I don't see how the higher difficulties are more fun. There's obviously less room for error, but I don't see the fun in that.
Combat is more fun when it requires me to change what I'm doing because the situation changed. I kind of like speeding up to get alongside someone, then putting full power to weapons and letting them have it. Then I divert more power to engines and blast away with my spreadshot at all of the small ships creeping up on me, and continue the cycle. It's a lot more entertaining than the absurdly boring Hydral lab, Assassin, and Burlust Warlord duels where all you need to do is fly around in circles shooting your highest DPS weapon out of the window.
Actually, that pretty much is what I meant.
Using dull, repetetive strategies simply doesnt work on the higher ones... you *will* get destroyed.
Dodging stuff is important, but that's not all there is to it. If all there was to it was that damage was higher, it'd still be boring. But the other changes, such as dramatically increased attack range on the part of the enemy, changes things alot. You cant just sit back and take potshots anymore... doesnt work. You cant just keep the weapons/shields/engines at a steady rate either. It's not uncommon for me to be changing those every single turn when playing this, mostly because I have to, in order to not be exploded. The increased attack power/damage of enemies just inflates all of these changes. Your tactics need to be always considering the current shape of the battlefield, by which I mean all of the patterns that are changing and flowing around you. This of course also affects your decisions on when to use your various abilities.
In other words, the situation changes *much* faster and way more often than on the lower ones. Frankly, I found in Normal, the situation *never* changed. Type of battle didn't matter... number of enemies didn't matter... type of enemies didn't matter. I'm great at tactical stuff, but I didn't need any of that skill whatsoever on that difficulty. Utterly mindless.
It's very, very similar to the problem that Bionic Dues had. That game is very deep... but only on high difficulties. On Normal, it's bloody mindless. "Normal" in many of Arcen's games, to me, usually seems like it should be "easy" or "very easy". And one of the reasons is that there's just no risk. As much as I like Arcen's games, those games tend to fall apart at low difficulties, where there's no threat/risk, because suddenly you simply dont NEED half of the mechanics that are available to you. Which has always been my one main problem with them. I've seen LPers start LPs on these, but of course they choose the base difficulty, and as such they get just a few episodes in, and.... that's it, they just stop, because it's not being interesting at all.
It's also one of the reasons why I'm always clamoring for the difficulty to be raised ever higher. The games just end up better that way. Granted, I say this for ALOT of games, but it rings true even moreso with Arcen's stuff.