I honestly don’t think that they forgot that. It’s a tricky problem.
You want to give incentives to beat the highest level, so attacking lv150 should worth more than attacking a lv145 (for the same player).
Now if you want to equalize an alliance of lv150 only and an alliance of lv145 only, and all players can 100% all players of the other team … it’s doable! But will it be the perfect solution ?
I’ll try with a simple example. The numbers are small but they can be easily scaled up.
Example of VP. The rules:
a. When you attack a player of same level as yours, you earn VP = 2 * your_level.
b. For every higher (or lower) ascension level you attack, you earn 1 more (or less) VP.
A lv150 player who 100% a lv150, he will earn 2x150 = 300 VP.
A lv150 player who 100% a lv145, he will earn 2x150-5 = 295 VP.
A lv145 player who 100% a lv145, he will earn 2x145 = 290 VP.
A lv145 player who 100% a lv150, he will earn 2x145+5 = 295 VP.
That gives incentives to attack higher lv, incentives to level up, and doesn’t penalize an all-lv150 alliance against an all-lv145 alliance. If everybody can 100% everybody then they will earn the same amount of VP. It looks great, doesn’t it?
Except that it creates a new problem: new or low lever players will be much less desirable, even if they are committed and have very good skills. People might rush for level even more than today. And rushing level without really knowing what you are doing is the perfect way to ruin an account.
I can’t think of a “perfect” system. Any idea is welcomed, of course, the dev keeps saying that.