Author Topic: Salvage/Reprisal in the sequel  (Read 12317 times)

Offline kasnavada

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Re: Salvage/Reprisal in the sequel
« Reply #15 on: December 07, 2016, 01:31:12 am »
I’m not seeing the problem with that… a newbie shouldn’t realistically WIN their first game

Well I certainly disagree with that part. Based on this (KS), the game ain't advertised as being a game where we're losing all the time:

Quote
Variable Difficulty!
The game has options to tailor the game to your skill level and playstyle:
    Whether you're a masochistic ultra-hardcore grognard
    Someone who enjoys RTS games.
    Or just a space game fan!

If someone with decent RTS experience starts at the "regular" difficulty level, or if someone with low experience starts at "easy" level, he should win the game.

Thing is the people that look forward to losing a game are few, but they CAN start the game at high difficulty if they feel it's too easy. The whole "max diff level meant to be unwinnable" should certainly bring those guys in. But, the people that look forward to winning a game don't need to be shunned out for no particular reason.

If you want the attrition rate of people to be higher (lower ? well, better ?), you'd have to make it so the first experience is fun. Being snowballed because of a single mistake with little to no hope of recovery, after a 10 hour game ? Yeaaah, no. They won't learn anything if they feel the game is unfair, if they feel that you need to know the game before you start, and if they can't bounce back from some major errors at low diff level. They'll leave. That's all.

One thing the people on this forum must remember is that Arcen games attracts particular kind of people, (with tendency to masochism, as a whole), but that does not mean that they should shut out people with other aspirations.


=> So yeah, for me 2 needs => kill netflix time, & bounce back possibility even in the case of a major blunder at "lower" and "regular" diff level. Of course, at high diff level... kill'em all.
« Last Edit: December 07, 2016, 01:33:45 am by kasnavada »

Offline MaxAstro

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Re: Salvage/Reprisal in the sequel
« Reply #16 on: December 07, 2016, 01:40:22 am »
Maybe it's just the games I play, but I disagree that "people that look forward to losing a game are few".  There are a lot of games out there with surprisingly large player bases that wholeheartedly embrace the "losing is fun" mentality.

I would also say that if the learning curve is shallow enough that someone who has no experience with the game can be expected to win their first game - even an experienced RTS gamer - the game probably isn't deep enough.

I definitely lost my first several games of Civilization - because I didn't really understand the game - and I don't think that is a game that has a difficulty curve that drives people away.  And once I got good at Civilization, I picked up Galactic Civilizations II... and lost my first several games, because I wasn't experienced with the mechanics.
« Last Edit: December 07, 2016, 01:42:27 am by MaxAstro »

Offline kasnavada

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Re: Salvage/Reprisal in the sequel
« Reply #17 on: December 07, 2016, 01:52:10 am »
Are those any of those games relevant ? Like are those with 15 hour long campaigns ? A Civ game is 5-6 hours, from civ1, if you know a bit what you're doing.

In any case, my point is that the game isn't being advertised as a "you're going to lose". So the player does lose at lower diff, you've subverting his expectation from how the game is sold, so it's a bad idea to make him lose.

That said, that does not mean make the game too easy.
« Last Edit: December 07, 2016, 02:06:23 am by kasnavada »

Offline kasnavada

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Re: Salvage/Reprisal in the sequel
« Reply #18 on: December 07, 2016, 05:21:58 am »
I would also say that if the learning curve is shallow enough that someone who has no experience with the game can be expected to win their first game - even an experienced RTS gamer - the game probably isn't deep enough.
I definitely lost my first several games of Civilization - because I didn't really understand the game - and I don't think that is a game that has a difficulty curve that drives people away.  And once I got good at Civilization, I picked up Galactic Civilizations II... and lost my first several games, because I wasn't experienced with the mechanics.

I completely disagree with that...

First, let's take the opposite opinion. If the learning curve is a brick wall, what dose it mean ? it just means that the game expects you to understand it before you even start it. Does not have anything to do with being deep. Whether it's shallow or deep here is completely irrelevant. You'll lose because you don't know the game, because some concepts in the game are counter-intuitive, badly explained, too numerous to understand at once, that you can have or do a lot of stuff in the game that's ultimately irrelevant because it's suicidal. In the worst cases, the game deliberately hides information you need which can make you lose games hours later. But still the game can be shallow in those case - maybe there is only a few things that work, and 90% of irrelevant choices. Maybe the game is a gold mine when understood.

Sometimes it's the point - there's a market for those types of game where the goal is to pry open the comprehension of the game bit by bit, some are into that. I sincerely doubt it's many though. I'm rather sure it's not what Arcen tries to do here in any case.

Second, if the learning curve is does not rise like a brick wall, does not mean that there is not much to learn. The learning curve can be gentle and continue for ages. Of course, there is the case where the learning curve is a bump in the road and there's nothing to learn... but that does not much sound like AI War to me.

Maybe it's a matter of opinion, but yeah, my preferences goes to games you can play at a simple level to start, then grow more & more intricate as you learn them and advance in them. Gemcraft, the starcraft & warcraft campaigns, the whole of the Civ series is based on this concept. Ergo, you can win first time "lower" difficulty levels, depending on your previous experience in video gaming.
« Last Edit: December 07, 2016, 05:25:55 am by kasnavada »

Offline Squashyhex

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Re: Salvage/Reprisal in the sequel
« Reply #19 on: December 07, 2016, 06:10:06 am »
First, let's take the opposite opinion. If the learning curve is a brick wall, what dose it mean ? it just means that the game expects you to understand it before you even start it. Does not have anything to do with being deep. Whether it's shallow or deep here is completely irrelevant. You'll lose because you don't know the game, because some concepts in the game are counter-intuitive, badly explained, too numerous to understand at once, that you can have or do a lot of stuff in the game that's ultimately irrelevant because it's suicidal. In the worst cases, the game deliberately hides information you need which can make you lose games hours later.

I'm inclined to agree with kasnavada here. One of the biggest complaints about AIWC (going by the negative reviews on Steam) was the massive learning curve. It was a turn off for a lot of people as it meant that even on the lowest difficulty levels, and with the bare bones tutorial, it was very hard to win. There were so many features to take in that it was very easy to be overwhelmed. Obviously, there were a lot of people that stuck with it anyway, but by making the learning curve less steep (not making the game easier), more people would be able to get through an easy campaign and would be more likely to stick with the game and play on higher, more strategic, settings.
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Offline Atepa

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Re: Salvage/Reprisal in the sequel
« Reply #20 on: December 07, 2016, 08:10:53 am »
Well I certainly disagree with that part. Based on this (KS), the game ain't advertised as being a game where we're losing all the time:

Quote
Variable Difficulty!
The game has options to tailor the game to your skill level and playstyle:
    Whether you're a masochistic ultra-hardcore grognard
    Someone who enjoys RTS games.
    Or just a space game fan!

I can’t help but notice you left out the paragraph explaining those bullet points, here allow me, I’ll even highly the relevant part of it.

Quote
Generally speaking, if you're winning all the time, the usual suggestion is to 'up the difficulty a notch.' Most players tend to enjoy the game best when victories are hard-fought or just barely lost. It's not about winning or losing, but about finding the right balance so that each campaign is an epic story of accomplishment.

Now continuing on to the rest of your post.

If someone with decent RTS experience starts at the "regular" difficulty level, or if someone with low experience starts at "easy" level, he should win the game.

Comparing AI Wars to a traditional RTS is a poor fit and I’ll explain more on that below, however, even regular RTS players starting at regular difficulty expect to struggle and possibly lose their first games or two. Why? Because they don’t know what counters what, they don’t know what is valuable and not, unless they go through some sort of tutorial that teaches them those lessons. They might amass a massive army of ground units, only to have them decimated by air units that they couldn’t hit because they didn’t know that, or they didn’t realize the importance of resource “C” in later tech and built their empire out without strategically keeping “C” handy.


Thing is the people that look forward to losing a game are few, but they CAN start the game at high difficulty if they feel it's too easy. The whole "max diff level meant to be unwinnable" should certainly bring those guys in. But, the people that look forward to winning a game don't need to be shunned out for no particular reason.
I’m not sure if Keith has laid out his plan for difficulty levels yet but that’s what 1-5 was all about in Classic, having an easy space game where you just do what you want regardless of strategy. 6 was where the AI started actually playing a little, and 7 was “normal” and the computer would stop phoning it in if I remember the tooltip correctly.

If you want the attrition rate of people to be higher (lower ? well, better ?), you'd have to make it so the first experience is fun. Being snowballed because of a single mistake with little to no hope of recovery, after a 10 hour game ? Yeaaah, no. They won't learn anything if they feel the game is unfair, if they feel that you need to know the game before you start, and if they can't bounce back from some major errors at low diff level. They'll leave. That's all.
I don’t think any of us are saying a single mistake should cost you the game, what we are saying is that a single mistake should be punished like any other mistake. If you can throw your entire fleet at the AI, lose the fight, and not be punished for it, then that’s what you’ll always do. That’s what the game will have taught you, to simply throw everything you can at a system, and do the best you can there, and if you win “Huzzah new system!” if you lose, rebuild and try again.

However, if you are punished for losing then that lesson becomes more potent. It becomes like I said, a lesson in recognizing a failing attack and retreating to not only reduce your losses, but to also prepare for the counter-attack that will be coming back at you. It will teach you to maybe not commit your entire force to an attack, so that you have reserves should the AI take that moment to hit another border, or your attack fails and you need to play defense for a little bit.

One thing the people on this forum must remember is that Arcen games attracts particular kind of people, (with tendency to masochism, as a whole), but that does not mean that they should shut out people with other aspirations.
While I agree with that statement, you must also remember that Arcen games already has a dedicated fan base, and changing their flag ship game away from what got them that fan base is no guarantee of new fans, and generally will cost them existing fans.

I can literally only think of a single IP that has changed their game massively and had success doing it, and that was Blizzard’s switch from Warcraft being a RTS to a MMO. Any other IP that has strayed too far from the path of their core game mechanics has had their game flop.

=> So yeah, for me 2 needs => kill netflix time, & bounce back possibility even in the case of a major blunder at "lower" and "regular" diff level. Of course, at high diff level... kill'em all.
Bouncing back on lower level, sure 100% I’ll agree with that. Regular level... not so much.

Are those any of those games relevant ? Like are those with 15 hour long campaigns ? A Civ game is 5-6 hours, from civ1, if you know a bit what you're doing.

In any case, my point is that the game isn't being advertised as a "you're going to lose". So the player does lose at lower diff, you've subverting his expectation from how the game is sold, so it's a bad idea to make him lose.

That said, that does not mean make the game too easy.

Players that pick up a game and without knowing anything about it can win their first game on regular difficulty, I assure you aren’t going to stick around long. Making a game for them, is only beneficial if you want your game to sputter out after six months / a year.

Actually Civ is a pretty good comparison game wise for a modern game, probably better would be stuff like Endless Space, or Masters of Orion but they are all also turn based, which does change the feel and challenge a lot, but they all have that 4X strategy part to them, the same as AIW does. Something that games like Starcraft and Warcraft don’t do at all.

Maybe it's a matter of opinion, but yeah, my preferences goes to games you can play at a simple level to start, then grow more & more intricate as you learn them and advance in them. Gemcraft, the starcraft & warcraft campaigns, the whole of the Civ series is based on this concept. Ergo, you can win first time "lower" difficulty levels, depending on your previous experience in video gaming.

I’m skipping over the rest of this post because I generally agree with it, it has and always will be my biggest issue with AIWC, is that luring new friends into the game is an extremely daunting task, even when we play co-op because there is just such a massive learning curve to the game. They first few games they are essentially just tagging along while I play a solo game with two homeworlds.

My problem with comparing a game like AIW to something like Star/War-craft as opposed to Civ, is exactly the reason you pointed out, Campaigns. Those massively change the way you can teach the game. If you wanted to truly compare apples to apples for something like Starcraft vs AI Wars, you’d have to do it as a “buy the game, and jump immediately into a skirmish map with the AI” without playing a campaign first. Then you would have a small scale version of what AIW does.

Civ doesn’t let you do slow grow, it simply has more difficulty levels as opposed to SC2 Easy/Medium/Hard/Insane to make the computer more forgiving of your mistakes.  You still get bombard by all the features at once, you have to manage your city, the happiness, diplomacy with other factions, resources, strategic resources, luxury resources, an army, an economy, the list continues on.  Your first mission in SC2? Take a squad of 5-10 marines and move them through the map killing things. Second mission? Basic economy management with marines, supply depots, and bunkers if I remember correctly. You were taken baby steps through most of the different mechanics for the first 4-5 missions, which was in essence the game’s ‘tutorial’, once you were done that you continued to grow through the campaign slowly unlocking new things as the story advanced.  AIW’s tutorial, I’m not sure if it was ever updated for the new expansions or not, did very much the same thing. Taught you about production queues, and resources, and tech, I want to say it even taught you about gate raiding and similar simple strategies. However, when it was finished the rest of the game is literally dropped on your lap and they say “here” is everything else, sink or swim time.

The other fundamental difference between something like SC2 and AIW is that SC2 is such a smaller scale type game. You have your starting area, and maybe one or two expansions on the map. A game of AIW you could conquer 40+ systems, that all need deal with resources, and defenses (usually), you have to factor things like supply lines and just the sheer vastness of defending such a large area.

Offline Tridus

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Re: Salvage/Reprisal in the sequel
« Reply #21 on: December 07, 2016, 08:43:45 am »
Are those any of those games relevant ? Like are those with 15 hour long campaigns ? A Civ game is 5-6 hours, from civ1, if you know a bit what you're doing.

Unless you're playing that goofy online speed, Civ VI games are much longer than that. 10 hours easily. Large GalCiv III maps are crazy long. Of course, neither of those games is designed to murder you at "normal" difficulties, either. At least, unless you don't know to make more military units in VI early. Then the barbarians very well might murder you. But that happens very early, so it's not a mistake that you're going to make 10 hours in on Chieftan difficulty.

Quote
In any case, my point is that the game isn't being advertised as a "you're going to lose". So the player does lose at lower diff, you've subverting his expectation from how the game is sold, so it's a bad idea to make him lose.

That said, that does not mean make the game too easy.

Agreed. If you're playing on difficulty 5 in AIWC, you expect to win. That's typically true even for a newbie, as a lot of errors are correctable at that difficulty. The issue was that it throws everything at you at once. Mechanics aren't gradually introduced as you play. Having a giant pile of stuff early on can be pretty daunting.

If you look at early game Civ, there's very little you can actually do. Research, build units, scout, fight barbarians, settle. That's it. As the game goes on, more "stuff" is gradually added. But a new player on turn 2 of their first game doesn't see anything about espionage, for example.

Offline Atepa

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Re: Salvage/Reprisal in the sequel
« Reply #22 on: December 07, 2016, 09:09:32 am »

Unless you're playing that goofy online speed, Civ VI games are much longer than that. 10 hours easily. Large GalCiv III maps are crazy long. Of course, neither of those games is designed to murder you at "normal" difficulties, either. At least, unless you don't know to make more military units in VI early. Then the barbarians very well might murder you. But that happens very early, so it's not a mistake that you're going to make 10 hours in on Chieftan difficulty.

I totally didn't lose my second game because I was playing on Prince and didn't anticipate the Barbarians sending 3 raiding parties at me before I researched archery... nope nope. >.> (They also had calvary because stupid horse resources! >.<

Offline Tridus

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Re: Salvage/Reprisal in the sequel
« Reply #23 on: December 07, 2016, 09:16:44 am »

Unless you're playing that goofy online speed, Civ VI games are much longer than that. 10 hours easily. Large GalCiv III maps are crazy long. Of course, neither of those games is designed to murder you at "normal" difficulties, either. At least, unless you don't know to make more military units in VI early. Then the barbarians very well might murder you. But that happens very early, so it's not a mistake that you're going to make 10 hours in on Chieftan difficulty.

I totally didn't lose my second game because I was playing on Prince and didn't anticipate the Barbarians sending 3 raiding parties at me before I researched archery... nope nope. >.> (They also had calvary because stupid horse resources! >.<

I totally didn't do the same thing. :D

Honestly, a slinger is the first thing I build now. They're not great, but they usually can kill stuff, and the boost on archery is huge (because archers are what make you not die).

Offline kasnavada

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Re: Salvage/Reprisal in the sequel
« Reply #24 on: December 07, 2016, 09:38:00 am »
(...) way too much stuff

Thing is I mostly agree with your arguments but draw some opposite opinion from them. Strange. I also draw a line between making the game somewhat difficult, and making the player lose. AI War should aim to make the player's life "hard" compared to his "skill level". Making him lose at low diff level ? Hu. Why ? Learning to bounce back is also something that needs to be learned.

In any case:
Quote
While I agree with that statement, you must also remember that Arcen games already has a dedicated fan base, and changing their flag ship game away from what got them that fan base is no guarantee of new fans, and generally will cost them existing fans.
Frankly, it's barely a concern. People don't stay forever in any case, and the main course is still there. I'm not subverting any expectation if I state in the AI War forum that at lower diff level, the player will win. The main AI War course is the wealth of options so you can "make your own game", more or less. It's not a rogue-like. Last I checked there is no perma-death option in the lobby.

Quote
starcraft
I disagree. While both games have "low" comparison points, in SC, like civilization, at start in a game, you have very few options. Take any of the three faction, at start they can build 1-3 buildings, 1 unit if I remember well. As you progress in the tree, you get better choices of units, other buildings, abilities, and your opponent also does. Back at the campaign, like warcraft, it is a poorly disguised tutorial. It's introducing stuff gradually. In order not to overwhelm the player, you gain at most one building / unit per mission or so. It's so slow that it's rather ridiculous, actually. You're not expected, as a player, to start with skirmish against AI. You're expected to start with the campaign.

In AI War ? Hu. You've got the choices. Loads of choices. Overwhelming choices to a lot of people, as far as I've been able to tell. My point is that if some of the most popular game franchise from both opposite points of the strategy spectrum base their gameplay on introducing concepts as the time goes, and are viewed, as a whole, as easy to learn, there's a reason. And one of AI War II's design goal is "easy to learn". If people WANT to start 10/10 without starting the game, well, in SC I'd never block anyone from trying to do online games against koreans on an asian server (so they lag). That said, with that high a disparity ? I doubt they're going to learn much.


Quote
Unless you're playing that goofy online speed, Civ VI games are much longer than that.

It does ??? ? I haven't tested it fully yet, my brothers did and that was their average "I've won" time. I did extensively the 1 to 5 and mostly finished at that speed. The little I tested from Civ6... well the goofy graphics and poor fighting AI meant that I military rushed everything in sight and crushed any opposition in less than 2 hours, then I stopped playing because I was bored instead of mopping the rest. But in any case, as far as I've been able to tell, players don't expect to lose their first game of Civ, so the "relevant" part ain't there. It's actually difficult to lose your first game of Civ if you did stick with the default game option (prince diff, if I remember well, so 2 out of 8-9). I don't see much "I lost Civ, it's great" AAR around, in any case.

Even in the 6th installment, as far as I've been able to tell, you can out-research produce and all without military conquest without optimizing the districts at lower diff levels. Higher diff level requires some smarter placements. It's fully in line with the point I'm making.



PS: I think we derailed the thread.
« Last Edit: December 07, 2016, 09:40:01 am by kasnavada »

Offline chemical_art

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Re: Salvage/Reprisal in the sequel
« Reply #25 on: December 07, 2016, 10:00:55 am »
Generally looking at this and nodding going, "Mhm, mhm."


+1 for me for the original. Seems a good way to do it.
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Offline keith.lamothe

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Re: Salvage/Reprisal in the sequel
« Reply #26 on: December 07, 2016, 12:12:00 pm »
I'm not sure what the difficulty level names will be this time around, but for the equivalent of 7 I'd say the new salvage mechanic would be in full force on both sides. At 6, I'd say the AI would get roughly half the normal benefit, and at 5 I'd say it'd get none or almost none.

Hadn't thought of that earlier but I think it would help avoid newbies getting counter-steamrolled because of a mistake. Assuming 5 is the recommended first-game difficulty for people wanting to win.

Some way to gradually introduce mechanics would be great, but I don't see how it would fit in the normal campaign. If the player is willing to play the tutorials I'm sure we can take care of that (a huge part of the new work in the sequel is making good tutorials possible), but that leaves the huge chunk of players who totally skip those. Maybe they just get to lose? :)
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Offline Squashyhex

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Re: Salvage/Reprisal in the sequel
« Reply #27 on: December 07, 2016, 12:41:37 pm »
Some way to gradually introduce mechanics would be great, but I don't see how it would fit in the normal campaign. If the player is willing to play the tutorials I'm sure we can take care of that (a huge part of the new work in the sequel is making good tutorials possible), but that leaves the huge chunk of players who totally skip those. Maybe they just get to lose?

I must admit, given the setup for AIWC and assuming the start to be ~ the same in terms of options, then gradually introducing mechanics doesn't seem hugely viable, unless you did more with the tech tree (maybe lots of very low cost options that you can choose from using tech from your first world?). I personally prefer tutorials as a way of introduction as that way you don't miss things out if its done well, but maybe I'm in the minority :3
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Offline Tridus

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Re: Salvage/Reprisal in the sequel
« Reply #28 on: December 07, 2016, 01:24:08 pm »
Some way to gradually introduce mechanics would be great, but I don't see how it would fit in the normal campaign. If the player is willing to play the tutorials I'm sure we can take care of that (a huge part of the new work in the sequel is making good tutorials possible), but that leaves the huge chunk of players who totally skip those. Maybe they just get to lose?

I must admit, given the setup for AIWC and assuming the start to be ~ the same in terms of options, then gradually introducing mechanics doesn't seem hugely viable, unless you did more with the tech tree (maybe lots of very low cost options that you can choose from using tech from your first world?). I personally prefer tutorials as a way of introduction as that way you don't miss things out if its done well, but maybe I'm in the minority :3

You'd have to planet or AIP limit things. *Very* Hypothetical example:

1. At the start, you can build fleetships and use your Ark. The only thing to do at this point is scout, build a fleet, and capture a system.
2. When you capture 2 systems, Starships unlock.
3. At AIP 75, Turrets unlock.

etc, as you gradually introduce more stuff. A newbie thus won't spend an hour trying to build all their starships before attacking anything, because they can't really afford to do that anyway (and we've now taken away the option unti their economy is stronger).

Offline Atepa

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Re: Salvage/Reprisal in the sequel
« Reply #29 on: December 07, 2016, 01:32:41 pm »

You'd have to planet or AIP limit things. *Very* Hypothetical example:

1. At the start, you can build fleetships and use your Ark. The only thing to do at this point is scout, build a fleet, and capture a system.
2. When you capture 2 systems, Starships unlock.
3. At AIP 75, Turrets unlock.

etc, as you gradually introduce more stuff. A newbie thus won't spend an hour trying to build all their starships before attacking anything, because they can't really afford to do that anyway (and we've now taken away the option unti their economy is stronger).

I was typing Tridus! lol



Actually a low cost 'unlock' for the slew of various ship types / starships may work very well, along with some sort of 'gating' to say hey you can't unlock these until you've claimed X number of systems.   Lore wise being that you have to better understand the designs before being able to successfully manufacture them in bulk.

Alternatively, Start the game with 1 or 2 starships, and your three main ships + scout. As you explore more you discover / unlock more types. Either using the system similar to ARS that's already in place and just making them more plentiful to unlock some of the 'common' types as well. Or finding debris of an 'unknown' ship type. Once you find some amount (1, 5, or something variable based on how complex it is) you are able to reverse engineer them and begin to build those ships as well.

However, that would mean the planets near your start would need to be a little more forgiving. I'm not sure how easily it would code into the map gen system, but I know one of the things that I always found difficult early on were the mk 3 & 4 systems one or two jumps from your HW at the early game. I'm wondering if there wouldn't be a way to logic that out so that they had to be a minimum of x numbers of systems away from  your HW to give you a chance to start getting a decent fleet to combat the superior tech.

I'm not sure what the difficulty level names will be this time around, but for the equivalent of 7 I'd say the new salvage mechanic would be in full force on both sides. At 6, I'd say the AI would get roughly half the normal benefit, and at 5 I'd say it'd get none or almost none.

I think that would go a long way to help prevent scenario 4 from cascading into an immediate loss for the lower level difficulties, but yeah at 7 I'd say full force on both sides. Although I wouldn't change that for 8-10 either (to give the AI more of a benefit). Once that mechanic is in full force at 7 it would just stay that way, the difficulty would come from other aspects working off that.