View Poll Results: What Should The Boost Be? (Read OP First!!!)

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  • 2.0 production boost with gem stack up to 3.0!

    243 40.77%
  • 1.5 production boost with gem stack up to 2.5!

    118 19.80%
  • Less than 1.5 boost!

    33 5.54%
  • More than a 2.0 boost!

    39 6.54%
  • I can't read!

    163 27.35%
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Thread: My Builder Idea (Don't Judge Based On Title)

  1. #171
    Forum Elder iDANglin's Avatar
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    Quote Originally Posted by Cloudstrife View Post
    It's a very good idea and I hope sc works on it.
    Anyway plz check out my post "An Idea which gives a better ring to the name Clash Of Clans"
    And sc u should look on it as well
    Thanks! I will check yours out

  2. #172
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    Quote Originally Posted by SargeantZeal View Post
    I like the way you implemented the idea of time retraints by level of collectors. A few things though i would like to say about that.

    first, DE drills at max level only need 16 hours to fill as opposed to 50 hours needed for a maxed collector/mine. So i think its more appropriate to just enabling bilders to 'work' on drills for one hour each level of the drill (also increses the sense of urgency for players to play coc more frequently).

    Second, do we have the ability to cancel the 'work' and free our builder during the set time he is supposed to work the collector? If not, it would defeat the purpose of 'putting the builder to work while waiting for resources to catch up' because if you have a lot in store and no builders to spend it, brutal raids might just be around the corner for you.
    If yes, than the time penalty you mentioned should activate when the 'work' in progress is cancelled as opposed to just wait for the timer to run out, the cooldown for collectors dont apply.

    If i can add one more tought... what if when we cancelled the 'work' midway, the cooldown that results from it does not only restrict further 'work' from the specific collector, but also disables/reduce production for its duration. That way, people would think more about cancelling the 'work' midway. As mentioned above, if the 'work' actually finish, no such penalty will be applied.

    Edit: when i think more about what i suggested above, some people could just 'disable' all their collectors in an attempt to trick/troll 'collector raiders'...
    Thanks Zeal you brought up amazing points!

    First off, you made sense about the drills. A builder "working" on a drill for more than 5 or 6 hours would simply fill it up unless the player was on non stop to collect. I'll change it to being the same rule as for the mines and collectors. A shorter duration for the drills will also help compensate their higher worth over gold or elixir. Thank you!

    As for freeing up a builder before he is done "working" on a resource building, I was originally thinking that he (the builder) could be cancelled at any time. Since the player can collect from the resource whenever he/she wants to, even if a builder is "working" on it, I figured it was fair. That was before I added the time restraint though, so thank you very much for catching that! If a builder needs to be freed midway what we will call his shift on the resource building, there would be NO cost to free that builder up, but the 6 hour cooldown would begin on that resource building as it would if the builder finished his "shift". I'm even considering a double timer (12 hours) as a penalty, but I can't decide if that's too complicating and unnecessary or not Hopefully this helps answer your last concern. I'm personally not a fan of any mines/collectors/drills' production rate coming to a temporary halt as a penalty.

    Your post was very helpful Zeal! Really improves the idea!

  3. #173
    Forum Elder iDANglin's Avatar
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    Quote Originally Posted by sriinvr View Post
    this will make game easier. all those who are planning strategically to keep them busy will become fools if this comes to effect
    Quote Originally Posted by DOODYDUM View Post
    Great idea! I would love to use it if it was implemented.
    Thanks guys! I have high hopes lol

  4. #174
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    It would not slightly almost not be impossible to say that this was not in the April Fool vid and therefor a potential candidate for a future update

  5. #175
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    Honestly I think this is a really good idea. Nice!

  6. #176
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    Quote Originally Posted by AaronVonNagel View Post
    Honestly I think this is a really good idea. Nice!
    Thank you!

  7. #177
    Pro Member Isaacium's Avatar
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    Quote Originally Posted by iDANglin View Post
    Thanks Zeal you brought up amazing points!

    First off, you made sense about the drills. A builder "working" on a drill for more than 5 or 6 hours would simply fill it up unless the player was on non stop to collect. I'll change it to being the same rule as for the mines and collectors. A shorter duration for the drills will also help compensate their higher worth over gold or elixir. Thank you!

    As for freeing up a builder before he is done "working" on a resource building, I was originally thinking that he (the builder) could be cancelled at any time. Since the player can collect from the resource whenever he/she wants to, even if a builder is "working" on it, I figured it was fair. That was before I added the time restraint though, so thank you very much for catching that! If a builder needs to be freed midway what we will call his shift on the resource building, there would be NO cost to free that builder up, but the 6 hour cooldown would begin on that resource building as it would if the builder finished his "shift". I'm even considering a double timer (12 hours) as a penalty, but I can't decide if that's too complicating and unnecessary or not Hopefully this helps answer your last concern. I'm personally not a fan of any mines/collectors/drills' production rate coming to a temporary halt as a penalty.

    Your post was very helpful Zeal! Really improves the idea!
    I also like your post Zeal! It's the idea I was trying to think off before you thought of it first ! I also feel a shorter duration for DE drills would be good. And since the DE elixir drill only goes to Level 6 (tell me if I'm wrong), an extra hour per level should do the trick. I feel a double timer is unnecessary and complicated. The six hour cooldown is punishment enough.

  8. #178
    Forum Elder iDANglin's Avatar
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    Quote Originally Posted by Isaacium View Post
    I also like your post Zeal! It's the idea I was trying to think off before you thought of it first ! I also feel a shorter duration for DE drills would be good. And since the DE elixir drill only goes to Level 6 (tell me if I'm wrong), an extra hour per level should do the trick. I feel a double timer is unnecessary and complicated. The six hour cooldown is punishment enough.
    I'll double check but I'm pretty sure I changed the OP so that the drills will only last as long as one hour per level and not double. Definitely makes more sense! And I think that it should be one hour per level at the most now considering how much more DE is worth to most players over gold and elixir. Also because of how quickly drills fill while boosted.

  9. #179
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    Geneus, i would like to have this feature in game

  10. #180
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    Quote Originally Posted by MasterPZ View Post
    Geneus, i would like to have this feature in game
    Glad you like it as well!

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