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I agree with OP except I think 2-3 gems is fair.
2 gems would only be received every two days and only in the event of a win. 2 gems isn't even enough to boost ANYTHING in this game. Its no different than clearing obstacles. Roughly every twelve wins (twenty four days) you would be getting a gem box.
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2-3 gems for winning a war and 6 gems for removing a bush?
How about 2-3 gems for removing a bush and 15-20 for winning a war? Make gem boxes a bit more rare and it'll balance out.
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I agree
I agree with WarrenJames as the extra gems wouldn't really make such a big difference. Plus, I have calculated that the average spawn rate is about 1/10. If I am terribly wrong please correct me. Any ways, that would mean that those 5 extra gems wouldn't really make a difference. That would also probably mean an increased rate of clan wars and mean that it doesn't take ABOLUTELY FOREVER to find a match in clan wars.
Also, about the different types of wars that one of you commented on, I think that would make the game a bit more complicated. If Supercell is to implement that feature, I suggest having two new "types" of wars, gem and trophy. That's just my opinion on this topic.http://supercell-forum-content.s3.am...cons/icon1.png
- Espy http://supercell-forum-content.s3.am...cons/icon3.png
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Oh wow, Gem wars would be risky. Ante up with a load of gems, and battle it out. That maybe too much an incentive, and may cause drama. Just saying. Would be neat, but that raises the stakes very high.
Based on the reliable Clash of Clans wiki, the spawn rate of obstacles is 1 every 8 hours (we know that isn't always the case, but just assume for now). The gem rewards for clearing them is not random. The wiki lists what the sequence is for what you get (no one has pulled that info on the locked page, so assuming it is good info). That gives, on average, 2 gems per obstacle. 2 gems × 3/day* (*8 hours × 3 = 24 hours) = 6 gems/day. War is two days long, so a win of 10-15 gems would likely be the expected max. It may start lower since it is easier to give more to players than to take away.