Originally Posted by
dougbiss
Although it is probably totally unrealistic, I would prefer to see something voluntary, shorter and independent for Clan Wars. Here's how it works in my mind:
1. The Clan Leader has a "Go to War" button. When he presses this, it starts a 24 hour clan war with another clan who has also clicked the "Go to War" button. Matchmaking is done by comparing a clan's Valor points (an arbitrary unit I just made up) which will be discussed more later.
2. Once the war has begun, anyone in either clan can attack anyone in the opposing clan using troops trained as normal. The difference between this and normal raiding would be that you cannot win resources or trophies from your opponent, and you can attack them regardless of their shield or online status. (This should not be an issue if they are not losing trophies or resources, although it may be impossible from a programming standpoint.) Also, traps are not expended although they are still active. In other words, you are only playing for Valor points for yourself and your clan.
3. You can win or lose Valor points based on your success, both in raiding and defending. To keep it simple for now, it would work exactly like trophies, although be unconnected to trophy count. If you are attacking someone substantially weaker, you will gain very few. If you are attacking someone stronger, you can gain many. Evaluation of the relative strengths of opponents would be based on a mathematical formula that totaled up the value of all of a person's defenses and compared it to your own, rather than your current point total. (The details of this evaluation would have to be worked out, but I believe it wouldn't be that difficult.)
4. You can only attack each opponent once per War, and you can attack as many opponents as you are able to generate sufficient troops to engage. Yes, this gives an advantage to clans who are willing to gem and who have more active members as they will have more attacks per war. I don't necessarily see that as a flaw.
5. Valor points follow you around, same as trophies. When you leave a clan, that clan's total Valor points will reduce. When you join one, that total increases. This is the basis for Clan War matchmaking, with additional parameters such as relative clan size also being considered.
6. Victory in a war is determined by a running total that shows which clan has won total Valor points and which has lost total Valor points, so you're always aware if you are winning or losing. If your clan is way ahead, may as well go raiding for resources... just keep an eye out in case your opponent attempts a last hour comeback.
7. Players who leave after the War starts can still be attacked by the opposing clan, but can no longer attack in the war. Players who join a clan after a war starts cannot join the war. If you are in a war from a clan you have left, you cannot be in a new war until that previous war has ended.
8. Rewards are given in the form of loot, small amounts after each won battle based to help you offset some of your costs (similar to league bonuses, since you are not gaining resources from the raids), and the winning clan gets a larger loot bonus which is then portioned out to the clan members who have contributed to the Valor points in the war based on their relative contributions. Also, the top point generator could get a few gems as a bonus... since that will always be me.
I'm aware that these ideas aren't fully thought out and there are places where the system can be abused, but I wanted to at least propose an alternate method we might consider.
Zach's ideas are, as always, very solid and well developed and I would love to see them incorporated... it's just not quite how I had envisioned it. I wanted something fast paced, high-energy and that didn't involve the constant clicking on an opponent waiting for his shield to pop. :)