Loot System: Give people incentive to stockpile loot
Currently, people are spending their gold as soon as they get enough for an upgrade, and less loot is available for most matches as a result of the lower loot percentages. We are spending way too much time and gold hitting the Next button.
The solution? Have a portion of the Available Loot be based on the Defender's loot, and a portion of it be based on the Attacker's Loot. This would give everyone an incentive to keep a good amount of loot in storages, and would create better loot all around.
Here's an example of how the system could work (from a TH9 perspective):
Available Loot = Component A (defender's) + Component B (attacker's)
Component A (based on defender's loot)
Available Loot = 12% of Defender's storages
Component A Cap = 175,000
Component B (based on attacker's loot)
Available Loot = 12% of Attacker's storages
Component B Cap = 175,000
Total Available Loot = Component A + Component B
Total Available Loot would be capped at 20% of the defender's loot, so this would prevent someone with a bunch of gold from completely wiping out someone with a little bit. Since Component A and Component B are each capped at 175,000, the Total Available Loot cap would effectively capped at 350,000. Anything in collectors would be added to this amount.
A few nitty gritty details: The current Loot Penalty for attacking a lower TH level could be applied at the Total Available Loot level. The percentage of Available Loot in each of the components could vary by TH level, as is the case in the current system. Also, I just took 20% as a total cap because that's what the old system was, but it could be changed. A lot of details from this proposal could be changed, but the important part is to encourage people to save loot and not spend it as soon as they get it.