I'd prefer stale to actively annoying though. I'd assume most folk would as well?
I know (probably Megas) and I are on the same page, I'm not sure how to @ someone on here or I would @ him.
The old system before HA was better. The current HA system is very easy to abuse and ignore, and if you don't it is incredibly annoying. To give a few examples.
If you set up your colony in the Penelope star system, you will never have to worry about destroying pirate stations as they will spawn too far away to be counted towards HA.
The LP will never target level three worlds, meaning you can spam small Alpha core colonies all over the sector as a very large profit generator.
If you haven't attracted LP attention, and have a level six world with a high command, you can pretty much ignore pirate stations. Eventually they will generate enough HA to be a problem, as pirate station HA increases with station size which increases overtime, but it takes decades. All the while they are increasing your profits by raiding the core worlds.
The entire HA system can be ignored if the player bargains with Kanta, and gives the LP a planet killer.
While some of these will be fixed next update, some won't and can't due to how the system works.
Having pirate stations randomly target you, and being able to destroy those stations was a better, and more consistent design. The fact that the core worlds and factions don't suffer under the HA system is weird, especially with Alex's previous "everyone is on equal footing" design philosophy.
As I already warned him, all the new system is going to achieve is forcing players to mod their game so they don't have to, or can deal with the "it's just one time" death fleets.
No one is going to want to worry about a random sat bomb attempt every playthrough.
If a player plays 10 playthroughs in their life, that's 9 times too many sat-bomb attempts.
You have to remember that once the game stops trying to beat us, it gets boring fast. Successful colonies can easily negate a vast majority of the challenges the game throws at us, so colony-specific problems keep things from getting stale.
The game stops trying to beat the player after they defeat the "it's just a one time invasion / sat-bomb" fleet. Nothing has been resolved, it has just been made more annoying.
Really the issue is Alex seems to be caught between wanting the game to be static sandbox that only the player can change, and wanting the factions to have dynamic changing behavior that impacts the player.
You can't have both.
If he goes with the former, he has to accept the player will have a money printer colony, and the late game will be stale. But the story will always be consistent.
If he goes with the latter, he has a gold standard mod to take inspiration from I.E. Nexerelin. But has to accept he will never have control over the sector's story.