EDIT: Well I think there’s one or two things you’re mistaken about EatThePath, specifically about the HW2 scaler as I understand it so lets have a look at that first.
HW2 (classic and Remastered) scaling is, in fact, limited between two precets, not in that it has a hard coded upper limit in the formula but that your fleet size is limited. It’s an important thing to understand because it’ll be important in the bit about HW1. In HW2 you can’t capture more ships than you can build, your fleet has a maximum size, and therefore the game, although dynamically scaled, is still beatable without being a cakewalk or a non-challenge because there is that built in upper limit to one of the variables in the formula. And this scaling works both ways. If you are struggling with the campaign and having trouble conserving your forces, the game, to a degree, adjusts downward for that because you have a smaller force, you face a smaller force (to a certain extent of course). While if you are a tactical or strategic genius the game ramps up the difficulty (again only up to a predetermined limit) to match. It’s an interesting mechanic that I’m not sure can be perfect for every single player ever (think Oblivion and Skyrim) but that I personally have not had any issue with in HW2. In fact I have completed HW2 and HW2:R with a max, or near max fleet in every mission where that is possible. The only time where I had to do a ‘crap I died try again’ moment was the 2nd last mission. It was the only mission where I really had to sit down and evaluate where I went wrong and how to approach the situation and, you know, think tactically on how to beat the enemy forces. The 2nd try, by applying some very simple and basic tactics, I was able to cakewalk it where before I got routed. It really was day and night like that. It’s a moment that will stay with me forever and probably alone made the purchase of HWR worth while.
Now with the HW1 campaign ported into the HW2 engine, a rather interesting situation has come up. A ‘flaw’ (I’ve always seen it as a flaw) in the capture mechanic has become more apparent and is what is causing this particular issue. Your max fleet is not limited by what you can build but by the sum total of enemy ships you can face in the game. Interestingly in HW2 engine this sum total increases almost exponentially (not 100% sure on this as no one has seen the source code for the HW2 scaling mechanic so not sure where/what the limit is Maybe @scole or @BitVenom can post the scaling formula? ) as your fleet increases. Heck even in classic I noticed this back when I was like 12y old. The more enemy ships you capture, the more enemy ship will spawn in the next mission, etc. The capturing mechanic causes a complete and utter breakdown in the narrative of the otherwise amazing story and shatters the suspension of belief. I mean think about it, to crew all those hundreds and hundreds of capital ships you’d need many more thousands of able bodied people than you could possibly have, even if you start defrosting the ‘colonists’. Not to mention the resources required to support and maintain those ships in a journey across the galaxy. The enemy has an entire empire to support these ships and you have a single mothership and no planet. I can certainly appreciate the strategic and tactical options the capturing mechanic opens up and use it to great effect early in the game.
In a very real way, the game has a difficulty scaling mechanic similar to ‘easy/medium/hard’ but instead of it being a simple 3 button menu option, it’s a conscious choice you make every single mission, every single ship you capture increases the challenge (not necessarily the difficulty, theres a difference) by a tiny bit. Removing or reducing this would make the game less than what it could be, you’d be removing some of the potential for true vets to test their tactical and strategic ability. Someone mentioned minelayers for example, as a way to beat the last mission even with a super sized fleet. With the changes to support frigates, that could be another way to utilize the resources available to you.
Another interesting thing to note though is that I have completed HW1:R without salvaging a single ship and the last mission was almost disappointingly easy and a little boring. In no way whatsoever is capturing the ion frigates (or any ships really) required to make the last mission easier. I’d almost say that my no-salvage run through the game was the most fun way to play the game for me personally (except for the last mission).
I would not support dumbing down the game.