The Issue: Biolabs are population sinks. Many times they are contested for hours at a time until they eventually fall, usually involving a disproportional overpop. The reason IMO is mostly that the entrances (Platforms and Teleport rooms) are usually heavily camped, much to the benefit of defenders and the more so if there is a prevailing lack of organization. Suggestion: Biolabs could have additional entrances. 1) Via the vehicle terminal teleporter 2) Via the roof Elaboration: 1) Vehicle area teleporter. Assume the actual teleporter were to be neutral and thus could be used by any faction. This would allow to enter the Biolab from the ground. The only obstacle here would be to turn the teleporter neutral and move the upper entrance out of the spawn room and e.g. into the small adjacent building just outside. Attackers would have the obstacle of having to pass the vehicle shields (e.g. using gate shield defuser, or wait for taking out the upper generator) as well as the longer path from outside the no-deploy zone. Importantly however, this may provide a means of entering the Biolab apart from the camped entrances and enable flanking of the camping forces inside. Defenders could likewise defend the vehicle area downstairs and the upper exit (e.g. with mines). Furthermore, it would then actually make sense to deploy a friendly sundy below the biolab. 2) The roof. Imagine the Biolab had a shielded exit at the peak of its roof. This shield would be powered by two generators, each located halfway on the upper outer rim on the outside of the biolab (i.e. halfway between two platforms). Similar to a tech plant, both generators would need to be taken out for the shield to fall. The small (shielded) opening would be located in a way that grants access to the upper dome of the Biolab. Defending Light Assaults could use the opening to exit the biolab from the top and thus defend the landing pads and the generators. Attackers could, in turn, take out the generators and then drop troops on the roof and use this entry point to relieve pressure from the other entrances. From a defenders perspective the generators could also be defended by air and vehicle support. Repair gals could even hover over to repair them and keep the roof clear. Likewise, attackers would have to deal with LA on the roof, but also have more options to breach the Biolab, provided they control the roof. Overall, either or both of these suggestions would make Biolab fights more dynamic and overall less campy. Its also a way of involving air and armor support in the siege. This is just a thought, however. If implemented, I wonder whether it would improve the gameplay or rather entail obstacles. If, so what are those and how could this work out? I'm aware this may be controversial with some, but keep an open mind. I welcome a mature discussion whether this would add to the gameplay, or not. If so, reason the underlying argument.