Maybe multi-HW should get a +AIP effect and a much smaller multiplier so the early game is an actual challange, and the late game doesn't get unwinnable if you leave the AIP floor.
I have a current 10/10 @ 16 Hws and it is playable still at 401 AIP. Early game has its own challenges now and mid game just gets increasingly brutal. At 800 AIP waves come in at a whopping 180,000 ships
Hence the title
I never claimed to be the first.
I bring this up for I notice the ai "defenses" whether it be forts, attritioners, etc, don't scale with number of HW. As a result, defenive ai types are pushovers with very many HW.
This applies to things like Golems as well. In a 16-HW game I was playing [1], for example, I had to give up on using my Botnet golem - when a wave / threat in a system noticed it and began attacking it, it would get nuked down from full health in a matter of seconds just due to the sheer number of attackers, meaning I was having to fight an additional exo wave with no real benefit [2].
When I have some time, I'll probably post a thread to discuss issues related to high-HW games (especially the "losing the ability to construct unlocked ships" UI bug). Maybe tomorrow...
[1]: I abandoned that game after the recent cap-size changes; I think the game decided I had changed my mind and wanted to play on normal caps rather than very low, which was REALLY not going to work on my machine (~10k fleet ships, running under Wine).
[2]: Of course, it's entirely possible that I just wasn't using it as intended / wasn't playing well.
My frustration was that the Botnet would die in a matter of seconds - it was impossible to see what was happening, pause, and even try to move the thing out of harm's way.