Serious proposal to change lightning/DE storage behavior
The fact that we have so many lightning DE zapping threads means that it truly is a frustrating part of the game for a lot of people, therefore Supercell should try to find a way to "fix" it. It's a game after all, and games are supposed to be fun. So here is my idea, I havn't seen it before in the forum yet (but then, I havn't read all 5,432,333 threads on it).
The idea is to change the ways that damage on a storage building vs. the resource claimed by attackers is calculated.
Currently, as long as there is any resource in the storage, every little bit of damage on a building will return some resource to the attacker. For example, if the building holds 100,000 gold available to be looted, and building as 1000 hp, then doing 10 damage on the building (10/1000 = 1%) will return (100,000 * 1%) 1000 gold to the attacker.
I propose that we change the formula to also factor-in how full the storage is. You can visualize my idea as "DE is stored at the bottom of the storage, and each attack takes a little off of the top of the storage. No DE flows out of the storage until the attack reduces the storage enough to allow the DE to start flowing out."
For example, we have a gold storage that has max capacity of 2,000,000, and currently holds 1,000,000, and has 1000 hit points. With my idea, as the attackers attack, and each hit does 10 damage, the first 50 attacks will take the building health down to 500, but these attacks will not return any resources to the attacker. Then, once the building is down to the same percentage life remaining as it has in percent resource filled, then the building starts giving resource to the attacker for each damage being dealt.
This idea has the advantage of not affecting normal attacks as much, because normal attacks tend to completely destroy a building, so the attacker ends up getting the same amount of resource as before. But this change would drastically affect the amount of resources that lightning can zap from a storage. As long as your storage in not close to full, then you lose a lot less. Also, this change would make upgrading the storage to get more capacity and more hit points very relevant.
Proposed formula:
{resource returned} =
if ( {building HP remaining percentage} > {building filled percentage} )
then
0
else
{total available loot from this building} * {damage done} / ( {building total HP} * {building filled percentage} )