No please. This goes against many team building methodologies… and would be chaotic.
Alliances need friendly competition and aspirational goals — and this would be decisive.
If you give someone an A rating — it’s healthy competition. The loot bands aren’t much different, it rewards performance and making trade offs Between item use, other progression avenues, etc — everyone benefits from a little friendly friction.
On one side - I’m rewarding work done, by granting additional chances or access to higher tiers
On the other - I’m giving an aspirational goal, with no guarantee.
Bonus loot for flag usage incentives the wrong behavior — because it’s the leaders responsibility to control the speed; giving everyone a window to participate.
They can make rules, ask for flasks, etc — which keeps everyone on the same page : win or lose.
Even if it’s just more meat and pocket lint — the perception changes to missing out on something and decelerates into front loaded damage that may make it hard for everyone to participate and takes some control away from a leader.
IMO - a better method would be a toggle leaders can set to block flask usage, set target usage, set an AFK icon on users or opt them out of wars… as these promote a chain of command and demonstrate decision making transparently — which reduces bad friction in communication and normalizes chain of command behavior.
In short - leaders don’t have the tools to support leveraging people as an asset — openly. They can kick, promote/demote, they can talk and change banners… everything else is home grown on LINE, and the native KPIs suck… Incremental increases here would help a lot.