As you can see, characters in certain score ranges have a much harder time in clans than others. I believe that this is a symptom of the dead-zone problem, and I think most that inhabit this zone would agree with me. There is about 1 page of characters with pr between 1m and 2m, compared to almost 3 pages of characters 500k-1m, and about a hundred pages of everyone lower. Combine that with the relatively low percentage of dead-zone characters that are in clans, and you see that players in and above that range have few options for their favorites list. This means people get attacked by just about everyone ahead of them, making for huge losses in clan points. This is a problem that feeds itself, at least to a small degree. Lots of people in the suck spot score range get frustrated at the difficulty of keeping a positive net score, and start forging or start an NCB, which makes the dead zone deader, and everyone left gets hit harder.
I think there is a good way to make clans a little easier for those in the "suck spot", and its something that is already all over CB: a non-linear scale. Currently, net score is:
[Clan points earned fighting(CPE)] - [Clan points taken by attackers(CPT)]
What if instead, it was:
CPE - F(CPT)
Where F(CPT) is a non-linear function of CPT? For argument's sake, lets look at a few examples of what would happen if F(CPT) = 0.5*(CPT) + 30*(CPT^0.3).
So you get the idea, people getting hit the hardest would be helped the most by such a change, making clans a little easier for the inhabitants of the dead-zone. However, looking over those results, I don't think I came up with a very good equation. But there are nearly infinite possible equations that could be implemented, and there are plenty of examples in CB of how Jonathan can come up with good non-linear equations.