Been thinking of Redeployside (i.e. defenders redeploying in large numbers to bases that are close to being capped) and if there are ways we can retain the ability for redeploying across the map but not require you to sit with a huge zerg to ensure caps go through. The Concept: * Sunderer that sacrifices 1 gun for a "Redeployment Beacon". * Redeployment beacon has a larger "Spawn beacon" column of light to make it easier to spot. * Redeployment Sunderers must be deployed (like AMSes) to allow droppods to start dropping in. * Available redeployment beacons are visible in the spawn screen, but requires the 10 sec redeployment timer unless you of course clicked "Redeploy". * Only Redeployment Sunderers can be redeployed to. * You droppod in. * Redeployment Sunderers can only be deployed outside of the "no deployment zone" (i.e. like AMSes), but can be deployed next to an AMS. (just not next to another Redeployment Sunderer). * Instant Action would prioritize Redeployment Sunderers to ensure that new players drop close to a friendly force and not just in the middle of nowhere or in a base that is already lost. * Once a redeployed soldier dies, he can of course spawn in the spawnroom as normal, if he so chooses. * Redeploy Sunderers can not be spawned at, only redeployed to. * Interlink Facilities could potentially play a role in this as well. I.e. Upgrades all Squad Spawn Beacons to Redeployment Beacons with limited range (i.e. you need to be within an neighboring hex). Pros: * Slightly further run time from redeployment sunderer to point than from spawnroom. * No invisible massing of enemies in the spawnroom. * Possible to counter (i.e. make sure the sunderer doesn't get close to the base). * Allows organized outfits to channel the zerg. * Droppods are awesome. * Galaxy retains importance. * In case of vast overpop, you can proceed to the next base. * Logistics remain important. * You can sell "Redeploy Beam Decals" in the shop. Cons: * Possible cluttering of the spawn screen GUI. -- Thoughts?