View Poll Results: What's are your thought on this idea?

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  • Love it!

    0 0%
  • Great idea, needs balancing

    1 33.33%
  • Ok idea, needs a bit of work

    0 0%
  • Bad idea, needs a lot of work

    0 0%
  • Just a bad idea.

    2 66.67%
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Thread: Collector/drill/mine jackpots (not a wheel game)

  1. #1
    Senior Member Donovan18's Avatar
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    Collector/drill/mine jackpots (not a wheel game)

    Hey all. I have a new, or i do believe its new, idea of having small 1x1 to 2x2 tiles of elixir, dark, or gold jackpots which would spawn randomly around your base outside of safe zones. These small tiles would slightly increase production rate of the corresponding resource generator - generator = mine drill and collector for simplicity- placed on it.
    A 1x1 tile could only fit 1 generator on it (only one tile of generator needs to be covering the jackpot tile) and would provide a small xx% generation boost to it. These jackpot tiles would then be "depleted" in 12-24 hours after you first begin to use them, and stills counts down even if you take the generator off. They would look like very small barb king altars (not same artwork) and have a elixir drop, gold coint or de drop on it to show what kind of jackpot it is.
    A 2x2 would work the same but would provide a xx% boost to generation of the corresponding resource if JUST 1 collector is placed over all 4 tiles. You could also place 4 collectors each one covering a corner of the tile each to provide an slightly lower benefit to a 1x1 tile booster but to 4 generators. You could cover it using 2 generators, 2 tiles each generator to provide a xx% bonus to production. These would have a much lower spawn chance than a regular 1x1. This could encourage people to move about and potentially leave exposed collectors that can then be looted by attackers for a very small bonus to loot. You would only be allowed 1-3 at a time and would spawn at a slightly faster rate than a gem box.

    Sorry for a wall of text to some people but if you're reading this, I hope you read the entire thing and please leave some feedback on your thoughts and improvements.

    Level: 114|Town Hall:​ 10 (hooray)


  2. #2
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    Isn't this the same thing as gem boost

  3. #3
    Senior Member Donovan18's Avatar
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    Quote Originally Posted by GanjaSandwich View Post
    Isn't this the same thing as gem boost
    Gem boosts cost gems and have a higher rate of production. This is free but gives a lower rate of production. It would work for people who don't want to spend 10 gems for double production. New players saving for huts or just gem-broke players need love too

    Level: 114|Town Hall:​ 10 (hooray)


  4. #4
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    Quote Originally Posted by Donovan18 View Post
    Gem boosts cost gems and have a higher rate of production. This is free but gives a lower rate of production. It would work for people who don't want to spend 10 gems for double production. New players saving for huts or just gem-broke players need love too
    well that'll cost super cell some money. You get gems for achievements and what not so its not all that hard. It's not an idea that'll be implemented because of the fact it contradicts with the boosting system now; however, you did have an origional idea so I suggest you come up with some more so we can replace those threads about using the water and lighting rods. After all, why would I want a glorified ♥♥♥ "rod" on my base.

  5. #5
    Senior Member Donovan18's Avatar
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    Thanks for the feedback ganja, described something I hadn't thought of. Of course, what were the chances of having an idea implemented into the game? You gotta be a mastermind to do that. I also had an idea of so how using the water or perhaps something to absorb spells. Perhaps a lightning rod?

    Level: 114|Town Hall:​ 10 (hooray)


  6. #6
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    Quote Originally Posted by Donovan18 View Post
    Thanks for the feedback ganja, described something I hadn't thought of. Of course, what were the chances of having an idea implemented into the game? You gotta be a mastermind to do that. I also had an idea of so how using the water or perhaps something to absorb spells. Perhaps a lightning rod?
    Lol lighting rod..... Yeah if people love the water than they can go play boom beach. And yeah; a mastermind is true. As there's so many ideas that's been approved but yet it's been the same list for months. Sometimes I wonder whether or not if anyone's ideas will make it into the game as there's already SO MUCH to implement.

  7. #7
    Forum Elder Jomarx3me's Avatar
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    Quote Originally Posted by GanjaSandwich View Post
    Lol lighting rod..... Yeah if people love the water than they can go play boom beach. And yeah; a mastermind is true. As there's so many ideas that's been approved but yet it's been the same list for months. Sometimes I wonder whether or not if anyone's ideas will make it into the game as there's already SO MUCH to implement.
    SC can't implement everything

    there's Balance issues and Coding Technicalities, some take longer, some are easy, but not ideal for the game


    they can't also implement every idea, even if majority of the players wants it, it's still their game, not ours (the players) (

    I was 'kinda' part of 北京完美世界网络技术有限公司 before, there were good suggestions for our games, but our head doesn't want to do some of them, because they want the game to go in the direction they want to, not the players'

    I don't know about SC's model is, but I think this is pretty common (even with the taiwanese and korean game devs) I'm talking about client games though, not mobile games
    Last edited by Jomarx3me; February 12th, 2015 at 01:10 PM.
    maxed out TH9, minus the heroes
    kinda quit, Lurker mode: on

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