Here's an idea for those of us who don't want a game that has degenerated into a game of raiding for the sake of raiding, where less drama is made about that aspect of gameplay, without having to play with a White Flag and thus still with some element of risk to keep you on your toes. For those of us who would prefer a non-raiding orientated alliance, where there is the option of a raid once in a while -at a penalty- rather than join an alliance, join a Guild.
The guild would work in much the same way as an alliance, earning boosts from scavenging resources and meeting targets, except the point is simply collective unity and brotherhood, and survival in an environment over run with zombies. There would be no 'war;' the point is simply survival and every other aspect of gameplay, with boosts earned by contributing to the collective Guild for the tasks.
Guilds would otherwise be identical, individual flags, ranks, etc, individual codes and ethics etc.
A member of a guild would be unable to attack and member of an alliance, and visa versa. Everyone who wants gameplay dominated by raiding can join an alliance, and everyone who doesn't can join a guild. Simple.
Should a guild member feel the urge to attack another guild member for whatever reason; perhaps retaliating for the remark about his mother in trade, or some other base insult that slipped under Con's radar, unless a white flag is equipped, they can raid them normally. No benefit would be gained from capturing a flag, but resources can be scavenged normally. Such a grievous breaking of the code of the Guilds would come at a penalty. Journey time would be +100%, as the offended party no doubts rests with their principals about undertaking such a datedly deed, and the defender would enjoy some bonus in the defence of their compound, such as all survivors being specialised in long rifles or something or other. So attacking a Guild member's compound would be more challenging, but not something that would nessarily have much benefit other than any resources you might scavenge, though at the cost of earning the disdain of other Guilds. Perhaps any bounty placed on a Guild member could only be claimed by another Guild member, or for the first ten days or something before being open to all.