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Thread: TIME.. a simple solution to the +-30 seconds debate

  1. #1
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    TIME - a smart alternative to adding more to the clock

    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.
    Last edited by DeathHopper; April 29th, 2016 at 03:52 AM.

  2. #2
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    What does it mean to have 50 + troops left, if a drag attack as a th8 u have 10 drags, as a th9 11 drags. From where u will get a 50 + troop army.

  3. #3
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    It's how many troop spaces that are left on the map. Drags as you stated for example take 20 troop spaces. Therefore, you would need 3 drags (60 troops spaces) left on the map for this rule to take effect.
    Last edited by DeathHopper; April 27th, 2016 at 06:03 AM.

  4. #4
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    Quote Originally Posted by DeathHopper View Post
    It's how many troop spaces that are left on the map. Drags as you stated for example take 20 troop spaces. Therefore, you would need 3 drags (60 troops spaces) left on the map for this rule to take effect.
    Then I think your idea is quite good I also posted a thread for time increase so I think this idea will present a good solution .

  5. #5
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    I like the concept but not all your criteria. The main one I like is if there are no defenses left, then time should not really be relevant. Even 1 troop should be allowed to finish the job.

    The % destroyed is too arbitrary and will only result in people calling for it to be lowered or adjusted non stop. Why not 94%? How about 92%?

    Likewise, the number of troop capacity alive is also arbitrary and would just open a non stop debate on lowering/raising or adjusting it.

    Number of defenses left is not arbitrary. If some are left, you dont get the time. If none are - then there is no resistance left to take you out.

    If SC explored this - they would need to assess the impact of hidden traps and bombs. You've removed all you could see and control taking out. But what about these?
    I got nothing

    ME: SoulCutter: #YVUUYGLC; TH13

  6. #6
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    The extra time is of no relevance for TH lvls that have next to no added buildings, the larger base map can hardly be filled from Th8 and below.
    My idea is to add 15 secs when a Th10 is defending and add 30 secs when a TH11 is defending no matter what the attacker's TH-lvl.
    But I fear the coding might not allow for this and that is the reason it has not been implemented in this way by now.
    We'll just have to live with it.

    Have Fun
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  7. #7
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    I very much like this idea. It will allow more balance to the game and allow no more annoying 99% ratings for the battle. I really hope this idea makes it into the game!
    Release the Dragons!

  8. #8
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    Quote Originally Posted by gamul1 View Post
    I like the concept but not all your criteria. The main one I like is if there are no defenses left, then time should not really be relevant. Even 1 troop should be allowed to finish the job.

    The % destroyed is too arbitrary and will only result in people calling for it to be lowered or adjusted non stop. Why not 94%? How about 92%?

    Likewise, the number of troop capacity alive is also arbitrary and would just open a non stop debate on lowering/raising or adjusting it.

    Number of defenses left is not arbitrary. If some are left, you dont get the time. If none are - then there is no resistance left to take you out.

    If SC explored this - they would need to assess the impact of hidden traps and bombs. You've removed all you could see and control taking out. But what about these?
    I intended for the % and remaining troop capacity to be debatable. However, I feel both would be necessary.

    They kind of go hand in hand in fact. If you destroy the last defense at 2:59 with 74% of the base destroyed, did you really beat the base?

    My suggestion isn't to completely eliminate time but rather make it so when a base is obviously being wrecked, the attack can finish without the clock stopping it a few percentage short.

    If you have 50 troop capacity still on the map and you just knocked out the last defenses, then chances are you already have over 90% of the base wrecked.

    Since heroes count as 25 each, just having both heroes up is enough to finish the base. Think about it, if a single barb or pup lives after the final def is knocked out and there's still 60% of the base left, that attack could take 20 minutes to finish!

    Thus, the percentage and troop capacity is just as important as the last defense being knocked out. The time limit is still an important part of the strategy for the game. This idea is geared towards allowing skilled players finish great attacks that are blatantly destroying the base.

  9. #9
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    Quote Originally Posted by TullSadum View Post
    The extra time is of no relevance for TH lvls that have next to no added buildings, the larger base map can hardly be filled from Th8 and below.
    My idea is to add 15 secs when a Th10 is defending and add 30 secs when a TH11 is defending no matter what the attacker's TH-lvl.
    But I fear the coding might not allow for this and that is the reason it has not been implemented in this way by now.
    We'll just have to live with it.

    Have Fun
    TS
    In future updates I could see them doing something along these lines. I've seen it suggested many many times so I'm offering this idea as an easier to code alternative.

  10. #10
    Fresh Spawn
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    I think you should give us 15 more secs. With the latest update - with the poison spell being less effective, we have to spend more time on killing the CC troops, so its doubly harder to get 3 stars in the given time.

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