Some kind of "Post War" or method to retry those failed attacks. Even a little more training for lower or less experienced Clan members. A chance to re-attack the same base, or even provide a more detailed feedback to fellow Clan members where their attack went wrong...... then give 'em a chance to try it again.
I am fine with some kind of cost, or just simply the cost of making more troops.... even if you don't "Win" any resources. This is really just a great training/learning opportunity.
SC please consider this idea!!
Last edited by ArchFiend; November 25th, 2014 at 02:53 PM.
I love the idea: to be able to try attacking a war base over and over as a means of refining technique (and learning the various AI behaviours).
I guess there would need to be a way of capping loot so that it would not just become a resource grabbing exercise.
Perhaps the easiest way would be to refund the troops/ spells you (as attacker) commit to the battle, but you do not gain any loot.
Zero cost, zero gain may actually lead to increased gem purchases...
Thinking further about if such battles were zero cost, zero gain: where all troop elixir cost was refunded at the end of battle, but no loot was granted.
Although this might seem a really stupid idea, it does harness the aspect that Supercell generate their money on: Time.
It seems to me that gems ultimately buy time, so any mechanism which refunds elixir not troops will incur troop/ spell building time. So for inpatient people, who are perhaps trying to run multiple simulations while each is still fresh in their mind, this would actually be an encouragement to part with gems and thus gain revenue.
Plus it also allows for those who are saving up for an upgrade to partake in the reruns.