Everyone has had one of those frustrating, 99% raids. It happens to the best of us. When sc gave us the extra 30 seconds it helped, but I feel there's a better solution than tinkering with time.
The 30 seconds was taken back, but the extra buildings, larger maps and stronger defenses remain. 3* raids are a little tougher to come by but by no means out of reach.
I have devised an elegant solution that could make everyone happy. Using a simple "if, then" function, we could potentially take time out of the equation for great raids that deserve the 3*s, but fell a few seconds short.
If;
1-the base is 95% destroyed
2-the base has no remaining defenses
3-the attacker has 50+ troop spaces alive
Then;
The timer fades away and the attack is allowed to finish as a 3* raid!
1 - should the timer run out before 95% of the base is destroyed then your attack wasn't efficient enough to really deserve the 3*
2 - even if 99% of the base is destroyed but the last building is a defense then you really didn't technically beat the base
3 - raids that truly deserve the 3*s are the ones where much of the attacking army is still alive to celebrate the victory
In the rare event that a trap should bring the remaining army down to below the 50 troop limit, the timer shall reappear (having been running in the background) and the attack may still time out if it hasn't already.
If a system such as this could be implemented, I believe it would make most players of many varying play styles happy. The war community complained the extra 30 second allowed sloppy attacks to 3* but needing 50+ troop spaces on board to apply this effect wouldn't allow for sloppy attacks to finish. Plus the average player will find themselves much less frustrated when a dozen hogs need to swing their hammers only one more time but are stopped short for 99%.
This plan would be a nice compromise between those that want more time and those that want difficult, competitive game play.



