Ironically, early in the AIWC days it felt like people were pretty happy with the homeworld assaults, because it was being compared to other strategy games where at that point you were just walking over the AI if you were in a position to win at all. And here you had raid starships sometimes slipping your lines and knifing your home command when you weren't looking.
But the more people played, the more things started to feel samey on the home planets, since the rest of the game could vary so much but this did not. Past a certain point it was all Keith managing that particular uphill battle, because what was fresh and new when I had started had become the one part of the game that was always very samey.
I'm hoping that we can come up with some more creative ways to win the game long-term, although those would be post-1.0 expansion additions, I imagine. Basically alternative victory conditions, or completely different styles of homeworld from time to time, etc.
I'm actually just kinda chatting, there's no real point to my commentary here.
My main point is that I feel like we have a lot of latitude for making this increasingly awesome for the hardcore players in a post-1.0 era where there's money and time to focus on that. But in the meantime, I love that Badger and others are thinking about this and working on making the current fight as dramatic as it can be. I don't think that should stop, by any stretch of the imagination -- but there are certain limits, I guess, that we run up against in the vanilla AIW2.