Hey everyone its that time again, lets compile some data!
This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays attention to the forums and what people suggest, I’d like to make it easier for them. The idea is to have all ideas posted straight forward and ranked so the DEVS don’t have to sift through pages and pages to find popular ideas. SP and MP players are both welcome to comment. Post yay or nay for any idea you like or dislike (be specific please) or say no fix needed. If you’d like I’ll also insert specific values you may come up with. Some votes will be taken from other threads.
BUGS
Since the last patches release, the main complaint I've seen on the forums are in the form of bugs, so I'm compiling a list of the known ones, and will update the list as more are discovered. Some of the early bugs were fixed in the hotfix, and perhaps (fingers crossed) the Devs will release another hotfix to address the rest, rather than a whole new patch. So here it goes:
- Nano Weapons Jammer autocast AI casts continuously
- AM Recharger autocast AI casts continuously
- Illuminator causes mystery damage between shots
- Phasic Trap research Level 2 still has no effect.
- Orkulus Phase Stabilizer does not work on stars.
- Random Map Bugs:
- Single Phase lane starts
- No connected Asteroids
- Overlapping Gravity Wells
- Backwards Dunov Icon
- Pathing Improvements (specifically dealing with stationary obstacles)
- Orkulus commands cancelled when trade ships dock
- No wave cannon sounds on Kortul
- Resource extractors on HWs produce income before they're constructed.
- PAWELOS BUG HUNTING
- Siege Militia/pirates run from turrets before construction is complete (exploit).
CAPITAL SHIPS
This will be a large section that will continue to evolve through out the life of this thread so check back often for new topics. Consensus seems to think now that carrier caps have all been buffed, many of the other caps need to be brought up to par with them.
Buff Battleship Class(Kol/Radiance/Kortul)
Increase hp/shields/armor?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon Hrabandur CrazyElectron Ryat Arthanis Warlord Mike Onigiri
Nay-
Increase DPS?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 MindsEye Swordsalmon CallenExile Hrabandur CrazyElectron Ryat Arthanis Warlord Mike
Nay- Onigiri
Buff Gauss Rail Gun?-
Yay- Volt_Cruelerz(800/1200/1600) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon CrazyElectron Ryat Arthanis Warlord Mike
Nay- Hrabandur Onigiri
Re-work Animosity?
Yay- Volt_Cruelerz Darvin3 Deceiver_0 MindsEye Swordsalmon Ryat Arthanis Warlord Mike
Nay- CallenExile Hrabandur Onigiri
No Change needed- CoBBQ
Colonizer Caps(Akkan/Progenitor/Jarrasul)
Buff Jarrasul Evacuator's colonize?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike Onigiri
Nay- CallenExile MindsEye
No Change needed-
Carrier Class Caps(Sova/Halcyon/Skirantra)
Buff Scramble Bombers?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 MindsEye Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike
Nay- CallenExile Onigiri
Buff Replicate Forces?
Yay- Arthanis Warlord Mike Onigiri
Buff Support Class Caps(Dunov/Antorak/Rapture/Revelation)
Increase AM regen?
Yay- Darvin3 Hrabandur CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Nay- CallenExile Mindseye Onigiri
Increase maximum AM?
Yay- CallenExile Darvin3 Hrabandur Mindseye Volt_Cruelerz CrazyElectron Juletron Arthanis Warlord Mike
Nay- Ryat Swordsalmon Onigiri
Increase Dunov EMP range?
Yay- CallenExile Mindseye Volt_Cruelerz CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Allow Dunov shield restore to be self targetable?
Yay- Mindseye CrazyElectron Juletron Arthanis Deceiver_0
Nay- Ryat Volt_Cruelerz Warlord Mike Swordsalmon Onigiri
Allow Antoraks subversion to effect SC?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Onigiri
Nay- Ryat Swordsalmon
Buff Phase out hull?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Swordsalmon
Nay- Ryat Onigiri
No Change Needed-
DELIVERANCE ENGINE
Without a doubt the weakest of the superweapons, there is little point in seeking it. For too long its been sitting in a dusty box on the shelf, to weak to be worth its tremendous costs. Lets consider some buffs to at least make it functional as a weapon. The one buff thats been suggested that I like is an instant allegiance drop, which will aid Advent in cultural takeovers of border planets and with enough, could possibly overthrow an enemy planet (though Id say it should require many more than the fearsome novalith)
Buff Deliverance engine-
Cause an instant decrease in allegiance?
Yay- Deceiver_0 Kitkun Greyfox2 anteachtaire Mow Mow Warlord Mike Hrabandur Arthanis
Nay- Howdidudothat
No buff needed- Qu4r Darvin3 CallenExile
EMPIRE TREE
As I feel that the devs decision to put "Phase Jumping" ships at the top of the tree was purposeful and not a bug, I think most of us agree that the constant movement it creates (especially with phase monitoring!) makes the empire tree difficult to use. Move it to the bottom?
Adjust Empire Tree-
Move "Phase Jumping Ships" to the bottom of the tree?
Yay- Deceiver_0 Darvin3 SwordSalmon JSW_Ballz Mindseye Agent of Kharma Ryat 52500 Mow Mow Fuzzy Logic EadTaes Warlord Mike Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Arthanis
Nay- CallenExile
FIGHTERS
Some are unsatisfied with fighters with regards to surviving flak. I urge everyone to read the points of debate between Mindseye and myself starting on page 10-11, to get a better understanding of why fighters should or should not be adjusted. Below are a few suggestions
Buff Fighters-
Increase armor/hp?
Yay- Mindseye Mow Mow Greyfox2 Qu4r Arthanis
Nay- Deceiver_0 Darvin3 Ryat Top Vasari Warlord Mike EadTaes Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Agent of Kharma CallenExile CrazyElectron
MAPS
Raging Amish has proposed some modest changes to maps that I think we could possibly have implemented with enough support, so lets get a vote to see what people think of them. Magnetic clouds are huge wastes of space as their is nothing terribly beneficial about them. People with ability heavy fleets and caps would opt to fight you somewhere else (and can do so without much penalty). They make awful chokepoints because you can't put starbases or mines there, and they offer no economic value. I'd like to hear some ideas on how to improve them (beyond removing them completely from the game as RA has suggested). If we can come up with some good ones I'll put them up for a vote. In the meantime, I think one should at least be able to construct Starbases here, so I'll put that up as a topic. Also, all too often we see Ice and Volcanic planets (which require research to colonize) offering you only 2 resource mines for the trouble of colonizing them. Personally I don't think that PLANETS should have less resources to offer than an asteroid. What do you think?
Magnetic Clouds-
Allow starbase deployment?
Yay- Deceiver_0 Darvin3 Hrabandur Juletron Howdidudothat Warlord Mike DirtySanchezz Kitkun Qu4r CrazyElectron
Nay- Ryat CallenExile EadTaes DesConnor -Ue_Carbon Chaotic Magician
Ice/Volcanic planets-
Change minimum mines to 3 (currently 2)?
Yay- Deceiver_0 Swordsalmon Ryat Darvin3 Juletron Mindseye Mow Mow EadTaes JSW_Ballz Howdidudothat Warlord Mike Kitkun Ovi_187 -Ue_Carbon Chaotic Magician CrazyElectron
Nay- CallenExile DesConnor DirtySanchezz Hrabandur Agent of Kharma Qu4r
No Changes needed-
ORKULUS STARBASE
This topic is going to be heavy on the debate, and will likely be updated several times with NEW votable options throughout the life of this thread. Now, I think it's safe to say that we're beyond the point of the DEVS making a Vasari Assault cruiser and making the Orky stationary. So if thats what you think should happen thats fine, but it would be more useful for everyone if you hada second opinion on the Orky and voted on the issues below.
Nerf Orkulus-
Increase build penalty in hostile wells? (currently 2.25x unupgraded)
Yay- Greyfox2 Raging Amish(3x) Mindseye Arthanis
Nay- Deceiver_0 Cykur Howdidudothat Top Vasari Swordsalmon Ryat anteachtaire LordMechanoid JSW_Ballz Warlord Mike Agent of Kharma DesConnor DirtySanchezz Kitkun Qu4r 52500 Hrabandur -Ue_Carbon Chaotic Magician Qu4r CallenExile
Other-
SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")
Yay- Mindseye Deceiver_0 Howdidudothat Top Vasari Cykur LordMechanoid Warlord Mike DirtySanchezz Kitkun 52500 Hrabandur -Ue_Carbon Chaotic Magician CallenExile CrazyElectron Arthanis
Nay- JSW_Ballz DesConnor Qu4r
SCOUT FRIGATES
A hotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think scouts need to be weaker in general, whike other think they need to be balanced on par wtih TEC scouts.
Nerf Scouts-
Decrease hp/shields?
Yay-
Nay- DirtySanchezz Cykur Arthanis
Decrease DPS?
Yay- DirtySanchezz Greyfox2 Mindseye Arthanis
Nay- Cykur
Increase Cost/supply?
Yay- Mindseye Cykur Swordsalmon
Nay- DirtySanchezz Arthanis
No Nerf Needed- Deceiver_0 Wingflier Howdidudothat Darvin3 Ryat CallenExile Chaotic Magician Agent of Kharma Sivcorp 52500 JSW_Ballz LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron
Balance Scouts-
Decrease Seeker Vessels Hp/shields/armor?
Yay- Deceiver_0 Wingflier Mow Mow Swordsalmon Darvin3 Ryat Greyfox2 52500 JSW_Ballz Cykur Top Vasari LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- DirtySanchezz Howdidudothat CallenExile
Decrease Seeker Vessels DPS?
Yay- Swordsalmon DirtySanchezz Howdidudothat Greyfox2 Hrabandur Qu4r
Nay- Wingflier Darvin3 Ryat CallenExile 52500 JSW_Ballz Cykur LordMechanoid Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Jikara Navigator cost/supply?
Yay- Deceiver_0 Wingflier Howdidudothat CallenExile 52500 LordMechanoid Hrabandur Qu4r
Nay- Swordsalmon DirtySanchezz Darvin3 Ryat Chaotic Magician JSW_Ballz Cykur Greyfox2 Kitkun -Ue_Carbon CrazyElectron Arthanis
Increase Jikara Navigator DPS?
Yay- Mow Mow Swordsalmon Howdidudothat Ryat Chaotic Magician 52500 JSW_Ballz Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- Wingflier DirtySanchezz Darvin3 CallenExile Cykur Greyfox2 LordMechanoid Kitkun
Increase Jikara Navigator hp/shields?
Yay- Mow Mow Darvin3 Ryat Chaotic Magician Sivcorp Top Vasari Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- CallenExile JSW_Ballz Cykur LordMechanoid
No Balance Needed- Agent of Kharma EadTaes DesConnor
RAVASTRA SKIRMISHERS
While the most expensive light frigate in both resources and supply, these ships have the worst DPS per supply. With the recent buff to all light frigs, Cobalts and Disciples are now delivering on the tasks they're meant to, yet skirmishers are still struggling. So what should be done?
Buff Skirmishers-
Increase DPS? Yay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes DesConnor Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- LordMechanoid
Decrease Supply cost?
Yay- Raging Amish LordMechanoid Hrabandur Qu4r
Nay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Resource cost?
Yay- 52500 Warlord Mike
Nay- Darvin3 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat DirtySanchezz Raging Amish CallenExile Mindseye JSW_Ballz LordMechanoid lbgsloan Kitkun Hrabandur -Ue_Carbon Qu4r Arthanis
Adjust Reintegration autocast AI to activate earlier?
Yay- Deceiver_0 Darvin3 52500 Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp Runesia DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Put me down for a nay on orky construction
Orkulus Balance
Increase build time in enemy GWs- Nay
I should mention I am against just a flat nerf to 3X. What I would really like is a nerf to 300%-400%, but couple that with a buff to vasari upgrade that gives -25% for two upgrades. What I'd really like to see is the balance be set at 350%, but then the Vasari player can get -75% per upgrade to bring it down to 175%. That's what I'd like. It would make it so a starbase rusher HAS to get 3/4 tier tech before he can use the sneak attack stuff. I don't remember what tier the tech is.
I don't think that'd be too far out of line, but specifically my hope is that it would balance early game starbase rushing, however, this feeling my be moot, because as Cykur has mentioned, with Diplomacy comes the end of very early game feed, so early game usage of this tactic may not be an issue, but for non-diplo, the balance I propose above is what I'd want.
Reducing the build time of the Orky, but making up for this by making Assualt Deployment better sounds reasonable imo.
I don't want to touch the Orkulus issue though. I think that the idea of an anti-SB SB is a design blunder because: fortresses are inherently defensive, Orkulus versus Okulus is messy, there is nothing to balance it against and using it this way is a gigantic gamble and therefore impractical.
An Orkulus is an enemy grav-well may also be up against a more heavily upgraded SB so the Vasari has to spend alot of money and time in purchasing upgrades some of which need to be researched beforehand. It takes ages to destroy enemy SBs with an Orkulus and this is very inefficient.The Orkulus should be able to assualt enemy worlds on its own because it is so time consuming to get and expensive, and yet it needs help from bombers which are a much better investment.
Another factor in map imbalances is that ice planets are often very weakly guarded. As they have three stages of infrastructure, shouldn't they have the same posible militia groups as desert planets, rather than the less populous volcanic planets? I suspect that this has been requested before, but it wasn't yet on this list.
Militia could be a topic on its own, the potential is there for huge improvement to the game without any extra development time, just by alterations to map setups. Why should the pirates have the only organised defence structure...?
While ice do have a higher upgrade level potential than volcanics, and crystal is usually valued slightly higher than metal (though that always is a case of supply and demand), classifying it with volcanics is still a good policy. Both volcanics and ice planets require a tech 2 civic upgrade to access, which means it's a serious sacrifice to get them in the early game. This in many ways can make them more difficult and expensive to nab than a moderately defended desert or terran.
Now, the problem is more the massive variability in militia. An ice can have as few as 2 cobalts, 1 flak, and 1 krosov, to as many as (I think) 5 cobalts, 3 flaks, 3 LRM's, and 3 Krosovs. Deserts and Terrans have even more substantial variations. The variations in extractors (2-4) also have a big effect.
Indeed it should. I think there's a lot to discuss before we could put anything up to a structured vote.
Actually, using the in-game map designer you can actually make a chance that militia will spawn in with tactical structures.
Orkalus starbase -
Nerf orkalus - nay
Constructor frigates trigger alarm - yay
Nerf scouts -
Decrease hp/sheilds - nay
Decrease dps - nay
Increase cost/supply - nay
Balance scouts -
Decrease seeker hp/sheilds/armor - yay
Decrease seeker dps - nay
Decrease navigator cost/supply - yay
Increase navigator dps - nay
Increase navigator hp/sheilds - nay
Skirmishers -
Increase dps -nay
Decrease supply/cost - yay
Decrese resource cost - nay
Adjust reintegration ai autocast - nay
Noticed the Visari Marauder's speed boost ability (forget what it's called at the moment, as I've used that ship like...twice) has a nasty tooltip bug at level 1. It still says the ability screws over enemy jump time, then at level 2 is seems like you're actually getting as downgrade as that effect is seemingly lost.
For scouts:
Yes, no to everything else.
For skirmishers:
Yes, no, no, yes.
Need to be more specific please. Yes what...
Why does everyone hate the Vasari so much? Haven't they been pummeled with the nerf bat more than enough?
Nerf Orkulus - NO.
Nerf Orkulus- Increase build penalty in hostile wells? (currently 2.25x unupgraded) - No.
Other- SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound") - Yes.
No good. What if the enemy homeworld is a couple jumps back from his frontline planets you are entering with the constructor? He'd get the warning when you hit his first frontline planet, then he'd get it every step of the way as it made its way to his back homeworld.
If there are to be warnings (not saying there should be), it should be when the SB STARTS CONSTRUCTING, not when the constructor enters enemy space.
All these people screaming about the vasari SB being rushed onto their homeworld are essentially saying "I hate being on the receiving end of this tactic/strat, so nerf this tactic/strat." Well, I hate being on the receiving end of an innumerable list of tactics/strats.
People (Greyfox, MindsEye) are basically saying they want to be immume to an SB rush, because they simply don't like it. I don't find that to be a very compelling argument. If it is a complelling argument, then make me immune to a whole host of things (being gang-rushed by two or more opponents at once, including all their capships, being illum-spammed, being lrm-spammed, being nuked by that stupid Marza, on and on).
Hey agent,
Do you really think its fair that a Vasari player, at any point in the game, can send a migrator to your HW unnoticed, and there is nothing for you to do except watch your empire like a hawk from above at all times?
When we're talking SB rush, we're talking you getting a Vasari SB building at your hw around or before you're colonizing your 3rd planet, at which point there isnt likely to be a frontline yet. That aside, what I'm proposing with the topic above, requires civics labs to research (phase monitoring tech) and gives the same warning as when any hostile ship jumps to one of your planets. If a person were to research this tech, they would not have the military power necessary to fight off a real SB rush (along with a number of other rushes). It's more for warning you of possible incursions during the mid-game. And remember that late game, Vasari can put migrators ANYWHERE in 1 jump. I don't think the warning should be unique, and I think it should require the research.
It only makes sense that migrators (and other sb constructors) are dangerous offensive weapons, and you research phase monitoring tech to warn yourself of dangerous offensive weapons, so why don't the constructors trigger the alarm?
It would still be very possible to sneak a SB contructor into enemy territory (especially if you've got his fleet and attention tied up somewhere) but researching the proper tech would make it more difficult to get really deep into enemy territory unnoticed, and give a player who spent the money researching phase monitoring (a tech that goes unresearched far too often in MP) valuable time to either catch the constructor before it reaches its destination (if it happens to be say your hw), or start your fleet headed in its direction. Border planets would still be fair game, and each planet beyond those increases the likelihood of getting caught. I don;t know about you, but that seems fair to me. I really think adding this feature would curb a bit of the complaints I've seen about the sneaky little Orky (though probably not grey's and mind's).
Nerfing the Vasari starbase will only further disadvantage the Vasari and give people one less reason to play them. I probably won't play them if the starbases become less effective; it's currently one of the best if not the best reason to play Vasari at all.
<Post deleted--accidental double post.>
The point is not that I want them nerfed because I don't like them. I want them nerfed because it is difficult to fight it off early rush. Their SB is one of vasari's strengths and I don't want it nerfed too much but the build time is slightly too fast. It is still tough as nails and very difficult to dislodge once it is there. Build time nerfing will leave it just as tough but a little easier to deal with the rush. I don't care as much about the sneakiness although it would be nice to have a warning of one building. I have come to expect it out of vasari players and pay attention to my neighbors and what they are doing.
[_]-Greyfox
I'm changing my vote
Other- SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound") - No.
On an aside, I'd really like to know when my starbase is under attack, in the same way that the computer yells at me if my lone scout gets hit by a single bullet ("Our forces are under attack"). If I have one set up in a well that I don't own the planet in, I never get any warning until my starbase goes boom. You'd just think that on a space station as huge as those, someone would hit the comm button.
Huh. The Orky. Let's see here...
Nerf Orkulus - Increase build penalty...
Nerf Orkulus - Increase...
NERF ORKULUS
*twitch, murderous glare*
HELL NO. Don't you DARE touch my baby...or else. *gives mean look to those who think so*
SB Alert? Meh, I guess so. Though I do support JSW's idea of your advisor know your SB is under attack more than warning an SB is being built in one of your wells.
This is a damn good point. Perhaps it could be matrixed in with the "nerf orkulus" vote?
Nerf Orkulus -Nay
Warning for construction of enemy sb -Yay
Warning when SB is under attack - Yay
As a vasari player... well I get stuck in a supporting role a lot. I can't lead a massive force with an awe inspiring fleet to wipe someone out, and as much as I would love to come sweeping into an enemy gw with phase gates, I don think I have ever gotten that far.
So keep Orkulus strong and fast. I might make the arguement that build time in friendly GW should be decreased. I mean, hell, you can build a factory and some other stuff in the same time, and those are made by itty bitty constructors.
For the warning: MP is fast as hell sometimes. I have trouble keeping track of what I am doing, much less everyone else. Anyone who has ever played with me knows that I ask how everyone is doing about every 5 minutes.
SB attack warning: My planets get it, my ships get it, my caps get a "sheilds down" a "severe damage" and a "destroyed"
Deceiver_0, it is a fair request. I misinterpreted what someone said (Cykur) to mean some special alarm, not researchable, that went off every time a constructor got near someone's territory, and I thought the issue was that people wanted an alarm when an SB was CONSTRUCTING.
You forgot to put my vote down for NO nerf to the Orkulus (read a few posts up and you will see it).
Leave the poor starbases alone. The only problem i have with any of them is the TEC being able to be X-Axis raped.
Lets talk about magnetic clouds, theyre the most pointless locations on the map offering no strategic or economic value. What adjustments can be made (minor, nothing major) to make them a more desirable place to be? One idea I had was to make phase jumping out of the gravity well take longer so one could lay a trap for ability based fleets. Or perhaps something positive like increased shield regeneration. I don't know, lets throw around some ideas.
Hey, just so you guys know, in Diplomacy, SB consrtuctors do set off the "incoming hostiles" alarm.
Personally, I like magnetic clouds. A "hole" in the map where nothing can be built adds a new layer of strategy for me. However, most people don't share my feelings on the matter, so I have a possible alternative:
Instead of preventing use of abilities, perhaps a magnetic cloud could cause an antimatter drain over time? Something like 2AM/Sec? Or make it more costly to use AM abilities? These would make it much more difficult to field a starbase in the well, and hinder mine deployment, but it would still allow a limited fight to take place. It would also make a nice "Dead Zone" where nobody wants to attack from.
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