A solution to the "dice problem"

I've read hundreds of complaints about "rigged" dice and "streaks" of bad dice. If you have any doubt about the randomness of the dice, check out random.org. I'm familiar with random number generation through my profession and clearly, random.org has done a good job of ensuring the numbers obtained from its site are random and smoothly distributed. Of course, that doesn't eliminate the possibility of dice manipulation by conquerclub.com's software, but that's a subject for a different thread.
Assuming there's no manipulation by conquerclub.com, since the dice are truly random, one would expect streaks to occur naturally. The most extreme example I know of occurred to me when I lost 87 to 0 during a single auto-attack. The chances of that happening involve 20 digits of unlikelihood, BUT IT HAPPENED. And this leads to the biggest source of complaints on conquerclub.com: streaks of bad dice.
The purpose of this thread is not to complain, but to suggest ways to mitigate these streaks. The first attempt to mitigate this problem was made when the City Mogul map was created. This map facilitates many attackers against many defenders which produces a large number of dice rolls and reduces the effect of streaks. It works, but limiting this benefit to one map is too restrictive. A better solution is one that allows all maps to experience the same benefit. One method to do this is to have multiple rolls of dice for each single attack attempt. For example, if you attack (not auto-attack) with a single roll of dice, the site could automatically roll X times and the most frequent winner would win the single attack attempt. This would reduce the effect of streaks, and the larger X is, the more the streaks would be reduced. This would be an easy solution to implement if every roll was one attacker die versus one defender die: the software would simply roll one vs one X times and the most frequent winner would win the attack. However, since attacks are usually three attackers vs two defenders, the math becomes much more complicated.
OK, mathematicians and brainstormers, it's your turn...
Assuming there's no manipulation by conquerclub.com, since the dice are truly random, one would expect streaks to occur naturally. The most extreme example I know of occurred to me when I lost 87 to 0 during a single auto-attack. The chances of that happening involve 20 digits of unlikelihood, BUT IT HAPPENED. And this leads to the biggest source of complaints on conquerclub.com: streaks of bad dice.
The purpose of this thread is not to complain, but to suggest ways to mitigate these streaks. The first attempt to mitigate this problem was made when the City Mogul map was created. This map facilitates many attackers against many defenders which produces a large number of dice rolls and reduces the effect of streaks. It works, but limiting this benefit to one map is too restrictive. A better solution is one that allows all maps to experience the same benefit. One method to do this is to have multiple rolls of dice for each single attack attempt. For example, if you attack (not auto-attack) with a single roll of dice, the site could automatically roll X times and the most frequent winner would win the single attack attempt. This would reduce the effect of streaks, and the larger X is, the more the streaks would be reduced. This would be an easy solution to implement if every roll was one attacker die versus one defender die: the software would simply roll one vs one X times and the most frequent winner would win the attack. However, since attacks are usually three attackers vs two defenders, the math becomes much more complicated.
OK, mathematicians and brainstormers, it's your turn...