Okay.
There's been a lot of ideas tossed out here that are actually quite interesting, but not easy to implement.
To try and do something about this issue, I'm going to ask people what there favorite small changes are, change small enough that Keith could maybe find the time to get them into the next patch (or two).
First, I'm coming from the position that if you have played the early/mid game right and built up your fleet so it is ahead of the AIP power curve, the HW's should be pretty easy. I consider the HWs a strength check to see if you have played the rest of the game correctly as opposed to some sort of big endgame boss.
In that regard, I'm thinking a nerf to most Core Guard Posts, mostly pretty small but stuff like the Tethudia or Grav Reactor probably need a bigger one.
Or reduce the number of Core Guard posts across the board, but give the AI HW a 100% to spawn using the new mechanic of all guard posts next to the command station. (Not sure if the Core Fort should stay or go in this case).
I don't think either of these actually solve the issue with the HWs that has been discussed, but I feel they would improve the situation.
D.
Some of these ideas came from others in this thread.
*Nerf the "gimmicks" of the brutal picks. For those with global or near global effects, nerf the "gimmicks" of thoe rather harshly. For the rest, only nerf the "gimmick" a little bit.
*Buff the "standard stats" (normal damage per second and health mostly) of those brutal picks that now seem like they too weak after the above nerf
*Buff the "standard stats" of the core guard posts by 1 "mark" (So if they were balanced sort of like a theoretical Mk. 7 post, make it more like a Mk. 8 post)
*Remove the planetary AI tachyon beams from the AI homeworld, replace with a large-ish but still finite tachyon range
*Somewhat buff the tachyon ranges of the core guard posts and brutal picks
*Create a new brutal pick with a somewhat low spawn chance, which would have the planetary tachyon beams (it would be much, MUCH less durable than the things that used to have it, the AI core eyes. The idea is that it would be tricky but still possible to take it out if you wanted to do cloaking stuff but this was chosen. Again, this would be a rarer brutal pick)
*Increase the proportion of strategic reserve that the AI is willing to use for non AI homeworld defense
-Extra credit, but not central to the above, have the AI quickly "undeploy" strategic reserve on non-AI homeworlds if the AI homeworld comes under attack. Presumably, the AI would quickly deploy those back onto the homeworlds. THis would prevent excessive cheese by abusing the above too much.
*Cap how much AI strategic reserve, to a fixed percentage of the current strategic reserve strength cap, that can be deployed per second per planet (it should be a low enough rate that you can form strategies involving not having to face the "death ball" immediately, but fast enough that one couldn't cheese around it)
*ONLY IF NEEDED AFTER THESE CHANGES, increase the AI chance to reinforce a AI homeworld even if not alerted
*ONLY IF NEEDED EVEN AFTER THAT CHANGE AS WELL, give the AI a bonus to how many "points" it can spend on an AI homeworld if the AI homeworld was chosen as one of the places to reinforce to that cycle
The only tricky one I can think of is the AI response to the hive golem on the AI homeworlds, which would probably require new logic rather than just tweaking stats.
The idea of these changes is to make the homeworlds be more like "the rest of the game, but more", which was discussed above as a better "quickfix" than making it too easy or keeping it too grindy. These changes try to nerf the things that make the AI homeworlds "different", but buff the things on the AI homeworlds that are basically "beefier" versions of pretty much what you encounter in the rest of the game.
The brutal picks should still remain pretty harsh, but the idea is that ones that "hard counter" a whole class of strategies or ship types will now only "soft counter" them.