Don't misunderstand. Though I like options, I'm really just discussing one of the ways this game is heavily differentiated from similar games in the same general concept. It's not really a gripe, per se, but a discussion of mechanics. In general, this game is an inverted triangle to difficulty as you 'gain speed'.
Yea, I don't think anything that's literally been the same since before 1.0, considering the kind of stuff that has changed since then, is really in
need of changing. And I'm not thinking of trying to make fundamental changes to the raiding/guerilla/rebuilding stuff, but rather seeing a gap in the gameplay that makes a nice target for expansion features
Anyway, enough about that, talking about stuff this early would just cause disappointment later.
There's little reason to raid *1* outpost, for example, when all the reinforcements will just go to a different guardpost in the same system, making the rest that much harder to raid.
Actually, when a planet is reinforced each reinforceable structure (guard post, command station, etc) is given a certain "X" strength of ships. That X does not vary by the number of reinforceable structures in the system (otherwise doing a full neuter of a system would just result in reinforcement dumping a
pile of ships on the command station). So knocking out a guard post does reduce the total amount of ships a planet will receive per reinforcement, though it also reduces the invisible "population cap" beyond which any additional guarding ships on that planet will be automatically freed.
Of course, some systems require your entire fleet to 'raid', but that's more attacking the juggernautt in pieces than 'raiding'.
"Oh look, 3000 human ships! That tickles!"
My concern here is more about the mapgen resource balancing, but as mentioned, that'll take some mechanical tinkering to change. Until then I can live with the dynamic of economy being balanced back towards harvesters a while. It'll certainly make my low-world high AI games easier.
It's not a huge deal in principle. I figure I can probably change homeworlds to have 10 spots instead of 12 and normal planets to have 2-4 instead of 1-4 in half an hour (most of that's just finding the code and understanding it), and test to see if it moves stuff around pretty quick. The tricky part would be if it does, in fact, move stuff around