The premise of this idea is to incentivize attacking even when the probability of success is low. In other words, implement a method to incentivize attacking high level bases that drop down in trophies to farm. Under normal conditions, bases that would typically qualify for master 3 or above are too frequently in crystal 3 or below causing an unnecessarily high number of skips, or “next” button clicks to find a fair opponent.
The proposal:
To incentivize attacking bases where winning is unlikely, provide some kind of monetary reward to do so (i.e. gold/elixir/dark elixir). The idea:
- Create an “attack bonus” reward category where the total reward is directly proportional to the amount of damage (destruction) you cause to any given base.
For example: if the total attack bonus for a given base is 10k gold, and you cause 10% damage, then you will receive $1k gold. If instead, you had caused 95% damage to the same base, you would have earned $9.5k gold for your effort in addition to the win-bonus.- The attack bonus accumulates based on the value and the number of skips the base experienced. For example, if a particular base was skipped 50 times by TH9 attackers (i.e. 750g per skip), and 100 times by TH8 attackers (i.e. 500g per skip), then the total attack bonus would be (750 x 50) + (500 * 100) = 37500 + 50000 = 87500 gold.
- If any player successfully earns one (1) or more stars on any given base, the accumulated “attack bonus” is reset back to zero (0) where it can re-accumulate once the shield is broken.
- The attack bonus will the sum of the total value of next clicks less the total amount rewarded to other players. For example, if a player attacks a base with a 10k attack bonus, but earns only 10% destruction rate, the new total attack bonus will be $9k to the next player who visits the base ($10k total accumulated attack bonus LESS $1k rewarded to the player who scored 10% damage).
Expected Results
- Players whose bases are configured well defensively will naturally begin to experience higher number of successful defenses—thereby naturally sorting these bases to their appropriate league level.
- We will experience a higher number of attacks (and therefore an overall lower number of skips) due to players attacking more difficult bases with all available units for a higher share of the attack bonus.
- Players in the upper echelon of the game (4000+ trophies) will begin to see a higher number of “attempts” on their base as well. Consequentially, these players are likely to spend more gems (read: money to SC) to boost their heroes recovery times more frequently, request troops from clan members, and spend gems for shields.
- We will unintentionally experience better matching algorithms since the total number of “impossible” bases will decrease by the behavioral sorting that will occur.
Conclusion
Creating an incentive to attack difficult bases will only help improve the game mechanics and overall experience. The above mentioned changes will only work to enhance the overall game experience by reducing the number of skips one must make to find an opponent to attack. The above method will also eliminate the so called, “impossible bases,” in your league in perpetuity since these bases will either be forced to truly convert to a farming base (i.e. move the TH outside), or suffer a sort to the proper league level where they belong. This is a win-win for everybody.
Above Me
My in game name is "The Magman" from STONEAGE DOGS. I have been playing this game in excess of one-year, and very much enjoy the well balanced attack and defense strategies balanced by supercell.




