Originally Posted by
Durham2886
Mission: To ensure game morale is not sacrificed by producing updates that provide something to everyone.
Objective: Confront the issue of defensive strategy, defensive loot, and sustainability resources for All players.
End state: By providing players with another building (or TH perhaps) that holds loot obtained from defensive victories that is similar to resource collectors, one would reinforce player satisfaction and reinforce and complete Mission Objective.
To start off,
I would presume to think that most clashers put a lot of time into their defenses.
I would also presume to think that most clashers would enjoy the idea of having a small incentive to maintaining these defenses, especially one's required to "recharge" such as the xbow.
Defensive loot has been talked about quite prolifically throughout the forums. However, i haven't seen one solution explained such as this thread will attempt to do.
I propose that Game makers add a building (or make THs a click-able resource collector) that holds loot acquired through defensive victory. Obtaining one successful victory could add (yet to be determined amount) these said resources into said collector. The more successful defensive victories, the more the loot is multiplied after each successful attack. T
Here is where it gets interesting and fun.
Players that choose NOT to collect these resources can keep having this loot compounded with each successful defense. (possibly up to 10x?) BUT, With the destruction of this building comes the loss of a portion (say half?) of the defensive loot obtained.
So your question may be "Well what will keep higher level players from dropping trophies and trolling lower level players?
Well the solution is simple...and actually reinforces higher level players to maintain normal trophy level progression. This proposed action would actually reinforce the stability of the game.
1. Defensive loot will be increased a certain amount at each TH level.
2. Defensive loot cannot be looted by Town Halls higher than your own.
This encourages lower level players by: Creating an incentive for mature players to go up to the next TH level, pay attention to defensive strategy, find and maintain presence in clans, encourages game attentiveness, and discourages premature growth in TH levels in addition to receiving an additional loot bonus when attacking.
On the flip side for the potential of more loot, higher level players have more of an incentive to stay around their proper trophy ranges, provides something that the game desperately requires for those who are burnt out or want something game changing, and maintains game attentiveness in addition to receiving an additional loot bonus when attacking. (especially for expensive walls)
What do you all think and how about some possible numbers for different defensive TH loot? (as i am not good with statistics)