We get a win bonus when we 1* so how about a defensive bonus if the opposition don't get a star
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We get a win bonus when we 1* so how about a defensive bonus if the opposition don't get a star
Posted a lot of times now but still it is a great idea. But how much reward?
I don't think there should be a defensive bonus loot award like there is for offensive stars because I think the loot added to the economy would be quite large. If I sit in crystal 1 or 2 with low loot and my TH protected as a high end TH10, I will jump 200 trophies at least by people dropping a barb and quitting to drop trophies. I have to believe that this happens quite often, and would add too much loot. What I would support, however, is if my base holds off an attack and the looter activates any of my traps, xbows or infernos, that the reset cost of those traps are free. I should still have to log in to reset them manually, but there should be no cost for attacks with 0 stars. There still may be flaws with this approach, but I like it better than free loot for successful defenses since trophy droppers likely are not touching any of my traps, therefore I really deserve no bonuses.
Good point. And nice alternate idea. I would be on board with free trap reset with a defensive win.
Here is an alternate idea for the OP.
What if we were rewarded a percent of elixir or gold or half and half for each troop killed when attacked. That would regulate people who use a barb to drop trophies.
Example. Opponent attacks with 100 lvl 6 archers. They cost 300 elixer each. So let's say they wanted to loot my base and they never got a star and all 100 archers were used and died I would be awarded let's say 10% of troop cost to opponent. So for the defend I would receive 3000k elixer. Or maybe 1500/1500 gold/elixer. It isn't much but it's better than nothing.
here is another idea when it comes to attacking
if you 3 star a base any troops not destroyed will be refunded with half their cost but will be consumed as usual. Sounds fair. Opinions?
"Auto reset/repurchase traps if you win a defense (shield didn’t activate, still attackable)" is under the ruled out list, sorry. :(
Getting Elixir (and DE) from killed troops has been around since those tombstones were in the game. I have it restated, along with other ideas here (Proposed Defence Revamp). I have no numbers or figures in the ideas, since I know enough to realize I don't know what would be a balanced value for them, and not about to assume some arbitrary number for them, only for the idea to be shot down just in that merit.
That sounds like a great idea. I would say that 10-20% of the cost should be awarded to the defender if the attacker earns no stars. You could also split this between gold and elixir, maybe 25/75. I also like the idea of your troops that are still alive at the end of the battle being partially refunded. This could, however lead to people using much more expensive raids rather than using the least amount of troops possible to 3 star someone. Overall a great idea, two thumbs up:thumbsup::thumbsup:
I didn't check the list since it was more of a revised suggestion to the original one, but that's for pointing it out. It'd be nice if there was a way to make winning a battle worth while more than winning trophies. If you are pushing for them, its great, but otherwise, its still a loss in my eyes when I have to spend 50K+ gold to rearm traps, another amount for elixir and DE for resets, and then also losing loot in the process. When im not pushing, the good ole TH stays way outside :)
While this might be a good idea mechanically, I do not see how it adds to the game thematically.
That is, thematically your troops go to other villages and steal their stuff. Defensively ... ??? Well, since the troops are made of elixir you get some from tombstones when they die?
Unbreakable does give a nod towards "defend a lot and get recognized with achievement gems."
On the link to an old-ish thread I made, I did try to keep the bonuses to theme.
Since there is some Elixir/Dark Elixir gain from tombstones, all I did was do the natural step of upping the amount gained. Even if 80% (or more) of the killed troop cost was given to the defender, most cases it wouldn't be much of a reward since people now uses such inexpensive troops for raiding. Unless of course you are raided by dragons, and killing most or all of them. But it would be something.
I added that into my last attempt at bring up the defence issue, since I purposefully aimed the bonuses to help reduce player enragement of repeated attacks on them (trying to remove the player desire to need a farming base), while encouraging them to do attacks (preferably stronger, grander, more exciting attacks). To sustain the intentional raid-chain-reaction, it needed Elixir to stay in the system.