Since this would require programming, there is a minimal chance that we'll see it implemented, but here it is: On the turn after a successful intercept, the interceptor can range change for zero energy. This change has three basic consequences: first, it makes intercepting more attractive, which is probably something that needs to happen anyway. Second, it means that the very-common situation where a tank is in an early energy hole due to get-close against an opposing pass is more favorable for the tank. Whereas currently they will get ranged out on the next turn even if they do intercept successfully (get-close would leave them with 20 energy, not enough to threaten an attack from any tank) under the new rule a successful intercept would set up a 70 energy/100 energy situation on the next turn where the range is still at close. This allows tanks to pressure, and also enhances the "rushdown" feel. Finally, it creates a real incentive for single-range characters to intercept at their disfavored range. Right now, once someone goes far on an Onimaru or Ashi who has already done anything with their energy, they can't really do much but rest-- they're going to have to need about 80 energy to get back in and threaten, and that means either multiple turns of intercepts or one turn of resting. Here, one successful intercept puts you back on the offensive, and therefore is more attractive. What do you think?