as far as i observe at least in gods league (but maybe otherwhere too) there are alliances which are kind of inhomogenious in players w.r.t. level or offense / defense strength.
why this? there are several reasons ofc, here a few: good players leaving due to several reasons, restructuring after a merge, recruiting is hard, some just use such alliances to improve without planning to stay on the long run, …
how do top alliances overcome this: also several reasons but running training alliances (often done with double accs) and out of game communication.
so how can the situation be improoved for such alliances (without the need for a merge or reducing the amount of players to its very homogenious core)?
please share your ideas about this. one of it could be that a kind of training section (for e.g. max 5-10 members) is implemented, where old players can share their knowledge ingame and without newer recruits/trainees/players are just victims during war times and cannot compete.
those trainees cannot fight during war on the war map or maybe even open them (as they only are victims most of the time) but since they are trainees maybe you can implement a training system for their normal map: e.g. they have same amount of fury / refill but the actual oponents (either preselected by the system or chooseable) appear on none occupied islands that become training islands (amount like fury points, maybe also have a counter same as attacked or defense islands on war map; maybe such an training island appear each time an attack was made or received on the war map?). on that island they maybe dont need ambrosia to be able to fight and they gain also personal VP (and rewards at the end) and can test their heroes (maybe no need to preselect but each hero cannot be used more that total fury points so e.g. no permanent use of best hero possible) and get a feeling what is war like without beeing victims or even a need to further tactics like fury savings, island endings or other stratetics.
so trainees can concentrate on their development without beeing victims during war, and alliances can become more homogenious over time again and the social aspect becomes also more important again - IN GAME.
thx for inputs to this and suggestions how to balance alliances without the need of merge or outgame communication or double accounts and stuff like that.