Lastly, kids, if you dont want to read the thread then why post? Are you acting a little childish and self serving? "I dont like this thread but I am going to post anyway".
Fine, I'll play your game...
The problem is that with say, 200 illuminators or any other small vessel is that the starbase or anything else can only attack a certain number of targets, no where near close to 200. Which means that a maxed out starbase can be gutted in less time than it takes to lose a single frigate.
Let us grant that this is actually a problem, and specifically, that the reason SBs are so weak is that people can build too many frigates...
There should be some sort of cap per type. I would say 50 at most. Otherwise it makes the end game a fleet chasing exercise.
How does a cap per type help the situation at all? For simplicity, let's just assume all ships are comparable on a per ship basis (ie one LF is equivalent to one HC in terms of resiliency/firepower)...now pick a number, any number...let's just say 200....
So at 200 frigates, your fleet can pretty much pop an SB almost instantly...how does limiting the cap per type change that??? So instead of having 200 LRFs, I have 50 HCs, 50 LFs, 50 Carriers (with 100 bombers), and 50 LRFs...I still have 200 ships!!! The SB is still going to be destroyed very quickly and still have the same targeting limitations...
Your proposed solution does not even remotely address your stated problem...furthermore, your stated problem (that SBs are weak to late game fleets) isn't even a problem in the first place (if SBs were powerful enough to take on entire late game fleets, games would never finish)...
I'm not going to (and haven't) insult you or tell you you're dumb....I'm simply going to say that I think your logic here is fundamentally flawed...this thread was completely butchered and rendered pointless when the topic turned to first person shooters vs. RTS games like Sins, and I have no regrets in sharing my observations...