I don't know why we're so fixated on the bounty missions.
Because that is the topic here,
So you're allowed to veer off topic, but no one else can? I've followed along with any of your many tangents. This doesn't seem sporting.
You said that bounties can appear before players have the tools to defeat them. I only asked how this is different from anything else in the game. Avoiding things you can't deal with head on is a defining aspect of the early game.
This might not be a problem if weaker bounties stuck around
They do. Cycle 214 here, and 50k bounties still popping. I've maxed my character levels, have a set of invulnerable colonies handing me unlimited money every turn. Game is essentially over. If there ever comes a point where they actually do stop appearing (Ive never seen this happen--but I cant say it's impossible), it happens long past the expected duration of a current playthrough, by which time you really should have the material resources to deal with stronger bounties.
and there was a mix of bounty levels,
There are. Again, cycle 214, there are easy pirate bases, mid tier bounties easily complete-able in the 200-250k range, system bounties, in addition to all the other profitable activities that require combat as an ancillary activity. This point has been consistently overstated.
That base bounties pay more and are easier than spiked-up bounties is a balance problem too,
Not really. You said you wanted intermediate bounties, but reject them when I point out that there are? Picky picky. Starbase destruction actives come in tiers too. Pirate bases are easy, LP bases are probably mid tier on that scale, and [Redacted] bases are hard. And as you point out elsewhere, Starbases come with their own unique challenges, so you generally can't turn them around as quickly as a mid tier fleet bounty. Tradeoffs.
Solo bases without all of the segments are relatively easy.
So you keep saying. I dont find any functional difference in difficulty defeating a developed pirate base--once you have the tools, the battle just takes longer. And I'm quite certain you've forgotten more about playing this game than I'll ever know.
Apogee as a starter is nice, but should not be expected.
I don't. Just pointing out that early game cruisers are only scarce if you choose to make them so.
P.S. My last base bounty was 230k, and it was a simple midline orbital station with both sections, and I think a minor pirate patrol got sucked into the fight with it. It was a cakewalk compared to some of the 150k bounties I attacked. Named bounties worth 200k+ have capitals like Conquest or Onslaught XIV, and they have more and better ships than mine. I think my fleet would wipe if I tried to fight them with inferior ships and weapons. With a pirate base, depending on conditions, it can be easy money.
Again, obviously bases are tougher to fight if you choose to fight them at the same time as defending fleets. Peeling away defenders is part of the challenge, and those defenders serve as a screen for underleveled players. If you cant make it past the defensive fleets, then you cant take on the starbase. By the time a player has moved beyond 50k bounties, they really should be finding pirate fleets trivial, though.
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I hope you understand, I'm not trying to frustrate you Megas. I'm simply challenging your assertions a bit where I think the issue is being overstated. I think it's in the games interest to have activities that you have to work up to, exert effort, and make difficult choices in order to overcome. I'm not troubled by the existence of very difficult missions that the player can see but cant win. I would be if I thought that your assertion about there not being any alternatives to these missions was true, but I don't think that it is.
If you'd like to let this go now and move on, I will happily oblige.