
Originally Posted by
Silverlin3
At a specific Town Hall/Player level AND Trophy count, a clan could once a week get together and attack you as a group. Ideas as follows:
1. The clan would be at a disadvantage due to time, instead of the usual 2 minutes and some change, they'd only have 15 seconds to decide and one minute to complete the entire attack.
2.The clan that attacks also must split up the loot, so the only real reason this mechanic would be viable is for revenge, team play, and to give new players some awesome replay videos to be a part of. For the defense, it serves as a true test of abilities.
3. For each player, the attack serves as a trophy boost based on the number of people that attack, something like 50% additional trophy count for a successful defense and 25% additional trophy count for people attacking.
4. Inter-league attacks are calculated on a 1-3 variable, meaning for every jump in league ranking, a successful attack or defense is upped by 3. (Example: four silver-leagued players attack a crystal league player. Since they are two levels lower than the defending player, the reward for the winner is multiplied by 3+3, one multiplier for skipping gold and another for attacking a crystal player. The attackers gold/elixir/dark elixir is multiplied by 6 as a total, so if they achieve a successful attack and receive 75,000 gold/elixir/dark elixir, that number jumps to 450,000 split four ways. On the other side, the trophy count for the defender would jump to a 6-up multiplier, so if successfully defending would normally give the defense 50 trophies, it now gives 300.
5. The cool down on the inter-league clan attack dynamic would be set for 7 full days from an attempt, either success or fail. The once a week group attacks would be very limited in this regard, and would allow the same kind of excitement as clan wars.
6. Revenge mechanic would be much the same, but only the highest level player from the group (based on median calculation of both actual level, defensive DPS and trophy count) would be able to be attacked. Gives the whole team dynamic a more realistic feel to me, at least.
Very open to feedback.