Solving clash economy issues
How do resources enter the overall economy?
Entry 1) Collectors (all)
Entry 2) League Bonus (all)
Entry 3) War Win Bonus (all)
Entry 4) War bases (all)
Entry 5) Resource purchases with gems (all)
How do resources exit the overall economy?
Exit 1) Army & spell cost (to fight with or donate to requests or war cc's) (elixir, DE)
Exit 2) Nexting (gold)
Exit 3) Upgrades of buildings, walls, troops (all)
Exit 4) Raiding loot when one or more types of a player's storages are full (any)
If players are complaining about loot (ie there is not enough resources in the economy) then the amount of resources exiting the economy is greater than the amount entering the economy.
How to approach possible solutions:
Type 1) Increase the amount of resources entering the economy (either by improving existing channels or introducing new ones) AND / OR
Type 2) Reduce the amount of resources exiting the economy.
My suggestions:
1) Army costs should not leave the economy altogether, but rather they should be given to the defending player's storages instead.
ie, the value of the army / spells used in the battle should be transferred to the defending player's storages.
This is a Type 2 solution to the elixir and DE exiting the economy, whilst still "costing" the individual player during a raid.
But this alone will only reduce elixir and DE exiting the economy...
2) Create Entry6 - Attacking players should receive destruction bonus which is an amount of gold for each defensive building they destroy in a raid based on the value of that building
(value can be the cost of the upgrade to get the building to that level. My inital suggestion would be 0.075% of the value.)
Eg A max th9 base has def building value of approx 122 million. Destroying all def buildings in a raid would give the attacker a bonus of $91,500. A worthy reward imo.
It creates a value loop (gold that exits the economy through via Exit3 feeds the new Entry6)
It should be defensive buildings only because destroying collectors bring their own reward.
It provides a proportional reward to the attacking player based on the difficulty of the base and is also proportional to attack success (more destruction = more loot).
Supercell is already doing it!
Soon there will be level 12 collectors, and a drill for TH7.