Trophy/Matching and Bonus/Achievement Ideas
Trophy/Matching Suggestions
One of the most common complaints by lower level players is that higher levels artificially lower their trophy count to attack/defend against easier bases. Suggestions to make this less likely, and lessen its impact:
1. Allow for matches outside the designated trophy range with players of similar experience level. This would give players less incentive to sit at lower trophy levels. An equation for this would look something like +/- XP Level/10 -1. So, for example, in addition to being matched with players in a similar trophy range, a level 60 attacker would also see players between level 55 and 65, and a level 100 would see players between levels 91 and 109.
2. When matching inside the trophy range, give (more) weight to experience level.
3. When calculating the number of trophies that can be gained/lost in an attack, factor in town hall and/or experience level. I'm not sure if this is factored in at all right now, but it could be factored to a greater degree. A TH9 should not be getting 20 or even 13 trophies for getting 3 stars on a TH7. They should be getting maybe 8-10 at most. If higher level players gain less trophies for attacking a lower level player (think of it similar to the loot penalty), they will be less likely to attack lower level players, and also less likely to trophy down, because it would be more of a pain to trophy back up.
Individual and Clan Achievements and Bonuses
While high level players have an incentive to be in high level clans and push for trophies to get the gem bonus for being a top player in a top clan, there are no similar incentives for lower level players and clans. So here are some ideas for individual and clan achievements and bonuses.
Clan Rank Achievement/Bonus - Similar to the gem bonuses that are given out for the top 3 clans each season, the top players in a clan that breaks certain thresholds for the first time would receive a bonus. To prevent players from hopping from clan to clan searching for a clan about to break a threshold, Supercell should give the bonuses out at the end of the season, and consider making the bonus available only to players that have been with the clan for the entire season. Suggested thresholds: Top 5000 (500 gems distributed among top 10 players), Top 1000 (1000 gems distributed among top 10 players), Top 200 (2000 gems distributed among top 10 players).
Alternative: An individual achievement called Team Player. Become a top 10 player in a clan ranked 5000 or better: 100 gems. Become a top 10 player in a clan ranked 1000 or better: 200 gems. Become a top 10 player in a clan ranked 200 or better: 500 gems. The gem totals are slightly higher because each player can only ever get these bonuses once.
War Win Streak - Clans would receive bonuses based on war win streaks. One possibility would be one-time thing where gems are awarded, say once a streak of 5, 10, or 20 is achieved. The award could be distributed based on the total number of stars and the total amount of war loot gained during the streak (both should be factored in so players are not penalized for going after higher bases and getting less stars). This could also be set up as an individual achievement: be part of a 5-win streak, a 10-win streak, a 20-win streak. To complete the achievement a player would have to stay in the same clan and participate in all the wars.
The alternative, which is probably the better idea, would be a loot bonus that increases as the streak increases. In this case, a 3-win streak could earn a +5% war win bonus for the clan. At 5 wins, the bonus would go up to +10%, 7 wins would be +15%, 10 wins would be +20%, 15 wins would be +25%, and so forth. In order to prevent players from searching out clans with long streaks in order to up their loot bonus, each player's bonus would be calculated based on how many wars in the streak he/she has participated in. For example, a player in a clan on a 10-win streak that has participated in all 10 wars would receive a 20% loot bonus, but a player in a clan on a 10-win streak that has only participated in 5 wars would only receive a 10% bonus. Since this is based on a clan's win streak and not an individual's, the bonus increase would be lost any time a player leaves a clan for another one.
Perfect War Bonus - Any clan that achieves 100% of the total stars available in a war would receive a loot bonus. Since this feat is rather difficult, the war win bonus could be doubled for the entire clan. It should also be noted that both this bonus and the war streak bonus may necessitate increasing the total amount of loot the clan castle can hold.
Individual Player Awards - This is going to be much more complicated than the previous suggestions, but the basic idea is to group players into experience ranges, create some sort of point system, and reward the players with the highest totals at the end of each season. Groupings would be in 10-level increments, with the first group being players starting the season level 29 or below, then 30-39, 40-49, and so-on. The top group would be level 100+. Trophy count would be a major factor in any point system that determines the awards, but it should not be the only factor, as that would reward town hall sniping. Other factors to consider:
- average destruction per attack (should also weight defenders' town halls, experience level, and trophy count)
- average stars per attack
- average destruction on defense (also factoring in opponent's town hall and experience level)
- percent of defenses won (to discourage players from leaving their town halls undefended)
- total xp gained over a season
Theoretically, you wouldn't even need to create experience level groups if you figured out a point system that places players of all levels on equal footing, but I think having players compete against others on the experience level for rewards and bonuses would add an important element to the game that is currently missing, and keep more players in a league that makes sense for their skill and experience level.
Ideas/Thoughts/Suggestions welcome.