I think you are not understanding my frustration.
Or maybe, you don't care. I don't say this meanly, more in the manner of "that's the point"
I do care, at least to an extent. If a player (particularly one who has a history of enjoying the game) doesn't enjoy something, I want to know about it. At the same time, the game isn't for everyone. Even moreso, not every part of the game is for everyone.
I implemented Hunter from a direct request from a player (Faulty) for a plot that adds an H/K to the SF. I fleshed it out somewhat from there so that we could have the scalar and a bit more "fun" (the guardians), but that was the design goal of the plot.
When I implemented Hybrids, the design goal was to add an opponent that's basically the exact opposite of the AI:
- instead of holding back its production capacity for other things, and not thowing stuff at you that hadn't been alerted or freed by some other specific means (CPA, etc), and generally not "playing to win" (in the sense where it would just FRD
everything to your homeworld at the beginning of the game, Hybrids do their level best to translate everything they have into a win
- instead of having all its "production" off-map and untouchable, the hybrids are entirely on the map and thus can be completely eradicated
The main AI can't be either of those things, but some players wanted something like that, so there they are. They aren't nearly as interesting as they could be (generally speaking they just wind up stymied by a huge chokepoint) but they do please some folks.
They very much do
not please other folks who don't want the game going for their throat all the time, though
And that's fine. They don't like Hybrids. You don't like Hunter. There's not necessarily a problem with that.
All that said, Hunter is new and just because you don't like it doesn't mean it's automatically a-ok either. But from what I'm hearing you have more of a philosophical difference with the intent behind them rather than an issue with how that particular philosophy was implemented.
On the variable-intensity thing: that might work for beachheads, though the main thing that plot needs is more granularity so it's not just "on=chokepoints win, off=chokepoints die horribly in flames and elephants". For hunter I'm already using the intensity to control which units the SF gets, so while I could have it also apply a minus to the SF popcap (and thus its rate of growth, which is purely a function of unfilled cap) I think that would be counter to the intent of the original request for it.