Originally Posted by
awesomness2016
I don't agree with your logic. Here's why:
TWO HOUR BOOST
- if you have two hours to play: you can boost 2 hour (10 gems)
- if you have one hour to play: some players will not boost, but some percentage WILL STILL BOOST because they recognize that even if they can only raid for an hour, spending 40-70 gems for a 1 hour raiding session is still pretty much the best and most profitable way to spend their gems, even if they don't particularly like wasting some of their boost time.
How waist 50% of gems (leaving the boost after the first hour) can be considered profitable?
Did you do that?
I never boosted for two hours unless I'm sure that I will be able to play for that time. Maybe because I spent real money in the game so I know what the "real" gem price is.
ONE HOUR BOOST
- if you have two hours to play: some of the people who might have boosted for 2 hours will only do so for 1
- if you have one hour to play: more people might boost for 1 hour, but extra gems aren't being spent by those who would have boosted for 2 hours anyway.
Also, as you point out, if 1 hour is half the cost of 2 hours, there would be no need for the 2 hour boost at all, so it would seem the most sensible thing to do
Yes. 1 hour for half of the price. Fair price.
If you want two hours, boost again. SC collects the same amount as it is now.
Which means if something like this is to be added, it would make more sense for it to be more than half the price: so either 6 or 7 gems per 1 hour boost (I'm inclined to say 7 is the appropriate number)
GOT it.
See post below.
Why???
Why should I pay 7 gems for 1 hour? 14 for two?
I'm suggesting a win-win deal.
Offering 1 hour boost for 5 gems will make more people (without two hours to play) boost their barracks and buying gems to do it.
If you increase the price, people will not boost or buy them. It's not a win-win deal anymore.
Anyway, I don't see there being any real incentive for Supercell here, but while we're at it, why not make a slider where you can customize the number of gems you spend and the time you boost, which would work something like this:
How can you not see the incentive here?
How offering an option to MORE people spend gems is not a incentive to SC?
Where the SC profit come from? Selling gems.
First hour of boost: 10 mins per gem
After that: 15 mins per gem
Player will need to remember to keep clicking to boost button again, and again, and again.
Would you like to do that? I wouldn't.