During war season they should first remove the thing that most players don’t like and that’s skulls inside the first chest. Not only makes it players lose gems, but also one of the rewards is gone by that. Worst case scenario is needing 45 gems to find the skulls (odds should be 2.5%, I wonder why it happens that often during war seasons).
So this is first thing, just give the skulls after a succesfull raid. I would put 6 rewards in cof, 3 small ones, 2 medium ones and a huge one. It’s then up to the player if he wants to use gems or not.
As a second thing, make it attractive to collect skulls for individual players. One simple suggestion is to create a war shop which has unique items (similar to pro shop) and an unique pal that you only can get by participating wars.
For example, say that a war pal is in there, buyable for 250k skulls. And items buyable for 25k - 100k skulls. That makes it more attractive. War pal can only be leveled up by skulls, just like normal pal can be upgraded by pal treats. Jealousy is a strange thing, when some players talk about great items, others also want to have it. And introducing such a thing could make war seasons more attractive.
Another unattractive part is that alliances waste a lot of gold on boosts per season. It literally holds a team down to upgrade to higher alliance levels. So when a team isn’t interested in a certain season, why would they waste gold on boosts, shields and champions? That’s crazy. So make it attractive for teams also to participate, even when war boosts aren’t interesting. Give for example gold per fiefdom won, but make it depending on alliance level. I would give 50% of gold to upgrade a team after winning a war season.
- 1 -> 5% gold
- 2 -> 10% gold
- 3 -> 20% gold
- 4 -> 35% gold
- 5 -> 50% gold
That way it’s very attractive to participate war seasons and make teams fight for all 5 fiefdoms.
Let me tell you how it goes in our alliance. We try to win the boosts we are interested into with as less fiefdoms as possible. We are interested in mummy, frenzies and pyro. So whenever we secured that reward, we stop fighting. We even lose wars on purpose to drop some won fiefdoms. It’s no fun for members, but also not for opponents. Our members however understand the reason why we do it. Better to have some war boosts all the time, then going fast into very tough seasons where we must overboost ourselves to stand a chance. Overboosting is main reason why alliances can’t grow without extra donations.
We do take minimum amount of fiefdoms, since we are saving gold for upgrading our alliance. But when we would be rewarded for those extra fiefdoms as a team, you can bet we try to win all seasons by max fiefdoms.