Yeah, I know, I'm late to the party.
I want to do a mechanics review of what can and can't make howeworlds trivial (comparitively). Bits and pieces of this were mentioned everywhere, but in the end the mechanics will drive the experience.
Homeworlds as they were (and apparently, still are, just a bit beefier for guardians and posts):
Rarely reinforced due to not being on alert by careful management, leaning towards smaller #'s of defensive units (maximum around 500 on normal unless significant mistakes were made)
A series of smaller guardposts with only critical combinations forcing non-standard blob assault tactics.
A final assault on the command center requiring a Bomber Assault team because of the double ff + fortress III.
So, really, it's just another planet with fatter guardposts and bad luck with fortress+forcefield and a nasty AIP increase on removal. Alright.
How do homeworld assaults actually threaten you?
Boredom: You get jammed up in an alert-reinforcement-bait-refleet cycle. You make some headway eventually but it can take forever.
Tandem Raid Generators: Usually your fleet by homeworld assault time will be able to handle a single raid engine, even a MK IV one, unless you've gotten way out there with AIP. The threat is in tandem generators. The new CPAs might be hairy too but at least you get to use your prepared defenses in that counter.
Stagnation: The typical death knell of an AI War game... no traction. One too many mistakes, one too many planets, loss of a critical MK IV factory... any of these events can cause a game stagnation. It's not a win/loss scenario, it's a judgement call on the part of the player that they can no longer move forward with any of their current tactics.
Only one of those methods actually KILLS you. Overran fleet and 3xRaid Engine (even at 50 AIP) can lay waste to your defenses, cause blackout cascades due to threat separation, and any other number of things.
Most of this discussion is about making it even MORE stagnant. Oh gods, please no. I'll get to that later though. I'd like to stay on mechanics for the moment.
So, what tools do we have that can counter the stagnation:
Cloaked Nukes: This is uneffective, as everything at MK V ignores nukes. Coreworld + are non-nukable. It DOES deflate tandem Raid Engines for four minutes though if you keep your troops out of the way.
Rest of the missile sets: EMPs: Ignored by MK V. Tachyons: Errr, why? Lightnings: Now we're talkin'. Bring ten to twenty of these bad boys along for a modest AIP increase and you can lay waste to the entry port + any significant combination threat (FF + Beam outpost will cause me significant problems PRE-Buff, particularly if an AI Eye is rolled in the brutal phase).
What else do we have:
Penetrators: One shot every 30 minute ships that can pretty much level any one thing at choice. Breaks the tedium on a problem child. Non-standard game.
Artillery golems: Mixed usage, a lot ignores them. Non-standard game.
Jumpship dropoff: Limited quantity of ships, best used with hard hitting, low fleet cap ships. SSBs, Spire/Zenith SSs, etc. Non-standard game.
Spire flagships: This is no longer about the homeworlds, this is exo-wave vs. supership, the HW's are candy.
Suicide Champs: New and unknown effectiveness for balance for
me.
Transport assaults: Mixxed bag. 50/50 success rate.
Bait and clear: This will heavily depend on the brutal rolls for the AI if it's even an option. Bait and clear against a triple Raid Engine is not viable until you've cleared the engines.
So that pretty much covers all the non-grind options.
Why do the raid engines make such a difference compared to the rest of the brutal outposts? AI Eyes are actually much worse in the long run, and those are instant defenders, and they can't easily be removed, they're rather well guarded! Because you lack discreet control. Pissing off a Raid Engine immediately provides x defenders to a system 1 minute after arrival. In most circumstances you won't even reach the Raid Engine on trigger before the defenders have arrived, unless you've done a transport run which wouldn't survive unless you've already gone in and done a bait and clear on the majority of defenders. Throw in a second engine and you have no serious chance to stop those defenders with just fleet.
And in four minutes, more are coming... and if you didn't stop the first series, that second series is going to wipe the floor with you.
Compare this to the AI Eye. Bait and Clear: you fire up what, 20 zombies to piss off half a planet to fight elsewhere? Once that's done, your riots and raids can do cleanup in the system (preferably under cloak so they can wax the Mass Drivers first) with only a few zombies spawning in retaliation... which are easily cleaned up. Low Fleet Cap ships are the direct counter to the old Eyes. I'm ashamed to say I haven't messed with the new ones much.
All this does is slow you down to not being able to fleet ball. It makes the final bomber assault on the command center a royal PITA because your bombers will get murdered repeatedly in base game, but that's about it.
So either the Homeworld has Raid Engines and is deadly as hell, CPA engines (with the new build and barracks) which MIGHT be deadly, or is just a frickin' grind. Eventually, you neuter the thing, and start working on the other homeworld for a double pop, because there is
no good reason to soak 100 AIP in the meanwhile. None... well, except that
ONE game where the AI HW had the SuperTerminal. Put spire archives on HWs with no AIP loss on death and then maybe you might have something... but assaulting the mandatory brutal pick homeworlds with an extra 100 AIP can be a death sentence.
So, that's what the mechanics look like right now, at least to me. I assume Kahuna and Faulty Logic who are playing hot potato for 10/10 god rights may have a different outlook, but I don't believe it's that much different from what I've read in their AARs.
Now, a lot of what I've read in this thread just makes it more grindy. You're already 10-12 hours into the game, having 'grinded' your way through superior reinforcements and other things to have the power to assault the homeworlds. A bait and clear tactic gives you a massive 'winner takes all!' kind of brawl, then it's cleanup. I'm sure I don't want more grind.
So, grind basically means it's uninteresting repetitiveness. Otherwise, it's not 'grind', it's fun! So, some of what could be done (encapsulates a few different ideas in each one, and no, I wasn't completely thorough):
1) You want to remove cloaked cheese without player effort on the homeworlds? Give every post its own tachyon emitter. The AI has littered the entire frickin' galaxy with these damned things on EVERY wormhole. It can obviously afford a few more.
2) The idea of a "calling all hands" response to a HW assault sounds interesting. I definately could see that for SF forces and the surrounding core worlds. However, this implementation needs some care taken. It would be extremely easy to sheer off a single cap of fighters in a few transports, fire up one HW with a calling all hands, and then go hit the other one. Now you get to deal with all those ships as threat with your defenses and it was a pointless exercise. It also allows me to VERY easily neuter every coreworld with a little pause manipulation with some kiters on the homeworld.
3) Defense cap minimums. These are VERY dangerous unless you WANT to constantly refleet. Between the heavier reinforcement mechanics and now the lack of being able to fight the majority of those ships outside of a coreworld alert you're not making the fight on the homeworld more interesting, you're making it inanely grindy. This mechanic will also very easily stagnate the homeworld assaults. An example: One of my AARs has me trying to take out a single Raid Engine against a mostly cleared homeworld. A 20 flock of transports with 10 bombers a piece only got off 2 shots before getting laid to waste by the leftover starships and slight reinforcements. I did take it out with another full wave of missile frigates (which had the correct bonuses) but even they didn't survive long. If the HW always had 300+ MK V ships, these base tactics would be nearly impossible, or would require nearly your entire fleet for a single base strike, with little expectation of survivors.
4) Extra brutal picks: Enforce variety here so you don't end up with inane combinations (ie: 4xRaid Engine) and I could live with that with the new ones coming into play. It'd keep it interesting. You'll still always end up targetting the Raid Engine first.
Everything else is generally a buff across the boards to the AI leading towards a stagnation grind. The AIP split on even entering an AI HW makes some sense to me, as AIP is lorewise the concern of the AI. That these humans are even in my house are enough of a reason to up my game.
Right now the homeworlds seem to me to be the only place we actually use our guerilla tactics. It doesn't makes sense in most other cases. Those guerilla tactics however are what appear to be unbalanced because of attempts to make them more attractive. The penetrator and jumpships are primary examples of this. One shot kabooms are also valid for homeworlds because they are the end-game. You're not going to be suffering the consequences of AIP increase from warhead use for long.
I'm not convinced the homeworlds need to be harder. I'm really not. Most 10/10 games will die long before encountering the homeworld other than with a scout to see if it's even playable (for me anyways). A 9/9 game is not supposed to be a rediculous slugfest there either. It's the icing on the cake.
I want to see a throwdown, a massive winner take all kind of fight when I get there. I've grinded my arse off to build my fleet, kill your shields, blow up your support, now I want to KILL you dammit... not spend the next 3 hours trying to punch you in the nose while you hold me back by the forehead like some gradeschooler.
So... no... in the end I don't think they need to be buffed. Tweaked for difficulty consistency? Yes. I should expect a difficulty skewed brawl when I get there, and maybe have to try completely different tactics and guerilla myself a hole first. One homeworld shouldn't be a walk in the park while the other one is Judge Dredd's court.
Dissect, abuse, etc, as needed.