I think you should take this idea over to the ideas section and see how it pans out there. I like it, think there needs to be some more in depth details hashed out but overall it has potential I believe.
http://forum.supercell.net/forumdisp...ature-Requests
/signed
I wish this would happen. Please, oh please. Also, we need Supercell moderators who work for the company (Similar to the BLUE posts on World of Warcraft forums).
This is JCman's idea. I believe it might even be a year old.
http://forum.supercell.net/showthrea...nd-its-effects
quoted at the bottom.. At the very least suggested a few weeks ago
Will definitely make the update good.
i just dont see the need for it. there's already plenty of available loot.
I said this 2 years ago, it is a core component of game improvements which will fix everything in this game we are currently experiencing. Maybe posting these ideas over and over and over SC will take the hint. Costs are too high, too many resources are leaving the game.
Now the game has a baseline to accurately account for what is happening in the game for the first time! Once they realize the game will probably be elixir and dark elixir poor due to all the millions of real expensive armies that are barely profitable if at all are draining the economy, they will lower their costs or address them in some way. That's pretty obvious.
These are some constructive changes that help address the only significant problems left in this game... We should all be addressing the real issues, pushing real solutions...
1. Nexting gold disappears from the economy. Make each base have a kitty, every time a base gets nexted over, that gold goes into the kitty for the eventual conquerer. This increases loot in loot poor bases and turns loot rich but crazy hard bases into better targets and the victor gets the added spoils. Whether the loot added is exactly the nexted over, a set amount of gold/elixir/de generated from SC, or a % increase based on league, the result is better raids.
2. With the new league bonuses based on % SC is encouraging big armies all the time. While this is good in many ways, it is also challenging to maintain profits. Large armies cost a TON of Elixir and Dark Elixir, arguably as much as your potential winnings or a significantly high percentage to be discouraging. On a successful win, refund a % of the army cost based on the % destruction and also ties to leagues. This would encourage shield breaking, large army usage, proper leagues based in your TH level and general competitiveness.
3. Make defense wins matter more then trap re arming, lost clan castle troops, and even more lost loot. Defense wins should get a % of the league bonus in some form or another. This could easily be added in such a way that it isn't abusable. Enough to cover the trap re arming and some of the lost loot. We should be excited about the opportunity to win a defense, not strategizing how to lose a defense with the least damage to our resources.
4. Army cost and cook times. These really need addressed. With the loss of TH snipes and shortened playtime due to PBT and forced defenses and likelihood of massive loot losses, large armies cost far too much and take too long to make. No army should take longer then 1 hour to make (boosted to 15 min). That means 15 minute golems, 10 minute dragons, 15 minute pekkas. Cut spells to 15 minutes a spell. In order to take out 70% (the new full league bonus) on a th10 or 11 (good luck with that) is not a common occurrence and costs 2500-4000 DE and potentially 300k to 500k elixir with spells. There is little room for profit even if you managed to take most of the loot offered. Cut costs of longer cook time troops in half at least to make it more reasonable using large armies with the huge price tags, particularly DE troops.
TOwn hall 11, Level 185, Clan Leader and Billions GG
http://forum.supercell.net/showthrea...e-game-Amazing
I kind of like it, but i think there needs to be some incentive to the defender. otherwise, I know what I would do...put 50% far outside the base to get shielded by barch bounty hunters. I have already kind of done that with this update, but the change you are suggesting would make the incentive even clearer.
and I am just not sure this is how supercell thinks the game should be played.![]()
main account th12 - lvl51 BK, lvl60 AQ, lvl26 GW
war hero achievement - 1809 stars
trophy max - 5508
second th12 account war hero achievement - 1754 stars
clan: HikeAndPike #28RRGQJJ, lvl15, 393 war wins
What's the incentive to upgrade if the more you upgrade, the more you are nexted, so the bigger the bounty gets, so the more you get attacked?
This leads to a counter productive cycle, unless there is some form of "bounty" for bounty defenses so we are back to the defensive bonus idea again.
cool Idea, I don't think this alone would fix the economy, but it certainly would help. A lot of ideas on teh forums could work, and a combination would make the economy stable again, doesn't have to be just one thing. Now I'd just wish they'd listen to us /bump
Lv 107 TH9 10/10 heroes (started feb 2013 took a few breaks)
Barb: 6/ Arch: 6/ Giant: 6/ Goblin: 5/ WB: 5/ loon: 6/ wizard: 5/ healer: 4/ drag: 4/ PEKKA: 3/ Minion: 5/ Hog: 4/ Valk: 1/ Golem: 3/ Witch: 1/ Lava: 1/ Lightning: 1/ Heal: 6/ Rage: 5/ Jump: 2/ freeze: 1.
Gold Grab: 200 million/Elixir Escapade: 211 million/Heroic Heist: 632 k