SC, maybe its me, but I don't understand how higher collector levels are going to help loot. The issue as I see it (as I literally see it when I play) is that the available bases are all picked over. So more collector loot may have those that did the picking over, but I don't see how it helps me.
I think about this phenomenon I heard about called the "golden hour". This is supposedly an hour or so of good loot that immediately follows a 3 hour maintenance break. I have a job, so I've never seen it myself, but I could see how it could be true. A 3 hour break for all bases with an average shield remaining of 6 hours would mean that about 50% of all active bases are available. The telling part of this is that if the good loot really only lasts an hour, it means that good bases are being consumed on a regular basis at a rate 3 times faster than they become available. If this is the case, then there is no loot change to bases that will help.
In other words, the only reason any bases are available is because they have such lousy loot. If all bases offered 1M/1M, there would never be any base available to attack.
So the answer has to be a combination of things:
1. Eliminate or substantially reduce shielding (say down to 1 hour max)
2. Eliminate or substantially reduce the amount of loot lost/gained in a raid
3. Go to a reward system based on cups relative to TH level, attack difficulty and performance (number of stars). This would be similar to what you do in war, only scale it according to stars.
With the short shield, de-emphasis on losing loot, and the emphasis on cups, there would be no reason for folks to put their th outside the walls.



