@Roccandil said in What challenges should guild alliances face?:
They already can. Leaving the alliance at a critical time will do exactly that.
That shouldn't be your only recourse and requires the presence of someone with the UI permissions to drop out of the alliance at the appointed time.
Imagine, if you will, at the Red Wedding - arguably the ultimate betrayal/false flag in contemporary fiction - Walder Frey had to put "The Rains of Castamere" on loop because he had to unfriend Robb Stark from Facebook, change his banners, and get written permission to shank him first.
No, the whole point about alliances is that they should be tenuous if you don't put in the work and that even then there's no guarantee of anything.
The problem I see is that you're thinking tactically, not strategically, about friendly fire and betrayal.
How so? 
Maintain, I can see that, negotiate, definitely not. That is, negotiation should be entirely up to the players; the game shouldn't intrude on that process. Once an alliance has been agreed upon, however, I want the game to enforce it (include any appropriate maintenance).
Yes, that's precisely what I mean: the players should be able to negotiate the style and nature of the alliance. AO treats "alliances" like one-size-fits-all empires with lord-vassal relationships.
I agree.
You say that... and yet disabling friendly fire will make it much, much easier for alliances to gain and retain control. They won't have to worry much about battlefield tactics and positioning; critical betrayals by allies will be telegraphed and much harder to pull off.
Absolutely. Disabling friendly fire in no way hurts that. Again, the kind of friendly fire you're talking about is minor, and suited mostly for griefing.
Not at all. Enabled friendly fire will compel guild and alliance military leaders to consider positioning and tactics much more carefully than OMG SWARM 'EM AND DROP AOEs HAHAHAHAHAHA KEEP CLICKIN TIL THEY'RE DEAD. They'll also have to wonder if their ostensible allies can and will betray them at a crucial point in the battle.
It would hurt -far- more if I were depending on Ally A to guard my back from Enemy B in a protracted war while I fought Enemy A on a different front, and Ally A decided to join my enemies. Friendly fire is entirely irrelevant to that level of betrayal.
They dovetail.
In your scenario, imagine Ally A has the option to actively attack you during the battle because of secret negotiations and arrangements with Enemy A. But, irony of ironies, unbeknownst to them you have negotiated a clandestine truce with Enemy B, who's tired of Enemy A's shenanigans, and they come to your defense when you're betrayed by Ally A!
And lo, no one has to pause to drop out of an alliance UI and telegraph the damn thing in advance. My suggestion only enhances your scenario. 
I started with F2P, and my journey through Albion thus far has been quite interesting. I haven't felt choked at all by the alliance system, and I've seen all kinds of dynamic and exciting political culture. 
I started when the game launched in July 2017. 
And you may not be choked because your philosophy has been, by your own admission, to join bigger alliances for endgame content. 
Speaking of...
I don't have a problem with smaller guilds joining alliances to experience endgame content. I actually like how easy Albion's system makes it for a new guild to get in on the action and start learning.
I don't have a problem with that either. But smaller guilds shouldn't feel compelled to do so because it's impossible to dislodge the "big dogs" due to the game's mechanics. 
You do understand that that's how TBI, our mutual alliance, was formed, correct? Members of SUN, one of the most powerful guilds in AO, specifically formed a guild and alliance because it wasn't really feasible for most guilds to get a taste of endgame content under the extant system. TBI was sponsored and patronized by SUN's leader, Franksinatra, until the others got it up and running.
And even then, they had to pay a mercenary GvG team to gain any traction. When that team bounced, TBI was screwed.
I see this as the developers attempting to improve the game, while keeping accessibility to large alliances intact for players and guilds. That's their decision, and I can understand it.
That's a heck of a spin! 
These updates occurred because AO's system made it virtually impossible to challenge and dislodge big alliances. Per AO's own staff:
The Future of Guilds, Alliances and Outlands
The most universal feedback we received focussed on limiting the influence of large alliances and the ability of new guilds to compete in the territory ownership gameplay in the Outlands.
