The current "crowd control" system has a major flaw which strongly favores the attacker in very large battles. This must be addressed by adjusting the attacker/defender ratio.
Want proof? Draw a 5x5 grid on a piece of paper. Then, draw a circle (or oval, whatever) within that grid. Keep in mind that each square only allows for 35 attackers, 35 defenders (assuming that actually is true)... Also remember that within each tile there may be a few towers, etc.
Notice anything strange?
The attackers are able to attack from four cc tiles against approximately two for the defenders in certain circumstances! So, numerically, cc works in favor of the attackers in large battles.
An example of this was the battle at BoB's base a few days ago. After part of the outer perimeter fell, the defenders were all massed in the middle, unable to move to defend! The attackers were enjoying a 3-1 advantage in the application of force because of the mechanisms of the current crowd control system. At that battle most of the defenders spent more time fighting cc tthan the enemy!
I'm only complaining about the system, not the outcome, because the system as it is currently implemented will always favor the attacker in large battles.
Here's what I propose to fix the problem:
1) Increase the number of defenders that can be in a zone (assuming tile size stays same).
2) Decrease the size of the crowd control "tiles" by a factor of four. Reducing the resolution of the tiles could also allow dropping the attack/defender numbers, too.
3) Increase the size of the 25% zone to prevent zone hugging, and the allow counter-attacks to be mounted from OUTSIDE the base. Reducing the size of the cc tiles may make a counter-attack from the rear a possibility in the future...