HOW is this thread rated FIVE STARSSSSSS ITS A RULED OUT IDEAAAAAA
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HOW is this thread rated FIVE STARSSSSSS ITS A RULED OUT IDEAAAAAA
Lot more votes coming in, anybody else like to share there thoughts? :confused:
I sincerely hope that supercell seriously considers this idea.
th10s now have something to do with their builders at max and there is an opportunity cost for lower levels to use builders
upper level players wont complain so much about loot problems as more loot should be made available especially at the th10 later stages of the game.
gives people incentive to push up the ladder instead of farming at the boring gold III level.
SUPER CELL PLEASE IMPLEMENT!!
I dont see how this would decrease from their profits as it might actually increase the casual players willingness to play and give them more incentive to buy workers early on. more people would be happy and SUPER cell would actually be better off.
also it should be 2x to 4x with gems plus builders.
and 1.5x to 3x with gems plus builders.
THANKS
Thumbs up for this idea. I hope it gets added in the future!
I think builders should double up on an upgrade if an upgrade is 2million coins you pay four million to two builders do it in half the time if u add another builder then it's 6 million
When we upgrade, offer a shorter duration and up the cost. If a normal upgrade takes 7 days at 2 million gold, double the cost for a 3 day upgrade. Triple it for an instant upgrade. So 6 million would make it an instant upgrade.
Would this apply to Dark Elixir drills also?
If not, this sound's like a good idea
These are good ideas guys but unfortunately they have already been ruled out by SC. This means that the idea of spending extra resources (besides gems) to shorten the length of time that an upgrade would take for a builder to finish has already been suggested by players (and still is often suggested) but SC has considered it and have chosen to not implement it for specific reasons.
This is a great idea and hopefully SuperCell adopt it. I would love to put unused builders to work on a mine.
This idea is currently supporting DE drills to be an option as a part of this builder feature, but in a balanced way. For DE drills the multiplier would be smaller than the multiplier for the mines and collectors. For example with the current idea, a builder would provide a 2.0x/+100% boost if applied to a mine or collector (3.0/+200% if stacked with the gem boost) or a 1.5x/+50% boost if applied to a DE drill (2.5x/+150% gem stacked).
If SC did consider this idea, they could very well agree with you that the DE drills should not be an option. Either would be fine with me as long as they at least catch a glimpse of the idea :D
Fantastic idea. lets put those builders to work.
Great idea! I would love to see this implemented!:D
I would like to see this implemented
I really like this idea! Here are my thoughts and suggestions.
My Thoughts
The (debatable) mechanics: *NOTE: These are edited based on your comments!
-An open builder can be placed on a single mine/collector for NO cost
Yes! No cost at all. You already have to use a builder, why have a gem cost?
-Mines/collectors will have the "work" option available for a free builder to work on it when there is not already a builder working on it
Yes!
-The builder can be stopped at any time.
Yes! Why have a set time?
-This boost gives a 1.5x or 2.0x production increase to that mine/collector
1.5x boost. It makes sense. Gem boosts are 2.0x. SC wouldn't want builder boost competing with Gem boosts.
-This boost can be stacked with gems for a total of a 2.5x (or 3.0x) production rate increase
Yes! Again, it makes sense. Builder boosts would not be competing with gem boosts.
-Builders can not "work" on dark elixir drills...
*If this was an option, the production boost would be smaller (ex: 1.1/2.1 with gems stacked)
No, and no. Builder should be able to boost dark elixir drills. After all, why not? Why treat a dark elixir drill differently than any other mine or collector? Same 1.5x (or 2.0x) boost as the others.
-Limitations: None! This feature would have a natural progression in how effective it is for players as they level up and unlock or buy more builders. This gives further incentive for players to purchase builders early.
How about "unlocking" builder boosting at a certain level mine/collector/drill, just like gem boosting?
Other
You mentioned unlocking a certain number of builders allowed to boost at different player levels. I think that is cool, but unnecessary. Could you explain why you want that feature?
Also, why can builders only "boost" mines/collectors/drills? Why not boost anything gems can boost, a.k.a. barracks, spell factory's, etc.?
Wow Isaac thanks for taking the time to make this post! That's really awesome stuff and I like how you think :cool:
-If the OP says that I'm against the option to allow builders "work" on DE drills as you are clearly showing it does, I'm not sure why I had it say that. I agree with you that they should be an option for builders just as the mines and collectors. As for whether or not the boost that the builder would give the DE drills should be as high as the boost for the mines and collectors, I see strong opinions for both sides. My personal opinion is that the boost for the DE drills would be smaller than the boost for the mines and collectors because DE has a higher value to players (normally) than either gold or elixir. The cost to gem boost a drill is 3x higher than the gem cost to boost a mine or collector! Therefor I think that the boosts should be something like 1.25x (2.25 with gems) for DE drills and 1.5x (2.5 with gems) for mines/collectors.
As for the way that this feature is unlocked or introduced to the players, my idea there is one of many possible options I can think of. My main reasoning for my idea of unlocking the ability for an additional builder to work every 20 levels is that this would give more purpose to a player's level and make the player more excited to play more and level up and unlock more of the ability!
I don't think this has already been said, but in order to make it less influential the builder would have to stay helping the collector/mine for twelve hours. Don't hate me for the large sentence. Good idea.
I like this idea
Not hating! Are you suggesting that there would have to be a minimum time length involved? In other words, when you set a builder to work on a mine or collector, you can't free him until he has worked for at least 12 hours? I know that many players who lack resources to keep their builder busy would set builders to work for days at a time. High level players would set builders almost indefinitely once they run low on upgrades and need gold for walls or DE for troops, hero upgrades, etc. Thanks for the help :)
A minimum hold up time would definetly be good IMO as well.
like 4,6 8, 12 hours or whatever supercell chooses. I think to be able to put on or off whenever is not the best idea.
I really hope supercell implements something like this and somehow mix in the league bonus idea displayed below.
http://forum.supercell.net/showthrea...-to-Win-Bonuse
There needs to be some sort of incentive for people to move up the trophy range and make money.
The best farming range should NOT be in gold 3 finding inactive bases.... This is absolutely wrong...
You should be rewarded the best and most from attacking fully decked out bases.
they could make it so that 1-star in masters for example is 50k gold/elixir/150de and 3-star be 150k gold/elixir/450de.
This would give people the incentive not only to "farm" a base but to go all out and try to fight the base and climb the trophy system.
I really dislike the current system rewarding farming inactives...
An excellent feature to put workers to work like this.
I skimmed through the responses and think i would like to add another point if i can.
Working a worker (no pun intended) in collectors should have a maximum allowed time. You can just put him back to work once the time expires or you can refresh the timer when you are about to log off for a longer time just by stopping and restarting his work in the collector. (I kinda disagree if it had a minimum time here)
The reason is for players that became inactive should not have boosted collectors indefinitely. Workers timed out after 24 hours of continous labour, and if the boss isnt around to whip them, they will slack off. :p
This is a new suggestion thanks! I think that this detail would make sense for active players to feel the need to play more often to keep their builders working! As for inactives, this makes sense but at the same time I think that players would feel a little bit better about the loot pool if when they come across inactives there is a bit more resources to offer due builders working. Either way makes sense I think :) I'll add this option in the OP!
So many people claiming to not being able to read :(
Ok. My point was that a 1.5 boost is still proportional to the amount that DE produced in the first place. A Level 5 DE elixir drill produces 80DE per hour. A 1.5 boost would only be 40 more DE/hr. Compare that to a Level 5 Gold mine that produces 1000 gold per hour. A 1.5 boost would be 500 more gold per hour. A DE boost isn't so significant in my opinion. Also, the gem boost for the DE drill is the same as a mine or collector. I fell that the builder boost should be the same. Thanks for listening!
Ah I see, thanks :rolleyes:
I suppose it is just opinion on what is a balanced boost between the drills and the mines/collectors. My opinion was just based on the fact that maxed level (6 currently) drills cost 34 gems to boost for 1 day while a maxed mine or collector (lvl 11 current max) only costs 11 to boost for a day. Both opinions make sense I think so I think that we are both right!
Great idea!
600 posts
Maybe add it so that if you assign it, they have to stay on it for a certain amount of time, to make it a little less amazing
I think its a good idea, but im here working on maxing my TH8 with only 2 DE lab upgrades and walls left to do (lvl 84) so I can put one builder on my drill, three more on mines and keep my last one free for removing obstacles!
If you want a positive there will come a negative. Maybe the builder has to cool down before being able to work again after working on the mines?
I like the idea of the cost so u cat just take builders on and off whenever, it will also mean that it wouldn't be too easy to get gold etc so supercell won't get sulky cause people wont buy gems
‼️‼️‼️Remember there is still a capacity to the mines etc, so no difference to people who attack inactive players‼️‼️‼️
please read my message on first page too
Bbbbbzdbvx
This is a very cool idea, but i think the boost with gems= x2 s enough;)
Thanks for the reply guys! A ton of people seem to agree that there should be at least one of a couple of down sides to this feature (And I think I know what seems best from these and will add it into the OP):
1.) There should be a cooldown
2.) There should be a minimum and/or maximum amount of time that the builder is set to "work" on a resource building.
I'll add a version of this idea ASAP. Thanks again!
In my opinion, I do not think there should be a minimum time for the builder to work. I don't think that is necessary. I do think a maximum time would be good though.
Also, instead of having a lower builder boost for DE drills, maybe have a longer cooldown time for DE drills? Like once every 24 hrs, compared to maybe once every 12 hrs for mines and collectors?
this is an excellent idea its easier to get some quicker recources cheaper(not having to use gems but builders) and for a small sacrifice if youre saving for upgrades.
Instead of having a minimum or maximum time, I put in the OP how a set time would work. I did this due to the feature missing some sort of time restraint, whether it be a minimum, maximum, or set time. My system that I suggest is related to the level of the mine/collector/drill. Imo, the idea would promote upgrading these resource buildings which would as a result promote individual resource income and loot potential! Let me know what you think on that :D The drills have a similar system suggested..
As I said, I prefer their only to be a maximum time not a minimum. Also, I think the cooldown time should be longer than six hours. But I really don't mind either way, I just want this awesome idea implemented!
I think higher levels would use it because then things get more expensive and people dont build as much things at the same time. Also, at higher levels, people would be able to get their third builder. At lower levels, people upgrade a lot because it is cheaper.
Just a note
Overall i like your idea
Just bumping the thread
bump bump bump bump
cool :) luv this idea..actually it will really help higher llvl players..when they have shortage of gold..they can send the builder to 'work'.
though I don't like the idea of the work time.. 11 hours fr lvl 11 mine ..would b too op.. no one would do tat unless he has maxed out his base..probably. 50% or 25% of collector lvl would b ok.
btw..is this option for only collectors? or for spell factory n barracks too? theres some confusion in ur post..
overall very nice...sc will implement this..if there are some changes
It's a very good idea and I hope sc works on it.
Anyway plz check out my post "An Idea which gives a better ring to the name Clash Of Clans"
And sc u should look on it as well
Great idea! I would love to use it if it was implemented.
I like the way you implemented the idea of time retraints by level of collectors. A few things though i would like to say about that.
first, DE drills at max level only need 16 hours to fill as opposed to 50 hours needed for a maxed collector/mine. So i think its more appropriate to just enabling bilders to 'work' on drills for one hour each level of the drill (also increses the sense of urgency for players to play coc more frequently).
Second, do we have the ability to cancel the 'work' and free our builder during the set time he is supposed to work the collector? If not, it would defeat the purpose of 'putting the builder to work while waiting for resources to catch up' because if you have a lot in store and no builders to spend it, brutal raids might just be around the corner for you.
If yes, than the time penalty you mentioned should activate when the 'work' in progress is cancelled as opposed to just wait for the timer to run out, the cooldown for collectors dont apply.
If i can add one more tought... what if when we cancelled the 'work' midway, the cooldown that results from it does not only restrict further 'work' from the specific collector, but also disables/reduce production for its duration. That way, people would think more about cancelling the 'work' midway. As mentioned above, if the 'work' actually finish, no such penalty will be applied.
Edit: when i think more about what i suggested above, some people could just 'disable' all their collectors in an attempt to trick/troll 'collector raiders'...
Haha thanks guys :D I think that players at low levels will be more willing to spend a little bit of cash on buying extra builders if it means that they can leave one or two of them to 'work' on mines and collectors, even if they have only unlocked the ability to put one or two to 'work' while others are busy with upgrades.
Thanks for the information! My thought process with the improvement in length that a builder would 'work' based on the level of the mine/collector/drill was that many people see that the cooldown time remains the same for all levels. So a player would rather be able to 'work' on a resource building for 10 or 11 hours followed by a 6 hour cooldown instead of only a few hours at a time followed by a 6 hour cooldown. A small flaw with this system is that a player could simply keep switching to different mines or collectors or drills with the builder(s) to avoid dealing with the cooldown, however many players I feel would end up using multiple builders for this feature and be set on needing a specific resource at a given time. Personally, I would prefer the longer 'work' times since like most players (I hope :p), I sleep and have a job and school that I would like to have my builders 'working' throughout the night or day instead of stopping during that time in which I'm away from the game.
Sorry for the confusion by the way. I will try to make it more clear in the OP that this idea is only for mines/collectors/drills. A few have commented on this feature being capable for other buildings such as the SF, but personally I'm not a fan of it. I'll try to make that clear :o
Thanks again!
Thanks Zeal you brought up amazing points!
First off, you made sense about the drills. A builder "working" on a drill for more than 5 or 6 hours would simply fill it up unless the player was on non stop to collect. I'll change it to being the same rule as for the mines and collectors. A shorter duration for the drills will also help compensate their higher worth over gold or elixir. Thank you!
As for freeing up a builder before he is done "working" on a resource building, I was originally thinking that he (the builder) could be cancelled at any time. Since the player can collect from the resource whenever he/she wants to, even if a builder is "working" on it, I figured it was fair. That was before I added the time restraint though, so thank you very much for catching that! If a builder needs to be freed midway what we will call his shift on the resource building, there would be NO cost to free that builder up, but the 6 hour cooldown would begin on that resource building as it would if the builder finished his "shift". I'm even considering a double timer (12 hours) as a penalty, but I can't decide if that's too complicating and unnecessary or not :( Hopefully this helps answer your last concern. I'm personally not a fan of any mines/collectors/drills' production rate coming to a temporary halt as a penalty.
Your post was very helpful Zeal! Really improves the idea!
It would not slightly almost not be impossible to say that this was not in the April Fool vid and therefor a potential candidate for a future update
Honestly I think this is a really good idea. Nice!
I also like your post Zeal! It's the idea I was trying to think off before you thought of it first :D ! I also feel a shorter duration for DE drills would be good. And since the DE elixir drill only goes to Level 6 (tell me if I'm wrong), an extra hour per level should do the trick. I feel a double timer is unnecessary and complicated. The six hour cooldown is punishment enough.
I'll double check but I'm pretty sure I changed the OP so that the drills will only last as long as one hour per level and not double. Definitely makes more sense! And I think that it should be one hour per level at the most now considering how much more DE is worth to most players over gold and elixir. Also because of how quickly drills fill while boosted.
Geneus, i would like to have this feature in game
I agree that this is a really good idea. I often have a couple builders who are just sleeping and being lazy because consistently farming enough resources to keep them busy constantly is difficult. This would definitely help the loot situation and aid those who are in need of just a little bit more resources for their next upgrade. I like the editions you made to the post as well (about the work period coupled with a cool down period).
Overall I'm really impressed. I always see great ideas and try to remain hopeful that SC will recognize them for their potential. Hopefully they'll see yours soon!
Overall, I think this idea is ready to roll. We can let Supercell deal with the debatable mechanics. Anyone else feel the same way I do? Because I can't think of many ways to make this idea better, other than implementing it ;).
I think this is a great idea. I see with most new users, their initial turn off is the waiting lengths. I do suggest not having to stop the boost but to have a time frame according to lvl. of how long a builder can boost for. But, your idea overall I great and I would use it. Please put this feature in!!! Even if you have to dumb down some of the mechanics.
iDANglin, just wondering, so far this only applies to mines, collectors, maybe drills, and maybe heroes. Woudl this boost apply to anything else? A.K.A Barracks and spell factory?
Yes I agree VERY much. . . but what if the collector is broken while the builder is "working"? will they stop "working" on the collector or will they continue? or will they have to take a break if it is broken while they are working? I TOTALLY agree with this though ;) 2 thumbs up!!!!
OK Thanks for telling me this :D I think this will be an absolutely GREAT addition to the game if they add it in ;)
P.S. How do you put that awesome picture at the bottom of each post??? im new here so i would'nt really know lol :cool:
"Hero builder" I made a thread about adding this in like 8 months ago.
That's all peace
Hero builders are ruled out, I'm I correct? Apperently Supercell doesn't want to change the builders. Hopefully they'll make this change. ;)
Your support rocks Isaac! SC is working on Clan Wars improvements and I know that they have really liked Mastermind's Quests Idea (who hasn't?) so any other ideas that they like probably won't be worked on for a while :( So I'm just going to try to keep this thread alive a while longer!