SirColeman's Solution to the Loot Issue
I have been holding this idea back for months, I didn't think it would be good enough or anything, but I have finally decided tell all of you. Please leave comments or anything on what you think, or If you have any problems with this idea.
I personally think this idea could work, but if not then so be it. So here is my idea on how to solve the loot problem.
So here is how I think the loot % issues should be solved.
The Current Loot System
| TH Level |
% Available to be Stolen |
Cap |
Storage Amount to Reach Cap |
| 1-5 |
20% |
200k |
1.000M |
| 6 |
18% |
200k |
1.1111M |
| 7 |
16% |
250k |
1.5625M |
| 8 |
14% |
300k |
2.1428M |
| 9 |
12% |
350k |
2.9167M |
| 10 |
10% |
400k |
4.0000M |
The Problem
So, first of all lets ask ourselves what the problem is. Of course, it is that you press that darn next button over 50 times looking for any decent loot. So, we need more loot available. But, this is where other ideas fail. They say make the loot percentage bigger, but then people will be raged on defense when they lose to much money. So either way it's a Win and a Loss.
But with my idea, there is a way to make a Win, win for everyone.
The Solution
Here is my solution to this, first of all we must raise the loot percentage. That makes people be able to find more loot. Secondly, to avoid to much loot loss on defense, the percentage that the attacker got is not the same as the defender will lose.
I'm sure your lost, but let me explain a little bit more to you. So say for example, the % that the attacker gets is say 25%, but the % that the defender actually looses is only 15%. So if the defender had 1,000,000 gold, the attacker could steal 250,000 (25%) but the defender actually only looses 150,000. Do you get it now?
Chart and Statistics
Here is a chart of the new statistics of the percentages
| TH Level |
% Available to attacker |
% Actually taken from Defender |
Cap |
Storage Amount to Reach Cap |
| 1-5 |
30% |
20% |
200k |
1.000M |
| 6 |
27% |
18% |
200k |
1.1111M |
| 7 |
24% |
16% |
250k |
1.5625M |
| 8 |
21% |
14% |
300k |
2.1428M |
| 9 |
18% |
12% |
350k |
2.9167M |
| 10 |
15% |
10% |
400k |
4.0000M |
Basically what I did in the chart above was I added 10% to the original amount that was taken then for every other town hall I decreased it by 3%. And I took the old % and made that the new % that was actually stolen.
Note: If you guys think the Capacity needs to be raised that could be edited
Also, There is the Town hall penalties. Which I kept the same, without these higher town halls would dominate lower town halls and get a lot of loot.
5% for attacking someone with a Town Hall (TH) 4+ levels lower than the attacker's. 25% for attacking someone with a TH 3 levels lower than the attacker's.
50% for attacking someone with a TH 2 levels lower than the attacker's.
90% for attacking someone with a TH 1 level lower than the attacker's.
100% for attacking someone with a TH level equivalent to the attacker's.
Then there are the Mines/Collectors, they will be kept the same at 50% available to be stolen. I thought that what is stolen from these is a fair %.
Lastly we come up the Dark Elixir.
| TH Level |
% Available to Attacker |
% Actually Taken from Defender |
Cap |
Storage Amount to Reach Cap |
| 7-8 |
7% |
5% |
2k |
33K |
| 9 |
6% |
4% |
2.5k |
50K |
| 10 |
5% |
3% |
3k |
75K |
For the most part I kept the DE the same, for I believe that the DE is pretty good. I just raised what is available to the attacker and raised it by 1%.
Then for the DE drill, I kept it the same at 75% available to be stolen. Like the Mines/Collectors I thought that this was fair.
This is all I have on this subject, Please comment and tell me what you think. I will also add a poll to this. If you don't like the idea or don't think it will work, please tell me and tell me why. I hope to here feedback from you guys on this.