So in most sports/competitions that involve a timer/clock of some kind, if you take a shot in the last seconds then any "score" made (even if it doesn't occur until after the timer/clock runs out) still counts. (I'm specifically thinking of basketball here, but other sports have similar rules).
My idea is, for battles, if you have no troops or spells left and you have troops (specifically troops with ranged attacks) on the field of battle still attacking, if they take a final shot, then their final shot is allowed to do damage even if the troop that took the shot is destroyed or the timer runs out (the battle auto-end doesn't finalize until the last shot has done its damage).
So really it's two ideas, but closely related:
- If the timer runs out and a ranged troop shot is in the air, then battle (but not the actual clock) time is extended until that last shot hits its target and damage is calculated. Normal animations for troops disappearing/returning to elixir begin occurring, but that last shot does its damage and then the screen fades out and whatever the end result is gets computed.
- If the last ranged troops die (with no attack spells or extra troops still available to deploy) their last attacks (if they were successfully put in the air before the timer ran out and before they were destroyed) are allowed to finish before the results are calculated.
Again, this should make it consistent with most other forms of competition.
And if SC really wanted to push the drama aspect of this, for a close battle (where the game knows the next structure destroyed will get 50% or if the TH is the target, and in either case they only have a very low % of HP left) the last couple of seconds could be slowed down to emphasize this. :P Maybe even auto-zoom (even if only slightly) on the last attack and highlight the structures health bar.
For the situation where the structure doesn't get destroyed, leave the health bar up slightly longer than normal as well (to highlight just how close it was). This last bit (longer health bar appearance) would apply to replays as well. The action slow-down may not be relevant for replays if a half-speed option is added.
Thoughts, comments or ideas to improve?
PS: Just to be clear, the drama bit in the last paragraphs would only occur if there were no more spells or troops to deploy, in other words it wouldn't interfere with gameplay but highlight ongoing gameplay.




Yeah, that's one thing that is good about this: it doesn't really change much or give anyone an extra advantage, it just adjusts (every so slightly) a minor gameplay quirk. There will still be "almost there" battles, and if anything this will highlight them depending on how much of this idea is accepted.
)
