for HQ10

Please post any suggestions that could make the game more enjoyable for everyone. Feel free to also encourage Disney with praise of things you like.
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RavenweST
Storm Trooper
Posts: 4

New Trap for HQ10

Post#1 » Thu Aug 31, 2017 3:33 am

Hello this is my first post on forum.

There is a new trap idea for level10 players. Need more advantages to be level10. Level 10 players can make only 20walls 1factory and 2urrets etc.. This isn't enough. HQ10 must be more useful. A lot of players wont level up to 10. (I said too many level 10)

There are two IDT/LAAT traps for level9. And these traps can deploy heavy troopers/soldiers.

Must be 1 new trap for only level10 players. This new trap like IDT and LAAT (but different version)

New Low Altitude Assault Carrier (LAAC) trap for Rebels : It can deploy 1AT-TE for defense and we can make only 1LAAC.

New Imperial Dropship Carrier (IDC) trap for Empire : It can deploy 1AT-DP for defense and we can make only 1IDC.

I wrote basically. (Sorry my English isn't good.) I will try to add images. Write your ideas and comment please.


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DeathStriker
Moderator
Posts: 3164

Re: New Trap for HQ10

Post#2 » Thu Aug 31, 2017 4:59 am

RavenweST wrote:Hello this is my first post on forum.

There is a new trap idea for level10 players.

New Low Altitude Assault Carrier (LAAC) trap for Rebels : It can deploy 1AT-TE for defense and we can make only 1LAAC.

New Imperial Dropship Carrier (IDC) trap for Empire : It can deploy 1AT-DP for defense and we can make only 1IDC.

I wrote basically. (Sorry my English isn't good.) I will try to add images. Write your ideas and comment please.

RavenweST - Welcome to the Forum! :D

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Midge
Admiral
Posts: 702

Re: New Trap for HQ10

Post#3 » Thu Aug 31, 2017 7:13 am

Dude ... level 10 has a couple HUGE additions ... the healer ship and TWELVE more cap in your transporters instead of 6. These are of major importance, plus the ability to take everything to Level X.

Seems you are downplaying the difference in a Level X and Level IX Sonic as well.
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RavenweST
Storm Trooper
Posts: 4

Re: New Trap for HQ10

Post#4 » Thu Sep 07, 2017 9:38 am

Aren't there more comments? :)


FingerStinger
Captain
Posts: 77

Re: New Trap for HQ10

Post#5 » Fri Sep 15, 2017 10:26 am

The Guard Reserve basically does this with factories, but if Disney really wanted to make money they could sell a second Cantina to level 10 players and I'm sure they'd never need another cent.


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Python6
Commodore
Posts: 246

Re: New Trap for HQ10

Post#6 » Mon Sep 18, 2017 10:29 am

FingerStinger wrote:The Guard Reserve basically does this with factories, but if Disney really wanted to make money they could sell a second Cantina to level 10 players and I'm sure they'd never need another cent.

Give me a second research center. That is something that I would definitely be tempted to spend money on. The research times at 10 are already crazy long. add in all the frag upgrades and there is a huge backlog.
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mrakira415
Officer
Posts: 7

Re: New Trap for HQ10

Post#7 » Wed Oct 04, 2017 6:54 pm

Python6 wrote:
FingerStinger wrote:The Guard Reserve basically does this with factories, but if Disney really wanted to make money they could sell a second Cantina to level 10 players and I'm sure they'd never need another cent.

Give me a second research center. That is something that I would definitely be tempted to spend money on. The research times at 10 are already crazy long. add in all the frag upgrades and there is a huge backlog.



Hmm second research center would be awesome...but its useful life will eventually end...whereas a second cantina is a gift that can keep on giving LOL :P


Plagueis
Admiral
Posts: 831

Re: New Trap for HQ10

Post#8 » Wed Oct 04, 2017 8:37 pm

NEW LEVEL 10 TRAP: Contraband Safehouse

Lures attackers directly towards it even though it won't guarantee a win and the loot from it levels easily killable/offensively & defensively mediocre units with absurd build times & UC.


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DarthRommel
Commodore
Posts: 112

Re: New Trap for HQ10

Post#9 » Thu Oct 05, 2017 10:16 am

mrakira415 wrote:
Python6 wrote:
FingerStinger wrote:The Guard Reserve basically does this with factories, but if Disney really wanted to make money they could sell a second Cantina to level 10 players and I'm sure they'd never need another cent.

Give me a second research center. That is something that I would definitely be tempted to spend money on. The research times at 10 are already crazy long. add in all the frag upgrades and there is a huge backlog.



Hmm second research center would be awesome...but its useful life will eventually end...whereas a second cantina is a gift that can keep on giving LOL :P


Does it?
In theory, yes, the research should be done at some point, but in Disney They just keep adding new units and equipment, without end.

By now we deserve no less as a second research. the number of 'items' to research has about doubled if not trippled since the introduction of the armoury. In fact, i've always found it absurd you can not research the equipment at the armoury itself, where it belongs!
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DarthRommel
Commodore
Posts: 112

Re: New Trap for HQ10

Post#10 » Thu Oct 05, 2017 10:20 am

Midge wrote:Dude ... level 10 has a couple HUGE additions ... the healer ship and TWELVE more cap in your transporters instead of 6. These are of major importance, plus the ability to take everything to Level X.

Seems you are downplaying the difference in a Level X and Level IX Sonic as well.


Dude: You're talking upgrades, while he talks NEW STUFF...
Leader of Ruffnecks010 - Level 49 Imperial squad
HQ10 - Rank 9 - 18k+ medals - 1k+ reputation
We welcome all Squad War players


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