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Thread: Clan war suggestions

  1. #1
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    Clan war suggestions

    Permission to post admins!
    I would like to suggest so many things about COC that I think would not only greatly improve the gaming experience of players, but also make wars more worth planning.. I've seen some flaws with the current system of war. We noticed that it's like clan wars always depend on the top players. If you clear the enemies' top players, you secure a win because you can easily clean down the lower players.. What about we:

    1) put a range on who can attack you? like +1 up and -1 down per 5players added on clan war.. for example if it's 25vs25. then that makes it +5 and -5 can only attack you.. if it's 30vs30.. it will be +6 and -6 only can attack you, so on and so forth.. this way, winning will not always be credited to the top players, but also low players can make your team win. simple as that..

    2) add remaining attacks to the score by percentage depending on whose attack was not deployed. You can think of any preference you like to make it that the higher the player that has a remaining attack, the higher the score added. This way, attacks will be balanced and clans will optimize attacks by wisely choosing their targets. Also this will prohibit some players to just go for the loot because they will hesitate looting when they are at a disadvantage.. They will be saving their attacks for cleaning or not attack at all to gather additional points. But of course put an initial war loot bonus for the winning team so that they'll still get any even if they didn't attack..

    3) make it that the war loot bonus you get depends on how many stars you get on the target so that when looting, they do not just simply pick a high bonus enemy player and go for a free hit town hall or a 50% damage dealt, but they will also think wisely on looting whether they will gain more from a low player but they can get 3stars(100% bonus) from it, or a higher player but can only get 1-2stars(partial bonus) from it.. This is a strategy game so we should at least still use of a strategy even when looting.

    4) add different maps so we have different warbase maps that will make our warbases vary and not just this diamond map we have right now.... May be with obstacles(can't be removed) like mountains or plateaus that ground troops can't pass so they'll have to take a detour. With different map shapes and map layout, wars will be more challenging as every war will vary depending on the chosen/random map..

    5) add fixed or can-be-built rivers and water bodies that slows movespeed of ground units..

    If you think some of my ideas are good, although some can be modified, it will be good
    I am willing to help you with these ideas in case you acquire them.. Thank you!

    bham~
    Last edited by prosenjiel; May 17th, 2015 at 08:04 AM. Reason: added some on #1,#3 & #4

  2. #2
    Super Member paulting's Avatar
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    Some are pretty good idea should be implemented in future clash

  3. #3
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    Quote Originally Posted by paulting View Post
    Some are pretty good idea should be implemented in future clash
    thanks for agreeing.. Yeah these are good ideas.. These will make wars better.. low players will play a big part and not just become a completion for the team.. Winning a war can sometimes be decided depending from the performance of the low players and not just from the top players..

  4. #4
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    bump

    Please read

  5. #5
    Fresh Spawn
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    Good idea

    Come on supercell

  6. #6
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    Quote Originally Posted by prosenjiel View Post
    2) add remaining attacks to the score by percentage depending on whose attack was not deployed. You can think of any preference you like to make it that the higher the player that has a remaining attack, the higher the score added. This way, attacks will be balanced and clans will optimize attacks by wisely choosing their targets. Also this will prohibit some players to just go for the loot because they will hesitate looting when they are at a disadvantage.. They will be saving their attacks for cleaning or not attack at all to gather additional points. But of course put an initial war loot bonus for the winning team so that they'll still get any even if they didn't attack..
    I don't understand what #2 is trying to say.

  7. #7
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    Quote Originally Posted by prosenjiel View Post
    Please read
    Put this in your mind when you post an idea next time....Never, ever, BUMP.

    Your ideas are good, most of which I can't understand
    I don't like the idea of having a built-in river to slow down troops though. It would soak up more data, like what the Waterfall did, that's why it was removed.

    Different map backgrounds are good. But I don't like it.

    ★ IGN: Zyradow (Clash Royale) Forum Rules
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  8. #8
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    Quote Originally Posted by prosenjiel View Post
    Permission to post admins!
    I would like to suggest so many things about COC that I think would not only greatly improve the gaming experience of players, but also make wars more worth planning.. I've seen some flaws with the current system of war. We noticed that it's like clan wars always depend on the top players. If you clear the enemies' top players, you secure a win because you can easily clean down the lower players.. What about we:

    1) put a range on who can attack you? like +1 up and -1 down per 5players added on clan war.. for example if it's 25vs25. then that makes it +5 and -5 can only attack you.. if it's 30vs30.. it will be +6 and -6 only can attack you, so on and so forth.. this way, winning will not always be credited to the top players, but also low players can make your team win. simple as that..

    2) add remaining attacks to the score by percentage depending on whose attack was not deployed. You can think of any preference you like to make it that the higher the player that has a remaining attack, the higher the score added. This way, attacks will be balanced and clans will optimize attacks by wisely choosing their targets. Also this will prohibit some players to just go for the loot because they will hesitate looting when they are at a disadvantage.. They will be saving their attacks for cleaning or not attack at all to gather additional points. But of course put an initial war loot bonus for the winning team so that they'll still get any even if they didn't attack..

    3) make it that the war loot bonus you get depends on how many stars you get on the target so that when looting, they do not just simply pick a high bonus enemy player and go for a free hit town hall or a 50% damage dealt, but they will also think wisely on looting whether they will gain more from a low player but they can get 3stars(100% bonus) from it, or a higher player but can only get 1-2stars(partial bonus) from it.. This is a strategy game so we should at least still use of a strategy even when looting.

    4) add different maps so we have different warbase maps that will make our warbases vary and not just this diamond map we have right now.... May be with obstacles(can't be removed) like mountains or plateaus that ground troops can't pass so they'll have to take a detour. With different map shapes and map layout, wars will be more challenging as every war will vary depending on the chosen/random map..

    5) add fixed or can-be-built rivers and water bodies that slows movespeed of ground units..

    If you think some of my ideas are good, although some can be modified, it will be good
    I am willing to help you with these ideas in case you acquire them.. Thank you!

    bham~
    1. No. Your number 1 has an attack left and the only star left is on the last person, he should be able to attack it.
    2. Huh? No.
    3. As someone who begs his clanmembers to use every attack and boots them if they don't, no. We've had 90 stars in 31 attacks in a 30v30 war, at that point you just tell your people to attack for loot. What's wrong with that?
    4 and 5 could make things interesting, maybe a special war mode where everyone gets a custom map and has to make a custom base on it.. but that'd take A LOT of work.

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