I've played a few games of Rebelllion yesterday. Game is still fundamentally broken. Issues like Wail are fairly easy to fix, biggest problem in my opinion are titans.
Why titans ruin the gameplay:
AoE too powerful. Ruins late game counter chain and dumbs game down to mindless carrier spamming.
Survivability too high at levels past 4-5.
They're easy to rebuild. Player who has been pretty much beaten can pull lv5 titan out of his ass. No, it's not a good thing.
1v2,1v3 vs decent players is now near unmanageable. 2 titans beat 1 titan, period.
Suicide spot survival used to be one of cool aspects of the game. Now its just frustrating for reasons stated above.
Killing a titan doesn't give much benefit. In diplo one won battle often meant rolling all of the opponents planets. Now you often don't even have time to bomb 1. This creates stalemate situations.
Nerf all AoE hard
Nerf HP/armor increase with level
Titans should lose XP on death
Titans should only be built on volc/ice/desert/terran planets designated as capital
Shift titan role from AoE/damage to buffing/debuffing fleets.
It's been said a million times... but since player count is now down to ~100 from 300 during peak hours, it clearly wasn't said enough.
PS: please don't paste guy beating the dead horse pic.
I agree that this is an excellent way to balance the game for your intention, yet it comes at a cost.
Titans are cool. I would recommend fixing how the player acquires them. As always, the time element in this game is the most important, so therefore developers should design titans to take more time to come into the game.
First things first, the developers would need to either improve all the starbases in the game to match the defensive capability of the orkulus (by giving TEC/Advent SB's movement), or they would have to nerf the orkulus. This would prevent the vasari quick expand/starbase every world(spam corvettes to defend against ogrovs/starfish)/eco/titan/win strategy. Right now this strategy is practically invincible. Or, the developers could really buff TEC/Advent ogrov/starfish units to actually defeat orkulus starbases within a faster time frame.
Second, design the game so that minimum titan build times are balanced so that titans can only be acquired later in the game. A titan acquired in the late game would be far more vulnerable to a large fleet. Having a titan require 8 labs, double or triple the construction costs, and increased research costs (having 4 more additional research requirements that cost as much as regular tech lvl 5, 6 , 7, and 8 techs). In this way going titan won't be a strong early game changer, and thus the game won't be so dumbed down because the titans will finish construction much later in the game. Also, developers can also modify how many logistics slots/ capital ship crews these ships require quite easily.
Eco players would have to choose to either titan up, or feed their allies, as they would probably get the earliest titan. The game should be tested so that getting a titan requires about 1 hour to acquire. The developers could add even more to titan construction time, letting players have a viable counter to a titan, that "I'm going to cross the solar system to kill its production before it builds".
I would say that my suggestion is easier to implement, and would still allow the cool titan unit in the game; It would just be where it should be, initially weak, yet the potential to become very very strong.
Titans would play more like the "research victory" option, yet instead of being a "I WIN BUTTON", they would have to be carefully leveled up. Also, by the time they enter the game, any competent player should have cleared the pirate gravity well for their own capital ship xp.
Single players would benefit from having later titans as well. Because titans take so long to build, single players would have to rely on their skill and understanding of fleet mechanics to hold the line vs the AI to then build their "I WIN WITH TITAN" button. After all, a singleplayer game gets boring once you've built a titan, its all about easily grinding titan experience off the AI and nuking AI fleets easily with your uber ship o' death. This type of game design kills replayability in singleplayer.
In conclusion, I trust this would justify titan power in the game without taking away from the entire point of rebellion, which is pretty much the titan units. Mecha, your way is a harder sell to the devs because it is directly in conflict with the project lead's primary focus on game design for rebellion.
Thanks for the post, mecha-lenin.