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Thread: Maximum amount of loot allowed when shield is down.

  1. #1
    Fresh Spawn
    Join Date
    Nov 2014
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    1

    Maximum amount of loot allowed when shield is down.

    I was wondering if there could be a maximum amount of loot that is available to be raided when a shield is down? For example, I was attacked 4 times before there was enough damage done to put a shield up. The attacks were as such:

    Attack 1: Available loot (87,226 gold, 353,599 elixir and 994 dark elixir). Attacker received 2,205 gold, 20 elixir and 16 dark elixir.

    Attack 2: Available loot (92,073 gold, 359,001 elixir and 1,022 dark elixir). Attacker received 2,715 gold, 56,717 elixir and 24 dark elixir.

    Attack 3: Available loot (105,406 gold, 373,151 elixir and 1,112 dark elixir). Attacker received 4,427 gold, 352,015 elixir and 1,064 dark elixir.

    Attack 4: Available loot (104,966 gold, 372,368 elixir and 996 dark elixir). Attacker received 104,033 gold, 372,368 elixir and 996 dark elixir.

    My total loss when my shield was down was 113,380 gold, 781,120 elixir and 2,104 dark elixir. Based on this, it's probably pretty clear that I was saving elixir. Elixir for me (and probably other players) is tough to save considering that it costs elixir to train troops to attack and once you get to the higher TH levels, to research troops or do anything costs a lot.

    To me, it would make sense if when your shield goes down, whatever loot is available to be raided is what you start with and if you get attacked multiple times, the available loot is subtracted from what was available when the first attack takes place rather then resetting the amount of resources for each attack after that until your shield is up. Otherwise, it gets really frustrating to get hit with multiple attacks where a large amount of loot is being taken. It's things like this that make me not want to continue playing and I've heard my friends complain about the same thing.

  2. #2
    Trainee TylerSingleton's Avatar
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    Sep 2014
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    18
    This is a little bit of an aside.

    Based on the given amount of loot stolen vs. available, I am assuming that your base is nothing more than an eggshell -- all of your defenses on the outside and all of your goodies stuffed together on the inside. This type of layout is one of my most favorite to attack as a farmer, because once I break into the core, all of the loot is mine. If you wish to prevent losing tons of your precious gold, elixir, and dark elixir whilst gaining a shield, I suggest that you scrap your current layout and go for one with storages spread further apart.

    This may at first seem counter intuitive because your storages are more exposed; however, in order for an attacker to kidnap your precious bounty, they must either two or three star your base. This is much more advantages since it requires much more skill from the attacker and will guarantee a twelve-hour shield.

    Back to the topic at hand.

    I agree that it would be nice to see the maximum amount of loot a player can steal in respect to their town hall. However, I believe that this will also cause an unnecessary amount of problems.


    1. There needs to place to put this information. Where will it go?
      • You will have to either create new category, which houses miscellaneous information such as this, or place it within a preexisting category.

    2. Another problem this causes is the abundance of information.
      • There are ten different town hall levels that SuperCell would have to display the available loot for; however, it is possible for a filter to be installed.
      • The abundance of information will also cause unnecessary strain on the server causing it to slow down. I am not a 100% sure as to how this will effect the server (how much strain it will put on it), so take this point with a grain of salt.
      • This information can already be determined based on previous attacks. If a town hall level "x" attacks you, based on your town hall level and the available loot, you can calculate the maximum loot available for each respective town hall if you know the loot penalty.
        • There are online calculators that can do this for you.


    3. What usefulness does this have?
      • I will admit that knowing the amount of loot available is nice, but in no way does it provide any advantages. It may make me think twice about breaking my shield, but if I want something that costs 5M gold, then I have to attack regardless on how much loot I have available to steal.



    As stated before, this is not a bad idea -- it's just not a useful idea.
    Last edited by TylerSingleton; November 10th, 2014 at 05:19 PM.

  3. #3
    Trainee
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    Jun 2014
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    Latvia
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    Thumbs up

    Quote Originally Posted by MikeAnderson1730 View Post
    Attack 1: Available loot (87,226 gold, 353,599 elixir and 994 dark elixir). Attacker received 2,205 gold, 20 elixir and 16 dark elixir.

    Attack 2: Available loot (92,073 gold, 359,001 elixir and 1,022 dark elixir). Attacker received 2,715 gold, 56,717 elixir and 24 dark elixir.

    Attack 3: Available loot (105,406 gold, 373,151 elixir and 1,112 dark elixir). Attacker received 4,427 gold, 352,015 elixir and 1,064 dark elixir.

    Attack 4: Available loot (104,966 gold, 372,368 elixir and 996 dark elixir). Attacker received 104,033 gold, 372,368 elixir and 996 dark elixir.
    It's too much!!! (no one will attack u after shield is run out)

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