Um, I was under the impression that people are feeling that exo waves and other stuff using this logic (especially "early carrier pop" spawns) feels "hax" high on the high difficulty levels, to an unfun magnitude. Won't this make it even worse? Was my impression just off?
The main reason for it is that golems are still stomping the AI way more than the golems-hard exos are stomping the player on those higher difficulties.
And the consequences of early-popping a carrier are supposed to be roughly as bad as the ships it's carrying, and are entirely avoidable (with the fix to make ally-factions and player zombies not shoot at them, at least).
If it's too high I can adjust it back downward, we'll see. It isn't the only thing I'm intending to do in the near future for the high difficulties, just the one quick thing I had time for in the midst of all the scenario work.
I find the golems > exo waves occur in low aip games.
The solution to your patch of greater exo waves is lower aip games.
So you are encouraging the edge case you are trying to address while harming the mainstream much harder.
So I guess would be ideal would be a new formula (possibly only for higher difficulties) that is > the current formula for lower AIPs, but converges to the current (5.084) formula as AIP goes up.
I can try to propose such a formula if you want. I'll even toss in a simplistic proof showing the limit of the new formula converges to the old formula for no extra charge.
Actually, that might be nifty for wave sizes as well, but in return, bumping down the exponent in the wave size for higher difficulties from 1.1 to 1.05 or 1.075 or something like that.
EDIT: Ninja'd by Keith. It is already doing a super-linear increase for lower AIPs by a piecewise function, in this case constant <50 AIP. (It's super linear for less than 50 AIP because the values it would of returned for <50 is less than the constant it returns instead for these ranges)
Still, my proposal for a similar revision for wave sizes still holds.