Fairly simple, really: redeployside strikes again. (In PS1, going anywhere was a time investment. PS2, you just redeploy to any fight within 30 seconds.) So you get a half dozen, (probably at at best), people. You put in a bunch of effort, and get a nice base going. Invest a LOT of certs, a bunch of cortium, and all the time it takes to get everything positioned and going. Things start to look nice, and everything comes online. Then, a larger group notices it, and drops 20 MAX units on it, or a pack of tanks set up and shell the place into oblivion in a few minutes. Guard it? I don't think ANYONE who thinks about the issue for any time will give weight to this idea. You CANNOT ask a large group of people to just sit around, on the off chance that an assault MIGHT come. And if they do, the assault probably won't come, because those people will be taking all your bases instead. One school of thought seems to be making everything invulnerable. Unfortunately, invincible walls, fiery skyshields, and devastating AI turrets make for VERY good bases tucked away in corners (mostly on Hossin), but not much else. Bases out in the open still die just fine. But how to make base fights worth doing, and give defense a chance? While also making offense possible? How about MORE construction. Like, siege tanks? So you make your own base, just to crank out a tank to kill the enemy base. Also, gives an ACTUAL POINT to base Vpad. Enemy base sees it coming, and defenders are given notice that if they want a fight, go kill that tank before it kills the base. Or just a kamikaze tank that does a large explosion. Or construction items that are REQUIRED to crack decent bases. Like the existing mortars, but also a way to combat-deploy structures near an enemy base to provide spawning and shelter. Infantry are required to take the fight from there, either way, but it would give time for the base to attract defenders. Perhaps a turret version of the ANT deconstruction laser? Invulnerable to base AV fire, or to all fire from one direction? Any of these are not instant. A base should kill any rush, simply because it IS so effective. But picking away at the base with a few people, or using a long process to wipe out the base should be more effective than simply zerging it to death.