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Two ideas I had rolling around:
Constructable launchpads or "people-cannon towers" that can send infantry a fairly long way in a particular direction.
A "lattice override unit" that prevents a selected lattice link in range (unchangeable for a given unit after it picks a link) from being used to initiate new captures by opposing factions.
A big part of the reason that construction fights never get off of the ground is because the spots bases are forced to build are wide-open and lend zero defensibility from terrain, meaning even with a free silo you're kind of pigeonholed into the same strategies over and over again - in the best case scenario, this makes construction less of a tactical decision to invest into extra defenses and more of a prerequisite that you churn through before a fight that's not too different from a non-constructed base fight you didn't waste your time on.
I want to see more options for where you place your base, not fewer. I want to see ways construction interacts with combat and tactics flow that aren't just watered-down versions of regular base holds. It needs to be a carrot of building yourself well-thought-out advantages in advance, not a stick of "I didn't make the base so now this lane is just getting instacapped" (with a free bonus of "I built the base and no one came to defend it so I actually built the enemy a base").
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