Yeah. That could add to the difficulty of any eb just like my idea of making them easier if some clans are struggling by a certain time/phase. I like that extension of this idea. All ebs should have difficulty elements to make easier/harder. Harder = more gold/slightly better drops Easier = less gold/slightly less drops
You could also have several different AI opponents that you have to KO before they KO you. Each could have strengths and weaknesses and the players could decide how they want to tackle the AI army. (e.g. Take out enemy Mage that drains att/spy power, take out archers that kill your attack troops, take out enemy agents that attack your spies, scout the enemy general to get an overall attack bonus, etc.) If EB's could have depth like that, clans would have a blast, the "game" aspect of the game would be more fun, and I think KaW would be back in app-store top-ten. Just my two cents.
support. maybe to make some harder, if you attack more, the next is spy heavy? add it as tier 8 or 9 (whatever is next) ebs and make it always so that you can't build for the eb, because it will just morph around you, to always be complicated. or maybe have one that has 7 different possible phase 1s, 5 different phase 2s and 9 different phase 3s so you can have one epic that is never the exact same... just a couple of ideas.
Support, i prefer pvp and war, but if they could somehow change the repetition of the epics it would be great when chasing items. We all get bored doing b2b for items, if the epic altered per attcks, or possibly hit back would be great. Ive supported this idea in previous threads and will always support. Abs, great idea bro
How about a computerised enemy that roams around kaw attacking kingdoms at random, with maybe building damage, as well as kingdoms losing gold etc? That would add to the game i reckon?
Maybe some players would quit kaw,but dont u think more would join, or some even return if an unkown element was added to it?
Im not saying that the look will change. Just that there can be different outcomes from different actions, leading to easier or harder ebs with better or worse drops, dependant on how much harder or easier the eb is.