Level: 155 Clan: SagittariiHelp My Ideas Grow! My Builder Idea (Don't Judge Based On Title)
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Level: 155 Clan: SagittariiHelp My Ideas Grow! My Builder Idea (Don't Judge Based On Title)
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Hope to see this in this week's sneak peeks!
Level: 155 Clan: SagittariiHelp My Ideas Grow! My Builder Idea (Don't Judge Based On Title)
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+1. Great idea, mate. C:
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Not sure i agree with a builder being placed on a mine or resource for "free." But maybe I am misunderstanding...
Are you suggesting any time a builder is inactive he can be placed on a resource absolutely free with NO cost and it will boost? Because then everyone would do it constantly. We all have times when we do not have all builders active. Usually while we are accumulating a resource to be able to use the builder actually... It should always cost something to boost something. You cant get something for nothing you know.
Lets use gold for example...
To me, if a builder is being placed on a mine, it should cost something for the boost in gold generation. Maybe it should cost Elixir? And if you do it, then it should be for a set amount of time. Much like Gem boosting really. And stopping the builder boost before the allotted time should also have a penalty.
Dont get me wrong, i would love if we could double up builders to speed up a build, or an upgrade, AND for this idea of boosting resouce creation. But it should cost something.
clan: Wiggy wildlings
Psycho oixie, Founder.
Has this been noticed by SC yet?
I understand your concern about this idea not costing anything resource wise, but for almost any CoC player who plays more than rarely, the cost of the builder's time would be more than enough. If this feature had come out let's say a year ago, I don't think I would have used the feature more than a few times since then. Why? Because like many players I am able to keep all of my builders busy at all times. The few times I can't would be the few times I would use this feature. So in my opinion this feature would rarely be useful for hardcore players, but used more for players who have struggles getting the resources for upgrades. This feature would also be useful for players who are capped or simply want to focus on walls. Sure, a player might choose to use this feature for every builder as much as possible, but then they don't get any buildings upgraded. With that in mind I don't find this feature to be "OP."
You aren't the first to suggest a resource cost by any means, but I find a resource cost to increase that resource's income to be redundant. The one thing I am against here is a cost of one resource to boost the other resource's income. That's closely related to the very common idea players have of "resource trading" which I am aware that SC is very much so against. Appreciate your post and I hope this all makes sense!
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This idea has been ruled out by supercell because they won't make as much money