I've been doing a lot of modding to orbital lately, and wanted to try and put and end to the orbital arms race that occurs late in multiplanet systems. The problem, as I see it, is that there is little cost to sending your orbital units above an enemy's defenses, as your units can be immediately retreated. With an appropriate mass of cheap orbital units to soak up turret fire, your Omegas can have a good few seconds above the enemy comm without taking a significant hit, and retreat to be used again in your next push of twice the size. Whilst considering ways to fix this, I had an idea for an engine change that might be in time be useful in solving this issue. Similar to the way the unfinished mass teleport feature builds energy before teleporting, would it be feasible to add an energy cost and energy drain field for orbital moves? This would allow an "orbital departure delay" to be implemented, and also make orbital snipes with large groups of forces have a significant energy cost. The largest issue I can identify is making this information transparent to the player, but at least there will be a blue charge bar so that it's clear the units have responded to the command, unlike implementing a delay in the same way as the arrival delay is done.