Regarding that game of LT and I....
I had all sorts of overly complicated thoughts with regards to the Special Forces, like it only dispatching a proportional part of its force, but that is just as gamey - leading to cheesing it for defeat in detail.
Instead, I've switched to contemplating the patrols "writing off" a system, although I still see room for cheesing it, in particular with the first suggestion. These are only a couple brainstorms, no more:
- If there are no more guard posts, the system is indefensible enough the AI should wonder what it is achieving, and whether it is a clear trap. Perhaps reduce the number of Spec Forces that can come to the party for each guard post that comes down. Alternatively, spec forces will only come in from adjacent systems, and adjacent spec force posts reinforce at a much higher rate, while the main body of the spec forces waits in reserve.
- Limit the response based on the mark of the system. A mark IV or III system is easier to defend than a mark II, after all. The special forces will try to maintain a 2:1 advantage in a markII system, a 3:1 advantage in a mark III system, etc. Possibly adjusted upward. While I was pumping an incredible number of cutlasses into that system, only three or four were alive at any time. On the other hand, if the spec forces pulled out and my cutlasses built up, they'd come right back in...
- This disproportionate response does actually lead to some interesting strategic choices. I've taken worlds just to pop the CSGs so I could move my fleet between distant systems without aggroing the special forces.
- If you couldn't draw the special forces to a system or grind them down in a trap, how would you counter special forces that strictly outmatched you? Like Tackle Drone Launchers before the rebalance?
I'm personally OK with the the difficulty on Seven, btw. I'm a bit afraid of new mechanics since I already have to adjust to patrols and reserves.