Why the clash may ultimately fail.
1) The prizes are lame. 3 speed boosts, bit deal. 4 CC passes, yawn. my CC ended up in the 20's somewhere, (post full results anywhere wgt?), and these prizes are worth about 523 credits. I spent that much playing the clash. I would rather have the credits to defray my losses, or you could make it more interesting and come up with something unique and desirable.
2) If you have 250 members you win, or damn close to that. That scenario will play out until only large CC's play and the rest of us decide to focus on playing the game. No one will continually repeat a contest that they have no chance of winning and who's prizes are not worth the effort they have to go through to place. Develop a modifier that evens the playing field and smaller cc's will continue to participate.
3) Back to back clashes are inane. No one can sit at the computer for the entire day to play a clash. Spread the clashes out and let ppl have a life and participate in an event.
Here is a rough idea for your CC modifier. Create a Clash pass that is separate from the regular CC pass and is only available within the clash event. Each CC gets the same number of Member Clash passes that any member can access and the same number of Clash Super passes that the owner controls. Now each club has the same opportunity and limits. Members buy and uses passes adding to their point totals and good luck to all the players. This way your PLAY and your COMMITMENT, not your SIZE will determine who is the winner. It's a start you can work with.
Good Luck WGT. I like team events and would like to continue to represent my CC in things like this, but it is unlikely I would feel motivated to repeat the clash unless there were a lot of changes.
TD