Eh, a spike is a dangerous thing in itself to try and pull. Not because it leaves you defensless, but because if the other team is coordinated you're stuck with no retreat. Since most players don't have their fleets at their homeplanet (the only major target that, when spiked, cripples the player), if his team is coordinated they can jump the spikers from behind. And because ships spread out to attack different targets, and by ranges, the ships jumping in from behind usually end up with a temporary advantage, while the enemy ships (capitals especially) spend precious time turning around. May not sound like much, but having extra time to destroy those 4-5 Cobalts before enemy capitals get in range can save a lot of trouble in the early game.
needs a fix, preferably the *cough* missile platform I was talking of sometime oh, since early development?
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That's probably the most illogical fix to suggest, since really at the time most people would spike, nobody really has money to spend in vast defenses. On small maps you can probably rush within 10-15 minutes, just pump out some extra cobalts with your starting money, join up with the other players and go. Leave a few Cobalts to take care of the Krosov+Cobalt/LRM/Garda militia for your colony ship to do its thing.. by that time nobody builds defenses at their home planet