Clan war: A 'clan land' with strategically placed villages
Everyone is always suggesting a mega base where everyone's buildings are pooled and made into an oversized and cumbersome base. This simply won't work. All those buildings and all of those troops, necessary to take down a massive base like that, would crash the game. Just the elixir and gold animations are hard for my ipad 2 to run!
The problem I see with clan wars are that they seem so arbitrary. The rules almost seemed to have been picked at random. I understand that clash of clans has followed a star system in determining a win or a loss when raiding individual villages. However, I don't think a star system is the optimal way to determine a winner of a clan war.
In history the most common way to win a war was to sack the capital of a group of cities or villages. The lesser villages protect the centralized capital city or village. If the enemy could penetrate all the way into the capital and take it, they won the war and took the spoils. I think supercell could employ a similar system in its gameplay. Place individual villages strategically surrounding the clan capital. If your capital is sacked you lose the clan war.
*sorry for the long intro*
Let me explain in detail.
clan leaders, co leaders and elders select the position of every clan members' village in the clan land. But individuals still design their own village layouts. The villages are placed surrounding the clan capital and progress outward from the center, in effect, protecting the capital. To give you an image, the format for placement of the villages could look similar to a honeycomb with the center being the capital. The clan capital is simply the best village that the clan leader, co leaders and elders choose and can come from anyone in the clan.
Each clan gets one attack per person. However, the damage from attacks remains. Meaning, if an attack only achieves 2 stars, one of your clan members can finish off the attack with all the damage that has already been inflicted and pick up the last star. This keeps lower level players involved even when only high level bases remain. It also makes for serious multiplayer strategies when attacking. Not all bases can be attacked at any time. only bases on the outside edge of the clan land can be attacked. From there you can only attack villages where there are two captured villages directly adjacent to it. In order to capture a village and advance toward the capital you MUST three star the base.
*Here is where it gets a little shaky*
The first clan to three star (or sack) the capital village wins the clan war. What if neither team sacks the capital? The team with the most conquered villages wins. But what about a clan that uses all of their attacks in the first 5 minutes and sacks your capital without giving your clan a shot? Maybe supercell institutes some sort of system where each clan gets to use 25 attacks whenever they want and then once both clans use their first 25 attacks each clan gets an hour long turn to use 5 attacks. And then in the final 5 attacks the clans switch off every other attack. I know what you are thinking. 'There are a lot of holes in that system.' I don't yet have a solution for this but I bet I could get some help from all you fantastic clashers.
Let me know where I failed and what can be improved on
Or tell me what you like about it