Yes; GIVE MEH DA LOOT
No; I'm too good for this loot bonus.
I think the Loot Scale idea is a very good addition.
I am still too hung up on the fact that if Potential Benefit >= Cost then it won't work.
To reiterate my biggest problem with this. If I have a lot of loot I will leave my TH unprotected. If I don't have loot I will put my TH inside. If my TH is inside and I don't have loot, no one is going to attack my base. No one would waste their times on a well protected base with no loot. So there are very few scenarios in which a defense would pay off.
I think a couple ways this could be fixed.
1) If I have a successful defense my traps would be repaired automatically.
- Because if I get attacked once and my traps are set off it makes my base weaker for any subsequent attacks. My base design relies heavily on traps to protect my center. Essentially without this after 1 or 2 attacks I would have no traps left and my base might and loot might as well be exposed at this point.
2) As suggested earlier. Scalable loot.
a) It should scale with TH level (Similar algorithm to determine what # base you are in war. Because Higher TH's aren't always the lowest numbers in the war. Sometimes a TH8 might #5, and a TH7 might be #4 if TH8 is rushed). The second way it should be scalable is with consecutive defenses.
etc...
Consecutive Defenses Loot 1 x 2 xx 3 xxx
This doesn't necessarily have to be linear, but hopefully my idea is well illustrated enough. But this brings me back to my original point 1). Successful defenses would need to rearm the traps automatically. Because if I get attacked I might not always be able to rearm my traps right away making successive defenses less likely. Even if the auto-rearm is a Check-Box option. An auto-rearm check box could work in this way.
If a successful defense is won, then all traps will be automatically rearmed. The rearm cost will be automatically debited from the Potential loot won on defense. If that isn't a sufficient amount to rearm all it would be debited from Gold storages. If that isn't sufficient then re-arming the traps would not occur. If you don't want it automatically debited don't Check the Auto-Rearm Check Box.
That's my suggestion to make it potentially viable and useable by people.
Because let's be honest. No one is going to attack a TH that is well protected with no loot to gain. Especially if the army composition takes a very long time to make or is very expensive. And even if it is someone using a BArcher composition, they will be looking for loot or a TH snipe.
This is technically what they have on Boom Beach.
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Well, I have several threads that deal with ideas that don't give loot as a result of being on the defensive, except for one, which is more based on how much you damage the other guy.
Proposed Defence Revamp
This one is my latest shots in the dark in regards to the defence issue. Feel free to look at it, or check my other threads via my profile.
Town Hall: 9 (Mid Stage) Level: 110+ Base Type: Back to a real one, as SC intended
Mostly inactive after leaving TH8, but I keep up the yard work (for gems!). Angry Neesons everywhere rejoice! Our time for satisfaction seems to be on the horizon!|REPORTING FORUM POSTS... How YOU can make a difference Remeber: Reporting is not always bad. It is used to move misplaced threads too.Volunteer Forum Reporter and Newbie Friendly 'Bad News' Breaker
It is a similar concept yes. Boom beach however gives it differently and is a whole different concept than clash of clans. With clans of clans you have to worry about people dropping trophys and abusing it while boom beach isn't like that.
No need topeople haven't questioned me other than at first which was handled quick.
You'll be very surprised about people attacking for just trophys. If you push higher and you have no loot; you'll see loot does not matter anymore at that point.
I disagree with the idea of automatic trapsI thimk the system is pretty good the way it is.
The idea isn't meant to be your second loot source after attacking. It's meant to add purpose. The loot sets I have offered; its supeecells final say. They could even go further and add a algorithm and do percentages but for the sake of simplicity: I chose to not do that even though I very well could of came up with some charts and so on and so forth.
Potentioal benifit could be greater than you think. You'll likely push-up trophys more if you know you'll win Defneses and your trap cost would go down. Of course people will still place townahlls outit's not a major gameplay change but it is a small one that perhaps could be explained more than I have done so.
I also enjoy your chart and might need your help with one![]()
Was kind of a semi-shameless plug for my ideas, since I know some people aren't a fan of people getting loot on defence wins.
Idk, just tossing it out there. What's the worst that could happen? It stays ignored?
(feeling kind of bummed out atm, so not exactly able to put much effort into things.)
Town Hall: 9 (Mid Stage) Level: 110+ Base Type: Back to a real one, as SC intended
Mostly inactive after leaving TH8, but I keep up the yard work (for gems!). Angry Neesons everywhere rejoice! Our time for satisfaction seems to be on the horizon!|REPORTING FORUM POSTS... How YOU can make a difference Remeber: Reporting is not always bad. It is used to move misplaced threads too.Volunteer Forum Reporter and Newbie Friendly 'Bad News' Breaker
Sorry didn't read through all the pages.
Can't you just drop in trophies and make a troll base? That could farm up this defensive bonus too easily.
This also creates some sort of a hidden storage. You can collect it whenever you want, and it will never be raided, unlike war loot. This can potentially be fixed with just putting the rewards in the CC or just directly into the storages.
On my TH9 account I've never pushed past 2000 trophies. Never needed to. Occasionally when my trophies have dropped too low then I'll just go through and revenge people for trophies since the trophy reward is higher anyways.
I actually like my automatic trap idea regardless if this idea gets implemented or not. I always end up rearming them anyways so if it could just do it for me that would be great, given I have the funds to do so.
I guess if the idea isn't to be for the loot then you should change the poll question, because
"Yes; GIVE MEH DA LOOT" and "No; I'm too good for this loot bonus" seem to imply otherwise.
I think between my style of play, and the people I know styles of play - is so different from worrying about defending that I"m missing the concept of this and can't really conceive this being viable without incentivizing defense greatly, and offering rewards for doing so. Also your title implies that there would be incentives for defending so my suggestion was to improve the incentives so that the benefit is > cost.
Think of it like this. There is a candy bar that Cost $2. You buy it for $2. Two people offer to buy your candy bar. One offers you .50 cents. The other offers you $3.50.
Given no other information you would never choose to take the .50 cent offer because the benefit < cost. (This is just an example, I'm aware there are What-If's that could change the scenario). So I'm having trouble wrapping my ahead around why anyone would defend without some sort of perceived benefit for doing so. Because the audience you are trying to capture is roughly the 2/3 of Clashers that currently leave their TH exposed. You aren't concerned with the people that already protect their TH because its already protected and they are already defending. So maybe if you can explain or persuade me that pushing trophies higher is a greater benefit than I currently believe it is.