Adjust Traps to a Total Tiles System?
What if instead of being limited to a particular number for each trap, you got a total trap count and each trap had a specific cost? This would be similar to the troops "space" cost.
Base layouts tend to be fairly similar, with walls tight to keep towers and canons close. Few players use traps in really effective ways, thou they can certainly provide a boost. One result, for example, is that big bomb locations are fairly easy to spot. Switching to a point based system could allow for greater variability in defensive design.
For example:
At TH7, you get 6 bombs (1 square each), 4 spring traps (1 square each), 2 air bombs (1 square each), and 2 big bombs (4 squares each). This totals up to 20 squares. If players could place each trap based on a tile cost, up to an upgrading total, players could assign traps however they pleased to suit their defensive layout. Admittedly, placing 20 bombs at TH7 is overkill -- the total would need to be rebalanced (I'd suggest an odd numbered total to promote variability). And cost per trap type should be adjusted. Bombs could cost 1, springs 2, air bombs 3, big bombs 4.
A major advantage of this that I see is balancing against aerials attacks, which I feel is unbalanced presently. Players could allocate extra defenses in air bombs to help thwart aerial attacks, but at the expense of improved ground traps. Or, players could use an extra big bomb or two, having fewer traps overall, but deadlier traps in those fewer locations, but at the expense of more area covered with small traps. Or players could set up a small minefield of bombs to be traversed, but needing to be strategically placed to inflict serious damage. This could encourage scouting/trap springing in offense, also adjusting attack strategies, and of course trap placement to thwart scouting/springing.
To make it work, a "Trap S♥♥♥♥" building could be added, maybe. It could be upgradeable following TH levels, determining max trap count.
Thoughts?