@admin I agree with lore and others here, a simple flip switch and go with one idea in a blik of an eye might not be a good solution, we have seen many bad things implemented in main that way, a good discusion and some patience and input from us, will eventualy lead to a much better solution. Your idea of inactives moving to 1/10 of income would be good if a server was idk 20.000 accountts big and had over 4000 active ones among them, but as it is in its "origin" state, its much too soon, it would take away much of the naq from circulation ergo force a game in a more stagnant state. Though you might wanna keep the idea written down somewhere, as like i said, when the game grows, might not be a bad idea at all.
at the curent state i think reducing damage taken by the weapons and with that repair costs would be more suitable course.. If atm weapons take 6-10% damage per hit, try moving it to 3-5%. That way some of the costs while hitting will be reduced, and also doesnt makes defences useless as well massing them will take logicly more hits after this so it would infact make it alot harder. If thats too much of a problem (not sure didnt do any massing testing in this server yet..) you can always adjust the damage done to the weapons proportional to their state... meaning if a weapon is at 100% strenth it will take less damage than if its at 50% strength (which actualy makes sence doesnt it ?
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also like i said be4, def units generating naq gives too much value to the defece, one of the tradeoffs of having a large defence is lowering you income if thats not in place ppl will simply continue to build larger and larger defences, just to be on a safe side. And while that is a walid tactic, if its too widely used, the game will take a defensive-inactive state, which again imo isnt a good idea as playn means interacting.
also a side note to you from some stuf i noticed and feel its good to pass on:
Dont be afraid to try something, and if it turns out bad, "roll it back"! We have seen alot of bad ideas done in main, but the bad part of it is not getting its not a good idea, tryn to fix it or tweak it with another bad idea and than another and than another. Eventualy you end up with a pile of bad things in a game, so if you try something and it doenst take in its usualy(not always) best to remove it and try something else.
And also as the game grows (like i pointed in beginig) ideas and concepts change (whats good at server size 1000 might not be good at server size 20000) so you either have to compensate for it or do something totaly different with it, keep that in mind
all and all i think so far i like some of your twists to the game so i guess good job. Loved the not having all weapons in the begining thing but slowly through "research" coming to it. It gives us something to look forward too, though that probably wont continue indefinetly so i hope you got some other kindersurpises up your sleeve for us