Orbital Nuclear Missile - Nuclear ASAT - build from regular nuke silo, only instead of dispatching it on a ground - you fire it in space. It should look identical, so that enemy wouldn't know what's up. Lower cost comparing to regular nuke and increase damage radius. Explosion should be a bright ball of light - youtube for some samples of nukes in space: Purpose of this weapon would be to instantly destroy larger swarms of orbital units. Make it possible to fire anywhere in the orbit of a current (or perhaps also another?) planet. There either should be no way to counter them at all, or countering should be very difficult (eg. ground-based anti-nuke silos got 50% hit chance against them?) Anti-Orbital Laser - well... a laser that shoots orbital targets. Slow aiming speed - slow enough to make hitting of the units on a move very difficult. Also slow refire rate (say - 1 shot each 10 seconds) and limited to line of sight (unlike nukes). Advantage is obvious - it can destroy almost unlimited amount of space units, and it fires automatically, with no attention from player. Perhaps also at limited range it should be able to fire at asteroids to protect the planet. Disadvantage - if enemy got multiple space lasers he can take it down. And this sort of laser is useless against any ground weapons. CIWS - right now there's a big problem with artillery units, and it seems like there's next to no way of countering it with anything else than another artillery (air units are underwhelming unless spammed to game-winning degree). So here's an idea: add CIWS that will destroy enemy artillery shells. When firing it should use metal, and it shouldn't be able to destroy nukes, fighters or any ground units. Preferably it should be mount on a mobile ground unit (CIWS Tank?) and perhaps also Leviathan. In general idea is to make a very specialized weapon that counters only one category of units, while can be easily countered by everything else. Long Range Anti-Fighter Missile - S300 analog - can be countered by CIWS, got an impressive range (say - little bit less than Lobber - 550) and slow refire rate (0.2/sec?) but can kill any air unit in a single shot spawning also small AoE damage (so it'd be able to kill scouts if they're very, very close to each other). It should be limited to stationary building for balance reasons. The idea behind this missile launcher is to encourage information warfare (the greater radar coverage you have the easier it is to defend) and most importantly: combined arms tactics - something that currently doesn't exist in PA. Because there is no air unit with CIWS player will be encouraged to approach enemy with combined force of ground/naval and air units where ground units ensure survival against AA missiles and artillery, while air units should be able to destroy primary defenses and artillery emplacements (what might require some additional balancing of the air units). A random idea to discuss - Jammers and electronic warfare units- add jamming towers - like in original TA - which make your units impossible to detect with ground-based radar (orbital radars should still work against them to avoid run&gun in late game?) - but at the same time add a new type of T2 unit that will be able to detect jamming towers at limited range, making it possible to perform bomb runs against them or shell them with artillery. This would also encourage higher degree of combined arms tactics and make it less likely for players to simply spawn one type of units and flood enemy with it.