Obviously, the sample is FAR too small to be representative of even active forum members… but it does illustrate one aspect of the complexity of this issue:
The scaling for infinite versus any given number is completely different, if we want the game to remain playable by even the largest spenders. I’m considering doing two towers with infinite scaling based on historical trends, two with infinite and a scale that doesn’t break the game, and two to level 100. Just to illustrate.
As I said before, even if I were to advocate for a level cap, and I’m not 100% sure I would, there would need to be other mechanics in place to allow people to continue to strengthen their bases to face stronger dragons. So, please do not see any cap on level as a stop to progression or stagnation. Neither is good for the game or what I intend.
Also, as I mentioned previously, there is already a level cap for the base of 999. I suppose this could be raised, but for comparison, you need 10,714,039,000 XP to reach level 999. For level 600, you need “only” 227,842,000. So, at level 600, you are 2.13% of the way to 999.
You earn about 0.02 XP per second that you are building (average of multiple attack towers over all available levels). That’s 6,305,204 DAYS of building (with no research). Even if we’re super generous with every possible research (assume you have them all from the very beginning), and throw in some more that don’t exist and also assume you have them all from the beginning, you’re still looking at 4 MILLION days of building time. How many rubies is that?