now you're just making [even more of] a fool out fo yourself. look, this isn't about who's got a bigger internet pecker so i'm just gonna ignore the provocative language and go back to the thing we're actually debating, ok? i'm calling off the flame war, please don't escalate.
furthermore, petitioning the developers is not productive behavior. signature collecting threads are stupid. these forums aren't a representative sampling of the player community. we all ought to just communicate what we think as clearly as possible instead of trying to leverage some phony notion of majoritarianism to back our opinions.
what i want is a balanced game with as much strategic depth as possible. i don't think this is a controversial thing to ask for. why anyone should construe that desire as a desire to return to a previous state of imbalance is beyond me. nobody has ever made the case for that. why you (or anyone) should believe it is impossible to implement a more powerful but still well balanced version of Siege frigates is also beyond me. have you so little faith in the talents of the Ironclad developers, who have done so well with the rest of this game?
i see the following issues that might arise from stronger siege frigates:
1) it could disrupt the pacing and put an emphasis on rushing. this is undesirable, one of the appealing aspects of Sins is its pacing. this game has a very big, fun, and interactive mid-game and late-game. taking that way would be a mistake.
2) it might disrupt the strategic balance of fleets in an undesirable fashion, putting too much emphasis on siege counters (like Fighters and Light Frigates). this could cause "splash damage" on other things that are weak to those counters, which is a term i originally learned while playing another game that went through alot of balancing cycles. splash damage is where a change to one thing impacts the metagame environment in such a way that previously viable strategies become accidental casualties because of changes intended to address something else.
3) it increases the penalty of falling behind by making it easier for a player to finish his opponents off. recovery would be harder if planets died faster. less margin of error could be a turn off to players who take losses personally.
here are my solutions to the issues i have identified:
1) move the tech tier of siege frigates to tier 3 or tier 4 military research. this would completely remove the ability to rush with them. carriers are a very powerful counter to siege frigates, therefore it makes sense to me that the counter should be available at the same time or even before the siege frigs become available. imbalance occurs when a unit cannot be countered when its available. moving the tech tier solves this easily.
2) incremental changes to the damage, armor, hull/shield numbers of units could sufficiently mitigate splash damage effects on the metagame. this would require playtesting but probably doesn't require anything drastic to be done. in the early days it only took small changes the costs and movement speeds of Javelis and Assailants to balance them. this kind of incremental adjustment works very well for this kind of thing.
3) a) stop taking losses personally. losing is part of competition. learn from your losses.
b ) a change could be made to the "abandon planet" feature in the game that would allow it to recoup credits based on the amount of population abandoned. this way you could pre-emptively ditch a planet you knew you couldn't defend and use it to gain a quick injection of funds to try and build some defenders with. just a suggestion, i'm sure there are plenty of reasonable solutions.
in addition to those 3 specific issues i have identified and addressed i would like to see the general role of the siege frigate changed a bit. i think they would be more interesting and useful as economic warfare specialists as opposed to just specializing in killing planets outright. correspondingly, i would like to see population damage increased and planet health damage decreased. that way you could quickly kill off the tax base of a planet but would be unable to wipe it clean before defenders could arrive. sieges wouldn't be a severe game loss threat this way (capital ship bombardment should be the main technique for causing game losses) but would be a major economic development threat. this would add an interesting strategic layer to the game, in my opinion.