Actually, we had it that way when we first implemented the ability. Every repulsor unit just stopped and could no longer move. It sucked. It could end games instantly if the opponent was canny. If I was at my pop cap limit and it was all filled by repulsor-based units, and the enemy put up the RLJ, none of my units could move at all, and I couldn't land anything to try and take it out because I was at my max. A smart player would then ignore my units, destroying my base. Was hands-down the worst way to win and made for very un-fun play. We were going to keep it that way and add a timer, but decided that simply slowing all the units (and the slow is substantial) was a better solution. You can mod it back to the original way if you really want, but I don't think you'll find it very fun. We now highlight the RLJ on the radar, reveal it (so you can bomb it), and you can still move, so there's a chance you can come back. It's a fun ability, but it was game-breaking in its first implementation.