Lord Thane
While that is a valid point, I don't think it's as much of an issue as Adin thought it would be. It takes more than 24 hours to rebuild a decent army, so if you suicide on someone, fail then pass, you are in a way worse position after the 24 hours are over than you were at the start. Also chances are the defender is taking the retal and smoking you even harder, as if you pass then you likely have little/no army left.
The real downside to short protections is when you actually win the attack....but get land (on several 7/8/9 castle people in a row, but im not bitter at the 0.04% chance of that happening...). In that case, you get pre-re'd, as is tradition....then you only have 15 hours of pro. What can you do with that 15 hours? Build up a meager army that will just get wiped 8 seconds oop. Ask me how I know.
Then you get into the death spiral. We actually just had a guy in our group quit the round because of this sort of thing.
At the very least, if defenders protection was equal to the retaliation timer (ie: 24 hours), then on a land hit you aren't getting triple tapped before what you sent even gets home. That's part of the downside of castle chancification from 0-10, its a massive gamble to hit anyone under 10 castles, because sometimes when you win, you lose 3x as much as you gained. (and therefore becomes the strategy of most people to stay UNDER 10 as long as they can).
As a side note, it also makes 0 sense to me why taking land gives the defender 20 hours of protection, but taking a castle gives them 15. Losing the castle means you lose unit production capability, so you get handicapped even harder. If it's supposed to be "random" as Keeper insinuated, well the RNG system isn't working. I've never gotten 20 hours of pro from losing a single castle, only ever 15.