FS units overshadowing other stuff is intentional. The overall scenario (if pursued far enough) is full-scale-war vs the normal guerilla-war, and the main units on the battlefield have a similar scale difference. Though as Diazo said, the normal units are overshadowed, not made totally obsolete/useless. A really big pile of fleet ships (even just the mkIs) and turrets (mkIs plus what you unlock naturally while upgrading your capital ship modules) makes even FS exos hurt, and your capital ships and city defenses can't be everywhere at once.
Let FS buff common ships
The city hubs could give a galaxy-wide armor bonus, damage bonus, or something else like passive self-repair. Or just increase all ship caps.
I don't mind the idea of it buffing things, but having any kind of unlock/whatever actually modify the stats of existing ships mid-game is one of the core design no-no's of AIW.
Nerf FS ships
No
We could get around this by reducing the planets the player needs to take in FS.
One of the design goals of FS is that if you want to fully escalate you need to take a fairly large chunk of territory (specifically, more than you would normally be comfortable with). It's supposed to be full-scale-war, not assisted-guerilla-warfare. But you can get the latter by just sticking with the refugee outpost or maybe a single city.
The first city shard is way, way harder than the others
That's a fair point. You do mean the "exos during first city's construction", right, not the actual shard recovery? Or?
The railcannons may be a bit too expensive (especially given that they just don’t work against a lot of MkV stuff).
I'm happy to buff them (by reducing costs or whatever) if there's a consensus on this. I'd thought they were in a pretty good place becuase I saw a lot of folks using them, though there've been some changes since then.
Make Refugee Outpost drop remains. Pretty please?
No, you lose the outpost, you lose the outpost
Also, they could stand to generate their own forcefield
That would make them very hard to defend, as anything directly targeting a forcefield hits that ff unless it's completely encapsulated by another ff.
(or ignore forcefields), else you need to cover them with human forcefields thereby greatly reducing the power of the otherwise awesome HBC Mk. IV equivalent.
Oh, right. I could make them ignore the 75% damage reduction of an FF, so they get maximum coolness value out of those giant guns.
Still needs a “gone for good” message re: destroyed shards.
True.
There also needs to be more variety in the city-building phase, specifically not having shard recoveries be so very similar to each other.