Third, why is blobbing bad? It's boring and simple but is there any alternative that's more fun? Does sending a smaller force (essentially a smaller blob) actually make anything more fun? What can you do to make the simple interaction offered by the game more fun?
Personally, I have no problem with "Blobbing", but I don't think it should be the optimal strategy. If your entire force and right click a destination all game, that should be an option, but it certainly shouldn't be the BEST option, for obvious reasons.
One thing that makes AI War great is that it doesn't have as much emphasis on micro as many other RTS games; but at the same time micromanagement IS an important part of an RTS. If micromanagement weren't a part of your RTS, then there would be no reason not to make it a TBS. With blobbing in place, you could realistically get away with about 30 actions per minute or less. To put it into perspective, most professional Starcraft 2 players have an APM of 200 or higher. The game shouldn't be based on how fast you can click, but it should keep you busy enough that you're not twiddling your thumbs, waiting for your units to do their jobs (in my opinion). I think the mark of a good strategy game is to always keep the player busy, but not overwhelm them. With the current blobbing system, I find myself
waiting on my units an awful lot.
It's also really boring and takes away from the game. Can you imagine watching Star Wars or any other Sci-Fi flick again and instead of all the Fighters, Bombers, Frigates, Cruisers, and Battleships moving at their own speed and having their own mission, they were instead all moving into 1 massive, slow blob, firing at everything from a range? I mean it's just not a very appealing game mechanic to have honestly. I'm not saying we need to turn AI War into Homeworld 2, but there should at least be SOME incentive to micromanage your units if you want. I'm also not saying that blobbing should be taken out of the game, but it shouldn't be the BEST strategy either.
My personal belief is that blobbing is the result of the homogenized nature of the Triangle and the Triangle Counterparts. There's really no reason
not to lump your Fighters, Bombers, and Frigates together and just send them in a massive ball to your target(s) (unless it's a Fortress). Adding bonus ships into the mix doesn't really change the formula either.
My analysis of the problem is that the Triangle ships are not unique or individual enough to really warrant using them specifically for what they supposedly counter. There's very little incentive to send certain Triangle ships on their own individual missions for maximum efficiency, because even then they would probably do worse than if they just stayed together as part of the blob.
I think that if we changed the Triangle, making the Fighter a fast, short-ranged powerhouse, which was strong against most targets, made Frigates kill them quickly, and made Bombers the counter to Frigates, the entire dynamic of the game would change. I've mentioned this before in my Mantis Report, but in my view, Fighters would be extremely fast and powerful, but also very fragile, dying to Frigates quickly. Therefore, making them part of a blob would have disastrous consequences for the player. However, not using them at all would be
wasting a huge source of DPS.
http://www.arcengames.com/mantisbt/view.php?id=9122In other words, the Triangle needs to be less homogenized, and the stakes need to be higher. There needs to be incentive to take your Triangle apart and use them for what they are best at. Bombers will ALWAYS have a purpose because of their specialized roles against shields, structures, and golems - that's not a concern. However, as long as Frigates and Fighters are second rate, they'll always just be better as a boring fire support - a cog in a wheel.
We can add Eyes, and soft counters, and whatever other band-aid we want to the game, but as long as the Triangle (and their counterparts) continue as a homogenized, stakeless, blob-friendly mess, the source of the problem is never going to go away. That's my take on it.