But yeah, the fact that blobbing basically amounts to smashing the AI with superior force in a game where you're supposed to cower in fear of the AI's arsenal makes it seem just wrong.
Just a slight technicallity, actually, you are cowering in fear of the attracting the AI's attention to the point where it uses its arsenal at you. As such, as one reviewer put it, making the AI think you are weak, and then suprising it with a huge force is a core "theme" in the game.
That said, it would be cool if the AI had a short term "boost" in responciveness/reaction/whatever if it sees that you are blobbing, and thus you are not weak even though you haven't caused it much long term pain yet. Like a short term boost in AIP or something. (There are some other threads about this sort of thing)
This also plays into that old discussion for ways to reward keeping planets out of alert state beyond just lessened reinforcements. (As mentioned, specific case buildings like AI eyes and raid engines are too few and far between to curb the general tendency)
The Eyes are inconsistent and apparently don't care that you're waltzing around with planet-sized death machines as long as you don't have more death machines than it has targets for them. If you actually try to use fleetships against Eyes you run into the problem that no matter how small and specialized your force is, if you win against the defenders you will eventually pass the threshold. Plus they negate high-cap ships, as if those needed any further reasons to be avoided.
Yea, I think having the AI eye scale its count with caps of the ships in combination with counting "mega-ships" (like golems) as multiple ships would greatly fix AI Eye oddities.
However, this does come at the cost of making the determination of whether your force will trigger the eye or not much harder, and makes it much harder to tell how much you need to retreat to stop an activated eye from staying activated.
So, do we want accurate modeling, or simplicity, or a compromise between the two?