@TechSY730:
My thoughts on this:
1) Errr, AIP was at 50 for the first AI kill, and 150 for the second.
2) That's true, but there is 2 points there. When I first started AI war, carelessly aggroing planets with high number of ships got me killed. I don't know for you, but that's a mechanic I would like to keep. Second, if they kept being at the guard posts, I could just do the kind of runs I've been speaking about to get rid of them. That would make the game more tedious, yet wouldn't increase the difficulty one bit. Maybe they should regroup far away and only once they are a "large" wave enough launch an assault ? Dunno, if the solution was that easy it would have been done already.
3) That, I do not know. Are guard posts / core shields supposed to be killed over 2-3 assaults or are they meant to be "one-shotted" ? Also, there is kind of a problem if the entire fleet is needed to kill a guard post. What will defend against the new "retaliation" mechanic, or threat ?
4) Easy to bait because of the low diff probably. Also, I did raids on enemy neutered planets to get rid of threat (neutered planet is with no guard posts and AI ships cleared). With higher AIP I would have unlocked warp station to achieve this.
5) That might be true, yet they need to be beatable. If the AI instantly spawned enough to pawn your ships in 5 seconds at exactly where your location is, I don't really see how this would be a winnable or interesting game. Also, the AI might spawn an eye, the game needs to be winnable with the eye. The reserve are doing what they should do, deal with low-level threat.
6) This is of little consequence, really. Reducing the build time would just encourage me to put more engineers. Also, see point 3.
My opinion is that AIP on 7/7 was to low for the AI to get a significant response. Which is part of the reason why the deep-threat alarm was created, guard post were made stronger and the reserves were created... and so on. I have no better solution than the one you would propose, in my opinion what I could do in that game is a consequence of the current game mechanics which makes higher diff 9/9 games winnable. It would probably have been much easier to pull this of with no deep-strike threat thingy and no reserve and no brutal picks. Probably the conclusion is that you should not play low AIP with 7/7 games.
Finally, this is a 7/7 game. It's kinda supposed not to be hardcore.