Incentives to stay in the game late is where Sins seems to fall a little flat now. If you're on the losing side, it's nearly impossible to recover if your fleet was decimated. If you're on the winning side, you have to play tag to make the win "official" (not that it's ranked anywhere). I imagine most of this has to do with game balancing, which is on-going and will be addressed in future patches, but since there hasn't been as much official word about this yet we're still speculating right now.
Not really. If you're losing as TEC, you could throw a few thousand cash into building a scout fleet and sending them deep into the enemy empire(thanks to the scouts' speed) with Timed Explosives to bomb the heck out of them, then scuttle the scouts to avoid cool-down and repeat the process, playing guerrilla until you're dead. Unless the enemy has a Level 6 Jarrasul Evacuator, they won't be able to kill planets TOO fast and they could end up with their economic infrastructure severely ravaged.
If you're Advent, Seeker Vessels could be used with their Martyrdom attacks to crunch enemy siege frigates, but the 250-damage attack isn't really strong enough to do much harm to larger ships/structures without racking up huge costs(for yourself).
Oh I disagree there. I've been on the ropes many time and still managed to win through a good use of tactics and timing.
Many players will build overwhelming force indeed but won't split them up allowing me to take out their home world. The loss of income means they can't easily replace their ships after that because they have such a high fleet supply level.
The enemy can just declare a new home world somewhere else.