When you were at lower level, you "feel" happy when you "collector farming"
As you grew stronger, getting higher up in league & TH level, you started to less feel happy with collector raids than wiping out your opponent's bases (of course I still VERY happy finding that 1 in a million 500k loots).
But then again, this is not everyone's "feeling", at least I do.
Sooooooo, if SC could come up with a combination of these 2?
More Challenge=More Loot.
The little league bonus reward doesn't cut it.
There has to be a revamp in the system.
The loot bonus should be proportionate to the destruction as well as the difficulty of the base being attacked vs the "capabilities" of the attacker.
I don't really know how Clan Wars matchmaking really works, but I feel there is a system that somehow accurately measures the offensive capabilities of each of the players being weighed as well as the defensive capabilities of the base design in relation to the bonus reward.
But I feel this system could be applied with regular "farming"
Conclusion:
Collector raids on inactives is a "fake" economy.
Economy should be based on active players.
There are still collector raids, but inactive means "lower difficulty" = lower reward.
Again, % destruction = % of league bonus loot which is VERY rewarding![]()
The big portion of the loot should come from reward of wiping out someone's bases, not just from the storages.
Therefore, the big portion of the loot come from the "server", not just from players collectors/storages.
Now, gemming is a different story.... it's up to SC to come up with another source of income, not just from buying resources.
I don't want SC to hurt their income too, tho![]()






