Hi King Jolie,
Interactions between players and alliance appear fairly limited: Players donate, alliance collect cash, provide boosters and a gold bonus. With the introduction of alliance wars, the alliance system got a bit of a shot in the arm in the sense that alliances became less exchangeable. An alliance are now more then just a sum of donations and trophies.
For the longest time, my alliance was ranked just below the TOP10. Since growth was our objective, we had focused on donation as our recruiting criteria and we were fielding a mostly 500k crew. My crew was bombarded by invites daily. Loyalty in seasoned members was very high but a number of newcomers would get tempted by the lure of the TOP10. One alliance in particular lured over 10 of our players. Most of them got kicked after a few days. I felt sad for the players but ultimately it was their choice. Most alliances have a unique “culture”. Players should do their research before jumping to a new one and… that goes beyond just looking at the alliance leaderboard.
Building loyalty in an alliance is of extreme importance and the in-game tools we have to foster that loyalty are limited.
I used them as much as I could and complemented them with others.
All alliances invite from other alliances. I do not think that will go away. It is good both for alliance and for players and offers both a measure of power and control over their destiny. The fact that players can leave/be invited forces alliances to take good care of them.
Losing players is never cool especially during wartime. As a leader, I asked myself every single time, am I providing the best experience I can to my fellow alliance members. I chose to look at it as a signal that I needed to do better. That the problem was not with the inviting alliance, but with the fact that one of my players would rather leap into the unknown rather than stay with us.
I hope this helps provide some perspective to the discussion.