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I do think there remain some large balance issues, though. For example, the Quantum Tank's weapon does almost no damage when not in Ether mode (which it can only sustain for seconds before needing to go back and repair). Or the Armageddon faction has cheap, basic units that 3 of can just walk up to a fortified position with 4 T3 turrets, 4 T3 artillery, 4 T2 Laser Def and 4 Repair Bays and kill it.
Or the Parasite Core being able to spam ultra-cheap laser defence towers with a tiny footprint so ludicrous numbers can be stacked in a small area.
However I have considered something similar with a possible prequel mod if I can get enough help with the art.
I've got quite a lot written and backed up though.
As for the orbital units, I've thought about the problem a bit but I'm not entirely sure what would be the best way to fix the issues.
By the way, my one complaint is that orbital units hover far too high and can get both out of screen as well as make their gameplay difficult to read.
It's not out of the question that I might eventually give the factions heavier orbital options, but for the time being I feel that the current options are enough.
Personally, my favourite factions are Maxwell and the Oriolus, for the tough defences of Maxwell and the destruction that can be caused once a proper formation of Oriolus has been prepared.