Applying this idea from other games and previous suggestions, we should be able to target specific parts of the base in order to more efficiently combat them. The only base fights i have known are base battles in the unknown with the 'triumverate' and i was unable to see why people found them difficult, as i was seeing players score hundreds of damage in one hit on a base even though i was only doing between 20 and 40. Then, we fought The Dominions base, and it was undoubtably the most difficult battle i have been involved in (that last comment reflected my opinion, and not necessarily the opinions of the other members of the triumverate

) but i figure, if a level 7 can be that difficult, what happens when bases get to level 8? or level 9? what i would like to propose is a system that would allow players to build up their base in such a way that it can be systematically reenforced, and systematically destroyed. In other words, i would like the base to have multiple targetable parts.
Now, not all of them would be targetable from the start. Obviously. but as the base is weakened, more and more pieces would become available to be attacked, moving for a more difficult base battle, and a more necessary coordinated strike on the bases. What we would have are 5 pieces. the Shield Generator, the Energy Core, the Signal Processor, the Life Support, and the Hull Beams. When the pieces are destroyed, then they are broken and must be repaired with credits. Repairs can happen once every 4 hours.
Now, first for the 'destruction' of the base. The base will start out as they are now. Hull and shields, with shields requiring to be disabled first before the hull can be targeted. But, after the shields reach 49% something different will happen. At 49% the shield generators will become targetable. Now, because the shields are still up 49% the players who attack them will have a 98% attack penalty, resulting in around 1 damage at most. but for each percent of the shields that are dropped, an additional 2% penalty will be removed until the penalty is zero, in other words, the shields are down. Targeting the shield generators will do a variety of things, but most importantly, if the shield generators are destroyed, then the shields cannot recharge until they are repaired. In addition to this penalty, the grid surge ability will be disabled and removed from the current effects.
The Signal Processor is what affects the abilities. This will become available when hull reaches 50%. However, this cannot be destroyed, but instead, it can be hacked. This would require a new system to be implemented, where 'damage' dealt would be from hacks instead of regular attack power, but if it is hack destroyed, then all abilities will cost double to use until it is 'repaired' or 'unencrypted'. This can happen once every 4 hours.
When the base reaches 25% hull, the Hull Beams become available to attack. There will be 10 hull beams for players to target, each with the hull value of approximately 5% of the unbuffed hull. What this does is it will cause a 5% hull penalty on the bases total current hull (including auxiliary fortifications if active) for a total of 50% hull penalty. In addition, if ALL TEN of the Hull Beams are destroyed, then auxiliary fortifications will be unusable until the legion fixes the beams, and the auxiliary fortifications buff will be removed from current effects. Now, the individual hull beams will all be on different timers, so it is crucial that a legion pays attention to when the beams are damaged so that they can repair them all at once, or face an uneven cooldown of the beams and be stuck without auxiliary fortifications for the duration of the battle.
Next up is the Life Support. This becomes available when the hull reaches 10%, and will require a coordinated base attack to destroy. Life Support is what governs how many points will be awarded on the rollover, and if it is destroyed it will award only half the normal points it would reward on the next turnover, and cause the production abilities to be unusable for 48 hours from the time the base was disabled guaranteeing that the base would not have them active for a minimum of 24 hours. Because many players try to disable bases for badges, and this would have no official use in base combat, it would be put there for the purpose of grudge matches and wars. Another way to penalize an opponent as disables dont really effect players and planet theft, while still a setback, can be recovered from with the new resource races.
Now, for the Energy Core. This is a new piece that cannot be destroyed, but is used to buff up the other 4 systems. The energy core is powered by energy, hence the name. It obtains energy in different ways. 1 energy every 5 minutes, or players in the legion can donate their energy to the core. This will allow players in a legion to have a more active roll in defending so they dont have to just sit on the sidelines and pray their base holds out. The energy core allows players to buff their base in new ways other than the abilities will allow them.
*When the energy core focuses on the life support, it can either Consolidate, which will allow up to 48% more points rewarded at the turnaround then normal (2% for every hour it has been actively charging the life support), or it can Mass Produce, which will give a 2% bonus for every hour it has been active capping at 25 hours.
*When the energy core focuses on shields, it can either Solidify the shields, in which case it can provide a 50% defense boost when attackers are targeting shields, Overcharge the shields, in which case shield regeneration boosts by 100%, or it can 'Empathize' the shields causing 50% more damage dealt to the attackers when targeting shields.
When the energy core focuses
*When focusing on the Signal Processor, the energy core has the option to either Firewall Connection, which will increase its hacking resistance by 50%, or to Unencrypt Data which will cause abilities used to last twice as long.
*When focusing on the Hull Beams, it has the option to either Shield Beams, adding a 50% hp value in shield to the hull beams, or to Release Nanobots, which will cut the repair timer from four hours to two hours on hull beams.
Now, the way this Energy Core will work is it will produce 1 energy every 5 minutes but it will require one energy per minute to maintain each effect as stated above. So, if a legion has all 4 effects going, then they will be looking at about 4 energy per minute. Which will require the assistance of legion members to fill the core with their own energy in order to keep it running. Energy cores will have a 500 energy maximum, with an additional 500 energy for each level gained (so a level 7 base would have a maximum of 3500 energy). This is to prevent one member from using some tris or cubes to fill it for an indefinite period of time. Also, it will keep players active and keep them contributing. Also, contributing to the core DOES NOT require the player to have the current base tech researched. I know personally i would be pissed to see i couldnt help the legion out because i dont have the current base tech researched... Also, perhaps there can be NPCs that can drop artifacts that give +10 max energy to the core, as this will not unbalance the game (i dont think).
Now, these pieces stated above are not modules. Instead, they are already installed on a base when it is constructed. And, they can potentially be improved with energy/matter/ctp (but i havent thought about that). They will be in a new tab, and take up zero space on the base.
I would also like to add another addition to the base. Base alert levels. This is just a quick Post Scriptum, but since governments were scrapped, and alert levels never really came into fruition, i would like to simplify it to its most basic stance.
*Battle Ready causes a 50% penalty to resource production, but halves all points required for battle oriented abilities.
*Neutral is what we have now. Everything is 'unaffected'.
*Peace Time causes a 50% bonus to resource production, but doubles all points required for battle oriented abilities.
However, these alert levels CANNOT be changed while the base is locked in combat. These can be changed ONCE every 24 hours while the base is not locked. This way, the legion must determine whether or not it is beneficial to do anything other than peace time. If they find themselves getting targeted frequently, then go with neutral. If they have a strong base, then go with peace time. If theyre at war, go with Battle Ready. each setting has tradeoffs, and each has rewards.