Quote Originally Posted by Xitra View Post
Well, right now there are three main ways that loot is generated in the game:
1) Resource collectors
2) League bonuses
3) War bonuses (both during the raid and after the war ends)
Edit:
4) Goblin missions. No direct impact on gameplay, other than to encourage strong offense.

#1 encourages people to upgrade resource collectors, at least until they see diminishing returns. It also encourages people to maximize time under shield, since it is earned over time, not per attack.

#2 encourages people to raid for stars. The loot that's offered by a player is its own reward, but a TH snipe with 1k gold/elixir is still worth the full league bonus. The league bonus itself does not directly encourage good raids.

#3 encourages people to get at least 1 star against a strong base. The incentive to actually win a war is a mixed bag. Some "farming clans" could care less about winning wars. That's probably changing due to clan perks, however.


None of these methods of injecting resources into the economy actually encourages defense. #1 almost directly discourages defense. #2 also indirectly discourages defense, because a defender can rely on an attacker's greed to ensure they take the TH snipe. #3 doesn't directly affect matchmaking. If you want to win a war, however, it does directly influence people to protect their bases, but not their loot. Hence, people use storages as "walls".


What we need is a way of injecting resources into the economy, which directly or indirectly encourages defense in regular matchmaking.

Ideas?

Hehe, that's the million dollar question.
Simple, give defenders who win a reward bonus significant enough they will want to win.