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Thread: Defence bonus - and how SuperCell can make it happen: Discussion

  1. #1
    Forum Master daz258's Avatar
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    Defence bonus - and how SuperCell can make it happen: Discussion

    A topic of huge popularity since the update is forcing us all to defend properly is to introduce a league bonus when we win a successful defence.

    So how exactly will we make that happen?

    From reading ideas of other members, and adding some thoughts of my own this is a possible solution I've come up with. Feel free to discuss it and offer some tweaks.

    Our intention here is to make us all want to defend, right now we just are thinking of ways to get 30% destruction and minimise losses. As opposed to actually winning the defence as best possible. This update is trying to get to the core intentions of the game. Well winning defence as efficiently as possible no doubt would be part of that intent.

    If you win a defence, and the attacker uses more than 1/3 of their army; you are eligible for a league bonus.

    That bonus, will be calculated based on the league you are in at the time. The league the attacker is in is irrelevant. So an inactive player who has not attacked at least once every season to join a league will not be eligible for it.

    This also means the higher league you are in, the more bonus you can potentially win which may further encourage players into high level play.

    Your reward, will be 50% of the maximum attacking league bonus. As I believe the reward should be for successful attacks more, but never ignore the value of a good defence.

    When you win a defence, that bonus is automatically allocated to your Clan Castle.

    Which means if you start a season attack once, and go inactive you will eventually be capped on how much you can get. And it also allows other clashers to try and steal it. This will assist in putting some of the lost loot from hall sniping back into the economy. In a more competitive way rewarding both good attacking & defending.

    TL-DNR.
    Defence bonus
    Must be in a league.
    Attacker must use over 1/3 of their army.
    You get 50% of the maximum league bonus of the league you are in.
    Bonus get's allocated to your Clan Castle.
    Last edited by daz258; December 13th, 2015 at 11:48 PM.
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  2. #2
    Super Member AnthonyVince's Avatar
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    I like this idea, and was thinking the exact same thing about only applying it if 1/3 of a full army is used.

    One thing: I honestly think the defensive bonus needs to be the full league bonus for it to be worthwhile. And would it be easier to just instantly give the attacker his defensive bonus when he logs on?

    Other than that, solid idea

    Edit: I do see your point about applying the loot to the CC, so I'm kind of torn on that one.
    Last edited by AnthonyVince; December 13th, 2015 at 11:43 PM.
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    I like the idea. But

  4. #4
    Forum Elder Awness's Avatar
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    I was against rewarding a good defence as I see no need for it but seeing the importance of this current update wanting us to defend better we indeed need to get rewarded.

    The point of upgrading defenses for ridiculous amounts of gold and the days it takes to complete doesn't make any sense other than gaining cups, which I can do anyway by attacking.

    Upgrading troops and spells for attacking better has its own rewards, why not defending?

    I, for one, like this idea. Great work Daz..
    Last edited by Awness; December 14th, 2015 at 03:15 AM.

  5. #5
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    I think if an attacker's troop dies on your defending base it should leave a gravestone that has a fraction of its worth in either regular or dark elixir. Maybe 1/4? That way the game will stop bleeding so much elixir from the heavier armies that are being utilized.

  6. #6
    Forum Superstar WarrenJames's Avatar
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    I tried to tackle this topic before, but will save reposting the old thread about it... unless someone really wants me to. I will paraphrase what I wrote.

    Personally, I think giving loot to the defender that wins seems... Odd. I mean more than 'using a hammer to make a glass container' kind of odd. You'll have money coming out at both ends of the system, depending on what the results are, and that's just awkward, gameplay wise. This isn't exactly a tower defense game, even though we do have defense towers. There are no progressively stronger waves of suicidally moronic attacker washing up against the walls of your base. The opponents are usually (more or less) smart attackers that think they can get what they want from your base.

    I do want to reward good defenses, especially after getting a taste of defense wins with a TH7 base I made awhile back; but I want them to make sense.

    A very common idea was to increase the Elixir gain from defeated troops (and maybe lost CC troops). If your defense did well, you'd have more Elixir from the troops it defeated. I mean, who hasn't thought of this? Day one, after tapping your first tombstone after being attacked, per tombstone, you got an Elixir amount that was a good percentage of the cost of a level one Barbarian. Unfortunately, that Elixir amount never increased.

    Another idea for a reward for a good defense, is free troops! Theme wise, people like a strong village, and will want to join up for a good fight! It isn't resources in of itself, but it can help you get resources much faster and cheaper than before. Could be dedicated to just a revenge attack, or for any attack in general.

    A third idea, that gives resources in a logical way, is to give free Gold Mine, Elixir Pump, and Dark Elixir Drill boosts. You won, your defenses has beaten back the enemy, you got a Shield, village is safe for now, so crank up the production for several hours or more while the getting is good!

    There was another idea I had, more in line of a kind of 'Mercy Rule', where if you win, but don't get a Shield (and still likely lost a significant amount of loot anyway), your defenses get a boost in strength (how much, idk, it requires a lot of balancing). After being hit once, everyone's guard will be up for awhile, and will be awake for next time. Or rather, it just goes up regardless, and will be there as you go out and raid, better protecting any new loot you gather up, and demphasising the absolute need for a Shield or Village Guard while raiding.
    Last edited by WarrenJames; December 14th, 2015 at 04:16 AM.
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    It could work. Here is a thought...

    Quote Originally Posted by AnthonyVince View Post

    One thing: I honestly think the defensive bonus needs to be the full league bonus for it to be worthwhile.
    What if they do a calculation similar to the attacking league bonus calculation? If the attacker doesn't get a single star, start the calculation at 49% destruction and work toward maybe 10%? Example: 49% Damage = ~2.5% League Bonus. 30% Damage = ~48-49% League Bonus. 20% Damage = ~74-75% League Bonus. 10% Damage and under = 100% League Bonus. Again, they would need to use at least 1/3 full army. This could possibly give reason to set up a Trapped TH Snipe again. Risk losing the TH resources for the chance that attackers will waste a whole army trying to take the TH.

  8. #8
    Forum Superstar prosper12's Avatar
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    Bingo I love this idea!

    Quote Originally Posted by daz258 View Post


    TL-DNR.
    Defence bonus
    Must be in a league.
    Attacker must use over 1/3 of their army.
    You get 50% of the maximum league bonus of the league you are in.
    Bonus get's allocated to your Clan Castle.
    Actually the hype that is going is that people are 29% bases in spite and actually get a kick out of it.

    This would be a perfect solution, so we could at least regain a tiny portion of the amount lost. They could make based on percentage of troops you eliminated with your defence etc..

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  9. #9
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    I like where this is going, has anyone thought of having the league bonus as a 'pot', the attacker has his/her shot at getting the full 70% damage, and the defender gets any unclaimed bonus if they don't?

    Better defence bonus with performance and possibly up to the maximum too that way.

    I figure it kills two birds with one stone as to complicated maths for clashers to follow and also possibility of big bonuses for strong designs in the top leagues

  10. #10
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    Quote Originally Posted by IWThanos View Post
    I like where this is going, has anyone thought of having the league bonus as a 'pot', the attacker has his/her shot at getting the full 70% damage, and the defender gets any unclaimed bonus if they don't?

    Better defence bonus with performance and possibly up to the maximum too that way.

    I figure it kills two birds with one stone as to complicated maths for clashers to follow and also possibility of big bonuses for strong designs in the top leagues
    That's also a very viable solution. Both attacker and defender fighting over the same money,

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