I worry that if you just "do it like other games do it" (which is basically what the OP is suggesting), everyone is going to always just blob attack.
Actually, we've been having this discussion for many years, and one of the main objections
TO IT has been that it would reduce blobbing, which people didn't like.
That's actually why I didn't put "reduces blobbing" in the main post, because classically speaking, people haven't been very in favor of that suggestion.
I even made a poll at one point, asking people if they want blobbing in the game, and to my surprise most people said
yes.
So personally, I agree with you, blobbing really hurts the game. It turns it from a deep, rich, and tactical strategy game into well...a blob.
And personally I think that the Hull Types system actually creates that problem. The squeaky wheel gets the grease right? Blobbing has been a topic under discussion for many years and many forum threads, so if it were true that Hull Types solved that, it wouldn't even be a conversation.
In actuality, the unnecessary complexity of the Hull Type system leads players to blob precisely because it encourages it. When each ship in your fleet is doing 8x extra damage to
something, the problem solves itself. Something in your fleet is going to hard-counter whatever you're encountering,
so why do you even need to tactically spread your fleet?
In a system based on stats, where there are no bonuses per-say, but that the entire system is designed so that certain ships fare better against others because of their natural attributes, blobbing them together in one big ball like that would be incredibly inefficient, and in some cases I dare say, disastrous.
I've already explained many times in the thread that the Hull Types system would be replaced by a much more informal "tags" system, of 'Fighter', 'Bomber', 'Frigate', etc. So players would still have a general idea of what a ship does, even without looking into its specific stats. (However, the advanced players could look at its stats and make it even more effective.) This suggestion makes blobbing much less common because you see a group of enemy ships labeled "Bomber"? You pull your "Fighters" out of the fleet and go tackle them. You see an enemy ship labeled "Frigate"? You pull your "Bombers" out of the fleet and go handle that. Grouping them all together like before could work, but since you aren't getting those massive bonuses like before, you're liable to take a lot of unnecessary losses.
It seems like Chris' goal with AI War II is to remove a lot of the unnecessary micromanagement from the game in areas like logistics, base building, and defense, and I think it would make the most sense if the extra efficiency the player is afforded could be added to the most interesting part of the game, the combat portion. For me at least, this is the best way to do that.