Solution to pesky lightning spells stealing your dark elixir!
Don't you just hate it when some annoying shmuck comes in, drops a few lightning spells, and steals all your well earned dark elixir? There is nothing you can do about it!
However, today, I present to you an idea which will
-reduce the amount of dark elixir stolen with lightning spells
-discourage the use of lightning spells to steal dark elixir
-increase the amount of dark elixir you will have
The idea is that with each lightning spell used after the first lightning spell on dark elixir buildings, the amount of damage the spell deals would go down! So, say a lightning spell deals 500 dmg, and the next one will deal 450 dmg, then 360 dmg, then 252 dmg, and so on. This is a decrease of 10, 20, and 30 percent. It could be higher depending on how effective it needs to be.
Please note this only affects de buildings.
This would seem like a fine solution. It carries out all the 3 advantages I promised it would carry out. However, with every solution there are always problems.
The biggest problem is: what about the other buildings? Why should the lightning spell only affect de buildings?
Many people complain that it is unfair how their de is stolen using lightning spells. No one ever complains how it is unfair that their cannons got destroyed by lightning spells. However, people also tend to complain how their elixir and gold is stolen as well as their de. So, how about lightning spells lose dmg per spell on all resource buildings?
Looking at it from a tactical point of view, it would encourage people to use lightning spells for their real purpose, to destroy, rather than to use them JUST for stealing resources. You might argue it discourages players to rearrange their bases so they do not lose as many resources, but I think anyone would rather spend 7 seconds deciding where it would be strategically best to drop a lightning spell than to spend 5 minutes rearranging their bases so that they would not lose as many resources.
Next problem: what if my resources are spread out and a player drops a few lightning spells on each building? The effect would not be very strong.
Again, remember that the amount of dmg drop off can be increased, so if it was high enough it would solve this problem.
Then there is this problem: what if a non resource building is next to a resource buildings? What if I accidentally tap a resource building I do not want to tap?
Lightning spells only affect resource buildings, so this would not be a problem. As for coding this feature, you could code an n formula for dmg on resource buildings. Or if that does not work, you could just lower dmg dealt on resource buildings with lightning spells altogether. As for misclicking a building, that is your fault, not the game's, and it is the same situation as misclicking on a battle you do not want to fight.
Lastly, there is one last problem: Implementing this would make it hard to steal resources! I do not want that!
I think we can all agree that this game is and was designed to be tactful, not an easy win. This game rewards skill and strategy, and anything can be accomplished with the right mix of troops. Implementing this would allow not only the lighting spell to live up to its name as a skillful weapon, but also the game, as a whole. And do not forget, that you will also lose less resources if YOU are attacked.
In conclusion, with some coding and some approval, this could not only solve a large problem in game, but also make people overall happier. I have not seen as of yet a solution like this, so maybe this could work out.
Like my idea? Don't like my idea? Want to point out any problems or voice your opinion? Post your thoughts in the comments below!
-hyrul