I should preface this by saying this is a good idea. I am not a griping 12 year old. I don't post often, but when I do, it is liquid gold.
To business! There is an issue with farming in clash - it is an exploit so common and basic, that it is lesson 101 in optimised farming - put your TH outside of your base. It doesn't make much sense that we sacrifice our poor peasants to the rampaging horde - what kinda benevolent chiefs are we trying to be here...... but of course we don't really care about the role playing element - the nuts and bolts logistics of the game are sacrificed to this "gaming of the system".
At any one time, I suspect there may be >80% of the playerbase in shield (remember the days when u used to try to do revenge attacks! haha, me neither!), but prolly >95% of the resources of the game in shield. These are pretty arbitrary numbers, but the basic assertion is that the wealth is disproportionately shielded. Base design becomes a parody of itself - the game's most important building is the shunned leper.
So what?
Well, it is hard to pick a consistent and sensible development direction when the mechanics are exploited to optimise divergent gaming goals. A league bonus in masters is worth more than most legit TH8 farm raids in gold league might be expected to produce (by legit I mean not just harvesting idle collecs). That's funky. Why raid when u can just ram the next button till u find an external TH, and without skill or strategy out perform other farmers. Its funky. Why design good farming bases when your defence will literally never be tested - funky.
I should probably interject with a bit of background, I am level 170 something, just under 2bil gold grab and 2bil elix, with around 13 mil DE grab. I am almost full blue walls, and level 79 (so close) heroes. And the last time I was attacked properly, losing more than say 2 storages, was probably 3 months ago. I farm efficiently for the game I play - that is to say, I nail a lot of TH9s with moderate loot, because the rich TH10s and TH9s are all in shield. I don't defend with strategy (external TH), and I attack with pretty weak / moderate strategy (25 minute army turnaround), because that's what the game wants me to do. I want to defend with strategy (offset loot with teslas, tricky CC pulls, etc), and I want to attack with strategy (good army vs similarly developed bases, with 400K gold and elix and 3K DE on offer)... the game doesn't want me to do these things. The exploit has always been a force of derailing strategy and rewarding inane button bashing and pure time spent gaming. I think BOTH should have value, and that this balance could do with being redressed.
Instead of hitting next 50 times to find a viable base to farm, what if it only took 10 nexts? what if the loot was available, but only if you had the keys to unlock the door. What if it made sense to farm among your peers, instead of dropping down and bullying rushed / idle bases? What if each time you see someone is attacking your base, you had the thrill of a war raid defence or a troph push defence, instead of the "lemme go watch 5 archers slowly break my TH windows with lvl 4 bows"... Your loot wouldn't be as safe, this is certainly true, but neither would anybody elses. Instead of all the loot hiding under a shield, it would have to hide behind walls and cannons.
"Dazz, this world you speak of sounds fantastical - surely it could never be a reality?!"
It could my friend, it so easily could.
There are 2 changes I would like to propose, either one of which would go a long way to making the game make more sense.
1). TH contains loot - I don't mean 1K gold and 1K elix. I mean it acts as a storage - stores more as you level up, increases your total possible bank size (allowing more expensive upgrades in the future, without having to increase number / level of storages), and critically, can be profitably (or expensively, depending on ur angle) raided. At TH10, I suggest maybe 2 mil gold and elix storage, 2000 DE (5% raidable - 100K of each and 100DE). At the lower TH levels, clearly much less storage / raid potential. There would then be the question of order of storage filling (important for raiding) atm, TH always fills before sotrages, but with a menial amount. I am somewhat ambivalent to the options here - either it fills first still, as per current, or it fills in line with other storages on a % basis. Depends how centralised we want the loot to be, I suspect in line with other storages makes more sense.
The result of option 1 would be that most THs are put inside and treasured as the primary building they were supposed to be. It unifies base design logic, troph base vs farm base vs hybrid becomes a moot point (almost entirely, though not quite, there is still a saddle point where relative value of trophs vs loot alters base design). It means league bonuses can be altered without fear of the obvious exploits which currently exist, where a dedicated TH 4 can do away with farming all together if he wants to grind up to the higher leagues. And it also does away with the silly TH3-4 being in champs that we see. External THs devalue troph pushes entirely. Did you get to champs with skill, or with grind? nobody knows. you could be the best TH7 raider the game has ever seen, or you could be really willing to whittle your life away for a 4 digit number on a server somewhere in the ether. There is no way to know who is who, so bragging rights are lost. And a really critical result, farm search times should be vastly reduced.
2). This is a tad more complicated, and a few bits are open to opinion (and maybe some element of exploit? tho maybe not). Basically, losing TH and SUB 20% of your buildings DOESNT grant shield. So, you may have an external TH, and it will get raided, and u will lose those battles (and thus trophs), but you wont be given a shield - so you could be raided all night by the low THs, and yet still be possible dinner for when the big dogs come knocking.
The result of option 2 (btw these options are totally independent of each other, and wouldn't be used together), would be that most people place TH inside, but it does allow the easy option to drop trophs of external TH... this takes away the need to "drop hero quit" your trophs away. It may lead to a new type of base design whereby a bunch of builders huts and such are placed external with TH, but I think that would compromise base design so much, that you would end up being a dream target for loons and giants (etc), so it would have its risks.
Overall, option 1 makes vastly more sense imo (keep your prized resources in the safest place in town), has more utility (achieves more goals more fully) and doesn't tinker with any of the basic game structure ref raid mechanics.
Sooooo.... thoughts?




