Increasing Incentive to Defend Base/TH?
I can't be the only one to think that the most flawed part of the game mechanics is that it actively punishes you for trying to win defences (and actually winning them while keeping attackers to under 40%). The game tells you to protect your town hall, then when you do, unless you are a gemmer and have everything maxed and have no need for resources, it actively punishes for it, especially if you have a good defence to back it up. And this is reflected by the amount of people that put their TH's out of their walls with zero protecting, wanting to lose defences for the shields.
Too many times, my defence logs show no attacks for a few hours, but once someone attacks, then it gets barraged, presumably because everyone sees the gravestones, assumes that means no CC troops, and attacks. Seriously, as soon as I get attacked once, I expect to get attacked over and over until someone finally gets to 40%, which usually happens when my Xbows, traps, and Inferno towers are all depleted (and no CC troops). My latest defence frenzy, it was my 6th defence that I finally lost and got a shield (55% 1 star which was actually a successful defence for resource protection (5.5k/21k/72). And this is with 2 Xbows upgrading to lvl 4 (with all Xbows, I've gotten over 10 successful defences within 1.5 hour before getting a shield....Over those 6 defences, I lost about 350k/200k/3k. (400K/400K/3K Available each attack) on 33%, 0%, 23%, 25%, 33%, and 55% defences. As said, I've had much worse experiences with all my Xbows up and going, as it usually takes longer for me to actually get a shield. I'm in Crystal 2 right now.
So, I have made the suggestion in the General board before to change the loot system to reward people for defending their town hall (or alternatively worded, punish people loot wise for losing battles): It would be simple:
Tie the amount of loot you can get from storages to the amount of Stars you get when you attack. This can be done via a multiplier.
Example:
Base available loot for TH10 to 175k/175k/1.75k. This is the amount available from storages if you lose the battle.
If you 1 Star the base, your loot from storages is multiplied by say 1.5, making maximum available loots 262.5k/262.5k/2.625k.
If you 2 Star the base, your loot from storages is multiplied by 2, making the maximum available loot from storages 350k/350k/3.5k.
If you 3 Star the base, your loot from storages is multiplied by 2.5, making the maximum available loot from storages 437.5K/437.5K/4.375K.
Obviously, these numbers are just an example, but something like it. I would leave loot from Collectors, mines and drills untouched (still get same amount from them, multiplier only applies to storage). It would create an incentive for people to actually protect their town halls (farmers will now look for ways to take loot from people with TH's on the outside because they can get more loot from 2 starring them). It will make less punishment than the current loot system does, especially for TH10's (I lose 100k right now for each gold and elixir storage I lose). And by hopefully getting people to put their TH's inside their base, and actually try to win defences, less people on shields all the time = more available bases and loot to attack. Also, lessens the hurt from indefensible lightning attacks on DE. It also really rewards those that make the huge armies that take a long time to build and big costs.
Other simpler possibilities to make more incentive to defending TH:
1. Don't let attackers see gravestones. Keep them guessing if there are CC troops.
2. Short time period shield after any attack. Maybe just 15 minutes, 30 minutes or up to an hour. Maybe based on storages lost.
Both will help get rid of the floodgates that generally happen once you get attacked once. But 2. may hurt overall number of available players in matchmaking.