What ocurred to me is this: The recent patches haven't added one new mechanic. They have actually introduced two new mechanics, both interesting, that are actually different.
More than that, actually. There's the variable metal storage thing too. And the combination of metal+crystal has a somewhat-significant related impact, even if it's the removal of a mechanic rather than the introduction of them.
Basically I was trying to kill two birds with one stone.
Or rather multiple birds with multiple stones.
Or rather I was trying to catch a whole flock in enfilade with a gun that shoots explosive bolas
But the basic idea is that the AI get's a bonus for killing the player's units (phrased differently, the player is punished for a losing units).
I wouldn't go so far as to say "punished". In many cases (even without Salvage) AI units being thrown at you is more opportunity than punishment.
Also, even if you don't gain any reclaimed units or salvaged resources, I'm not sure the connotation is right: what's more "punishing" to the player as a person: 1000 angry fighters or 10 extra minutes of refleeting? Not that the two quantities are proportionate, just conceptually.
Then these two ideas are combined in an attempt to reduce refleeting times. The Salvage increases the player's income. The Reprisal allows (forces?) the player to defend more, increasing the player's income through Salvage.
The problem I see when I step back like this is that a simple incoming increasing mechanic (salvage) is being used second-hand by an already moderately-complicated mechanic (Reprisal) to produce a desired third goal. This seems unnecessarily complicated to me.
If reduction of refleeting
time was my only (or even primary) goal in these mechanics, I would agree.
But that's not the primary concern, because:
1) Feedback was heavily mixed on whether refleet times were even much of a problem anymore. It was clear enough that a significant portion of players would have more net fun if said times were reduced, so I take that seriously, but I didn't see it as a critical issue.
2) Much more clearly, the refleeting
problem was wider in scope than the time it took. The problem included (and indeed is mainly composed of, in my opinion) a lack of interesting things
happening during that time.
3) In addition to that lack-of-interest, the fact that casualties didn't really mean much struck me as an opportunity to add interest overall.
So the combined effect I was going for includes:
1) Reducing the actual time it takes to gather the resources to refleet (via salvage-in-player-territory, and very indirectly through salvage-in-AI-territory)
2) Reducing the part of that remaining refleet time in which nothing interesting is happening (via salvage-in-AI-territory)
3) Reducing the chance that a player would continue practices that involve total fleet wipes, by increasing the consequences of said (via salvage-in-AI-territory)
And there are other directions Reprisal could be taken, sure, but I wanted to stick to the simple and relatively-easy-to-handle approach of waves so that the result was not too much of a kick in the pants. Unless you're in a cross-planet-wave setup (by lobby setting or warp gate pruning) you have a fairly easy chance to wipe out that wave before it becomes long term threat. It can still kill you if it gets out of hand (hence increasing interest and consequences) but it's not likely to get out of hand once you know what's going on.
If even a portion went to long term threat I'd think of that more as a plot-based thing rather than a core mechanic because it starts to take control of the pace away from the player. Though I'm totally up for tying it into new AI Types and/or Plots, as you suggested. But one thing at a time
As far as assassinating cleanup drones to avoid Reprisal... even after a bit of thought that sounds like it would add more frustration than fun. Possibly adding a new AI structure seeded on a few planets that increases AI salvage efficiency on that planet and adjacent ones, so there would only be a handful of such assassinations you'd be asked to consider in a given game.