This means EXP should be nerfed, if only for the game variety. Do you agree with me?
I see the following two ways of doing this.
1. The old idea of separating boosters for ints and figs. The initial boost1 will be the same, but then fighters get figboost2 and figboost3, while interceptors get intboost2 and (maybe) intboost3 (I'm not sure how Belters fit in yet).
* This makes EXP tech slightly more expensive.
* The boosters may be individually tuned, so that fighters become more competitive against ints (not in combat, but in, say, running away).
I like this idea since it fits into my view of techpath purpose:
- EXP is very good at defense, but bad at base killing.
- SUP excels in point strikes: killing small bases, miners, bombers, worse in dogfights.
- TAC is extremely good at economy killing early on, and then SBs are good for endgame, but their defense is really bad.
2. Another idea I came up just now, and less revolutionary, is: make miniguns do even less damage to the utility hull. This will cripple the ints' ability to rush and kill enemy miners. On the other side, it may make pushing cons easier against EXP, but hey, you can decimate the con D first, and then just keep the constructor rammed, can't you?
Please, let's get constructive. A simple "No. ### you" is not what I expect
