skip to "Proposal" without quotes if you want to get straight to the idea... From observing and experiencing different elements of the game, I have come to the conclusion that one of the major issues with the game is the lack of true "combined arms". I would argue that currently the power of redeployment renders the value of both Air and Armor to be mostly worthless. Fights that really matter, do not take place in the open field or the high skies, They take place inside both player-made and normal bases which seem to be made to keep Air and Armor out. This design is understandable, but because of the way redeployment works, it results in Air and Armor from having a literal famine when it comes to targets to fight, so they wind up just farming infantry. Needless to say, this results in angry infantrymen which leads to raging forum posts and uncalled for nerfs. It is one thing to introduce a feature to improve the overall experience the game, but its quite another to add a feature that effectively renders 2/3 of the game obsolete with the feature's introduction. The idea of the current redeployment boggles the mind: On one hand why are we fighting with primitive projectile weapons when we have the power to teleport across vast distances in a matter of seconds? On the other hand why hasn't a faction attempted something like a continent-wide EMP to prevent the enemy from moving huge numbers of troops across the battlefield quickly? In the real-world or fake one, teleportation has always been very difficult; just look at Star Trek, it breaks all the time and requires obscene amount of power. The fact it works so well on Auraxis really doesn't make much sense. Redeployment needs to be nerfed if Air and Armor are to have a meaningful purpose to serve once again. Concepts like convoys and troop movement should be a big part of the game. Fighting tooth and nail across a battlefield with a convoy to the next base is a lot more fun than staring at a loading screen as you teleport to the next base. Proposal: Redeployment would be changed to only be usable inside Warpgates and Spawn Rooms. Additionally, the range of Redeployment would be limited to adjacent hexes owned by your faction as well as Sunderers, and player-made Spawn Tubes in adjacent hexes; Player-made bases with the Reinforcements Module would have a 2 hex radius rather than 1. Warpgates would be an exception to the above stated rule, as they would allow to teleport to all owned large bases, regardless of distance, like Tech Plants, Bio Labs, Amp Stations, and certain large outposts like The Crown on Indar. To compensate for the more limited spawn options, Instant Action would be reworked to prioritize fights with a number of Attack or Defense Icons that players may place. In each player's option menus, one could change the bias on Instant Action to choose Defense Icon or Attack Icons more often than the other; This would allow freshly logged in players to get into battles right away if the fight is not being fought at a large base. As far as Respawning after death, the game would measure your activity, if you spent 50% or more time of your last life in a vehicle, one of your 3 respawn options would be the Warpgate. If 50% or more of your last life was spent as infantry you would not be able to respawn at the Warpgate. If you last spawned in a Sunderer it would attempt to give you the respawn option as a priority. The idea is you would always have atleast 3 respawn options nearby, and you would not have to travel miles if you died near a large fight. Comments: The proposed changes would increase the value of having Armor and Air Convoys for troop movement, and as a result would increase the tactical options for all Armor and Air units. Also it would create more possibilities for underpopped factions to win fights. This is because troops may be moved in convoys, a coordinated but small strike force could cripple another faction's ability to move around the map; also known as Guerrilla Warfare. This would mean having more players would not always mean you win, it would place value in smarter play and reward those that employ such tactics. Just remember, Redeployment is not a bad idea, the issue is it renders the value of Armor and Air irrelevant, and thus hurts the idea of "Combined Arms" and leaves less room for underpopulated factions to succeed.