Players should have a reason to fill all 5 floors.

So many players have less than 4 floors ..., the reward sucks (no fun to attack Towers atm).

The suggestion consists of 3 parts:

Part 1. A bonus for dropping soul stone for filling all slots in all floors.

Part 2. A bonus for dropping soul stone for having higher Tower Strength.

Part 3. A chance for dropping soul stone for losing defense.

Now the details:

Soul stone drop rate should be increased if all slots of tower floors are filled (you can get full bonus even at lower lvls). For example, maximum +25% bonus.

At lvl 25+ a player can buy 4th floor (I think 5th floor is unlocked at lvl 30).

So, if a lvl 25 player has only 3 floors and has 2 empty slots (i.e. 4*6-2 = 22 slots are filled while he can have 4 floors) then for successful defense he should have this chance for soul stone:

I'm lvl 32 atm and I have 5 floors, but if I fill just 16 slots out of 5*6 =30 then I'll have this chance for soul stone:

For this bonus it doesn't matter what you fill on the floors (heroes, or no heroes, low lvl monsters, just anything)

Now another bonus needed that counts Tower Strength (so that there would be less reasons to fill floors with low lvl monsters). For example, maximum +25% bonus.

I'm not sure how tower strength is calculated, but we need to compare how good it is at your lvl.

Let's define

Also let's define

So, the bonus multiplier is this:

Since TS can be a bit higher than base_TS then it can be a bit higher bonus than 25%. You can take minimum of that and 25%, so the modified multiplier is this:

Let's return to our first example: lvl 25 player has only 3 floors with 2 empty slots (so, 16/22 slots are filled) and has Tower Strength 35.

This player should have this chance for soul stone on successful defense:

The maximum possible total bonus from both parts is 56.25%:

(you can reduce base chance if needed, just divide it by 1.5625)

If defender loses he should still have a chance to get a soul stone, but with a decreased chance, for example 25% of base chance.

If the player in the mentioned example loses defense then he should have this chance for soul stone:

Why part 3 is needed? Well, atm many players don't bother with defenses at all. Now, if losing also had a chance to drop stones then players will want to increase this chance as much as they can (by the formula above this chance is increased by filling floors and having higher tower strength). So, it would be definitely worth investing on better defenses even if you know you'll lose.

The mentioned numbers are just for illustration of the idea, feel free to modify them (the main idea is this: there should be a good reason to fill all 5 floors).

Thanks for reading.

So many players have less than 4 floors ..., the reward sucks (no fun to attack Towers atm).

The suggestion consists of 3 parts:

Part 1. A bonus for dropping soul stone for filling all slots in all floors.

Part 2. A bonus for dropping soul stone for having higher Tower Strength.

Part 3. A chance for dropping soul stone for losing defense.

Now the details:

**Part 1.**Soul stone drop rate should be increased if all slots of tower floors are filled (you can get full bonus even at lower lvls). For example, maximum +25% bonus.

At lvl 25+ a player can buy 4th floor (I think 5th floor is unlocked at lvl 30).

So, if a lvl 25 player has only 3 floors and has 2 empty slots (i.e. 4*6-2 = 22 slots are filled while he can have 4 floors) then for successful defense he should have this chance for soul stone:

**base_chance*(1+0.25*16/22)**I'm lvl 32 atm and I have 5 floors, but if I fill just 16 slots out of 5*6 =30 then I'll have this chance for soul stone:

**base_chance*(1+0.25*16/30)**For this bonus it doesn't matter what you fill on the floors (heroes, or no heroes, low lvl monsters, just anything)

**Part 2.**Now another bonus needed that counts Tower Strength (so that there would be less reasons to fill floors with low lvl monsters). For example, maximum +25% bonus.

I'm not sure how tower strength is calculated, but we need to compare how good it is at your lvl.

Let's define

**base_TS**as Tower Strength, which is calculated when all floors are filled with heroes/monsters at your lvl (in my case it means that all 5 floors are filled with lvl 32 heroes/monsters).Also let's define

**TS**as your current Tower Strength.So, the bonus multiplier is this:

**(1+0.25*TS/base_TS)**Since TS can be a bit higher than base_TS then it can be a bit higher bonus than 25%. You can take minimum of that and 25%, so the modified multiplier is this:

**min((1+0.25*TS/base_TS), 1.25)**Let's return to our first example: lvl 25 player has only 3 floors with 2 empty slots (so, 16/22 slots are filled) and has Tower Strength 35.

This player should have this chance for soul stone on successful defense:

**base_chance*(1+0.25*16/22)*min((1+0.25*35/base_TS), 1.25)**The maximum possible total bonus from both parts is 56.25%:

**base_chance*1.25*1.25 = base_chance*1.5625**(you can reduce base chance if needed, just divide it by 1.5625)

**Part 3.**If defender loses he should still have a chance to get a soul stone, but with a decreased chance, for example 25% of base chance.

If the player in the mentioned example loses defense then he should have this chance for soul stone:

**0.25*base_chance*(1+0.25*16/22)*min((1+0.25*35/base_TS), 1.25)**Why part 3 is needed? Well, atm many players don't bother with defenses at all. Now, if losing also had a chance to drop stones then players will want to increase this chance as much as they can (by the formula above this chance is increased by filling floors and having higher tower strength). So, it would be definitely worth investing on better defenses even if you know you'll lose.

The mentioned numbers are just for illustration of the idea, feel free to modify them (the main idea is this: there should be a good reason to fill all 5 floors).

Thanks for reading.

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