I feel that the pittance 20 elixir per dead troop (regardless of troop strength or level) always left something to be desired. The fact that all troops killed within the base camp dont drop tombstones also left players wanting a little more. Two camps could be hit by the same raiding party, lets say the attacker is a town hall 7. a town hall 6 puts up a valient effort in defending its resources and is successfull at fending off the invaders and kills each one of them but 90% were within the boarders so no tombstones acquired. A defending town hall 8 puts no effort into kills and wipes every troop outside the walls. both successfully defend and lose no resources but the town hall six shows nothing for strong defense. I now posit that a graveyard or necromancers lab be introduced. Both concepts are designed to reward strong defensive designs. As invading troops are killed their little ghosties are sucked into the graveyard/necromancers lab and stored there. The ONLY way to power it up is through defense, you cant pay with elixer to boost it up. (for war layouts it is always considered fully charged) As the accumulation of souls grows and reaches the breaking point the graveyard is primed and can summon a swarm of defending skeletons or potentially a very LARGE skeleton thats like an Anti hero.

necromancer lab is the same except you choose how to spend the soul accumulation and it is more for offense. Lest say you have gathered 500 souls, you can buy a dead troop. a zombie version of troops you already have access but they are less heathy and hit harder.