Maelstrom wrote:
Another thing we could do is remove the active list, and just let the clan leaders choose who gets to play what. I'd hate to do this, though, as a lot of the clan war's strategy is based on seeing which opponents are available when you attack.
I know I'm not a part of the Clan War (yet
), but here's an idea that might be able to help: scale the cost of using a certain player by activity and skill. That would make it easier to use both fast players and less experienced players. For example, if a commander had Tiger and Joe Newbie available, he'd obviously choose Tiger...unless Tiger cost $15 to Joe Newbie's $1. This would also make big planets tend to cost more to attack than little ones: if I were a commander, I'd send Tiger to Wasserland and Joe Newbie to Emerald, not vice versa.
Also, if the cost of using a player increases according to how many games he or she has, then faster players would be cheaper to use, making games automatically sort themselves towards the faster players. For example, if Tiger takes turns 3x as fast at Joe Newbie, it'll take 3x as long for him to get too expensive to keep using.
All this would give a commander more options, too. Like if your planet Antarcticus is attacked, do you assign Tiger and make it more expensive to attack with him the next week, or do you give the game to Joe Newbie so that you can afford to counterattack the other clan's Rust with your best player? And so on and so forth.
I hope all was coherent enough to follow, and I hope gives you ideas for what to do, even if you don't use this one.