REFORM Elixir for Walls System
Why was the elixir for walls update handled in this way in the first place? (for both updates, really)
Here was the root cause that players had which led to the update in the first place:
- Established THs from roughly TH7+ were able to finish their big ticket elixir upgrades before they were adequately finished with their gold/DE upgrades (meaning they weren't "ready" for the next TH lvl yet), leading to having overflowing storages which lost considerable value to that specific player at that specific point of their progress.
What SC did was allow for walls available at those TH lvls to be upgraded using elixir, without any restriction. The players who had no more need for it at that TH lvl could dump it all and help their wall progression. Seems great for them. But those players who previously had overflowing storages also fueled the economy for newly upgraded THs. Even not so newly upgraded THs still required elixir to progress their offensive levels to be on par with other THs of the same level, so that they could overcome the loot penalty from upgrading in the first place. Almost overnight, that led to the elixir shortage, which led to the dismal loot situation overall.
This update reverts TH7/8s back to what it once was, which restores whatever problems were experienced by those levels. It also helps TH9s, to the extent of raiding TH8s. But it didn't completely restore all issues for TH9, and this will do nothing to solve the problems TH10s have been facing from it.
My question to Supercell is this: why wasn't an alternative approach to handling the elixir for walls update looked into this time around?
- - - SOLUTION - - -
Re-introduce elixir for walls for lvl 7+, but place a restriction on it. In order to use elixir for wall upgrades, you must maintain the minimum elixir levels in storages which provides the storage loot cap for raiders at their TH lvl, PLUS the amount for which the wall upgrade costs.
Example: I am a TH8, and I want to upgrade my purple wall piece to skull. Cost is 500k. In order to offer the max loot to raiders of 300k, I need to have ~2.150M in my elixir storage (2,142,857 to be exact). Add 500k to that, and in order to upgrade a wall to skull, I need to have at least ~2.65M in storage (2,642,857 exact number again).
This approach would work for every TH lvl, with lvl 11 walls simply requiring that you have 8M in your elixir storage to upgrade it. That hits the actual loot cap, but again, there is only maybe a couple hundred thousand of elixir spillover wasted from one attack at most from this, and only for upgrading the very end-game level of walls.
The end result of this is that the issue of overflowing storages is still resolved, but the more devastating issue of established bases having levels of elixir that won't even cover the cost of the cheapest army is also a thing of the past.
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I'm just an idiot who barely got his college diploma, but I can't see how that shouldn't have been considered the best solution to this problem. Please tell me where the gaping flaw in my logic is here, if I'm not seeing it.