fixes requested
1) stop starbase autopin
2) pirate flak ability is too strong, biased against people using fighters/advent
3) pirate reapers too effective against fighters, same issue as #2
4) Advent cannon should have some effect on pirate base to make it a bit more equal to vasari and tec - perhaps double culture effect on ships in that particular gravity well if culture already present, or stop pirate regen, etc.
5) income effects from starbases not clearly listed around stars
6) "repair" autocast ability does not consistently fire in all cases. It should fire at cap ships first, then starbase (unless directed), then defense guns, then defense structures, then other. It should fire immediately on cooldown, which (often) does not happen, but always should because if the structure is destroyed then it would have wasted resetting a repair timer for very little cost.
7) Add ability to stop ALL mine-dropper autocasting in ALL systems to temporarily preserve resources
8) Separate scouts from other ships when clicking around planet bars, as well as mine layers
9) on lower planet bar display add rightmost separate bar/symbol for starbase to replace autopinning, perhaps color by upgrade level (fully upgraded or not)
10) Vasari marauder ability to stop jump interference effects does not consistently last through the horrible pathfinding and strange ship gyrations of a fleet trying to jump out. Even if the ability is actually available at the time of the jump and should have created protection it will not fire but IF AVAILABLE IT ALWAYS SHOULD - otherwise the horrible pathfinding (repeated "resetting" of ship positions even if already in position) unfairly hurts the Vasari player who cannot properly time this ability. (and needs to jump as fleet for the ability to take effect properly) (alternately triple the length of this ability with respect to jumping)
11) Add easier option to freeze fleet movement temporarily when jumping into systems with minefields, and easy method of having fighters and bombers target nearby mines first. (or primarily autotarget mines within x distance of host ship)
12) RE: pirates staying grav wells with mines - Give all pirate ships a slow autocasting ability that allows them to detect mines in a gravity well, but that requires full antimatter. After a jump they will never have full antimatter and won't recover it until they have cleared a system, so mines will be targeted last. Ability should also have long cooldown, so people who want to fight pirate using mines can potentially do so even after the ability is initially used. ex. lasts 20 seconds with staggered cooldowns for different pirate ship types, in the 4+ minute range
13) Add fleet formation options, especially when jumping, so lead scouts can enter first into minefield, certain cap ships can be in the fleet lead, etc.
