and there's only Rock for AIs.
Oh, I absolutely agree. I almost made this observation in my first post. I think its because the AI uses way points, and then auto fleets and auto attacks. Not a lot of strategy level code needs to be written to do this... but it is a brute force blunt approach with serious weaknesses. Fixing it... well, fixing it is almost certainly a problem for the next game.
but if we provide them good points from where to work on, we all could benefit.
Here here. I'm on board with you here as well. The reason I spoke up is because at this point the combat IS balanced as a stand alone system. Making changes to it to help the AI will have the inevitable effect of unbalancing the system. Which, in the long run will not help the AI, it will just give the player a new set of "optimal" ways to approach combat.
At the end I adapted to using big fleets of properly-defended ships
And this still works very much in DA, on the medium fighter level. See, at the Huge level there are only 5 ships you are talking about, every combination is easy to figure out. Combat is very all or nothing. At the medium fighter level, attrition is a fact of life (unlike with huge hulls) BUT you can significantly reduce attrition with matching defense. RPS of weapon types plays out perfectly. More logistics = more fighters = higher attack power = even less attrition. If there was only one size of ship (medium) this combat system is... spectacular. There are trade offs in different weapon and defense types, only so much space on each ship, and research strategy actually effects overall wars. Sadly...
The medium fighter level is almost never hit. The AI sticks with small and tiny hulls for too long, and when it DOES decide to go up in level it goes all the way to the top. Huge hulls are incredible against fleets of smaller craft, so the player is also motivated to move past the med fighter level and go straight to the capital ships.
Personally, and I know this will sound like crazy talk, but the solution I would like is only 1 capital ship per fleet - an additional restriction apart from their logistics cost. In this system, individual suicide capital ships lose their lustor, they are not taking out 3 enemy cap ships (and giving the player an attrition advantage). All defense huge hull ships are not going to kick out much damage, and will still lose to (large) fleets of enemy fighters. All offense huge hulls are going to knock each other out and be targeted first.
I know, I know, adding restrictions to the game typically just limits play styles. But I have thought about this and I think that would solve most of the current endgame problems. Tiny ships are still situational at best. And I'm not exactly sure how to balance large hulls (you don't want to turn the game into a bunch of fleets with 1 huge and all larges, that will lead to the same problems and further erosion of effective defense). But if you limit the player too much all fleets will look the same.
On the other hand, already all fleets look the same. 5 huge hulls. The thing I like the MOST about this is it is not only the best combat option, it comes with the least micromanagement. But obviously it has its weaknesses, chief amoung them being that the AI does not optimize its play for the current system.
As to your suggested solutions:
improve AI to recognize what it has to use in any given situation
The better solution, but highly unlikely given the amount this would entail for Stardock. And lets be honest, 1.7 sounds great, but they DO have a new game coming out, and new projects they want to be spending their time on. I've been a programmer, I know how it is. At some point, you need to let old projects lie, warts and all.
or change the combat model to be more like the old one
Sadly, I don't really agree with you here. I liked the old model. But I like the dependability of the new model. The new system really enhances certain tactical and ship designing decisions in a way the old one did not. I like my capital ship knocking out several fighters in a round. I like that large fleets with weak weapons can wear away and do damage to moderately armored enemies (like you see at the med fighter level). The problem with the new system is also one of its coolest features. Huge hulls. And powerful capital ships are sweet. Problem is, they are all that exists.
Again, just my opinion.
~ Wyndstar