A number of people were talking about why anyone should look at balance because that was how elite players manipulated the game into their favor at the expense of the casual gamer. Onto Balance....Well, for one thing, bad balance makes everyone unhappy. (1)
Now look at how 1.02 went. In that patch, the balance changes were actually good. There was some minor grumbling about how LRMS> everything else, but nothing major. Nothing on the current scale. Siege frigates were weakened, everyone liked that. I'm not sure anyone really disliked the 1.02 siege frigate. The Blackmarket issue was irksome, but nothing out of the ordinary for an RTS. (2)
The balance changes in question don't even remotely begin to affect how elites and non-elites interact. (3)
In fact, maintaining status quo will bring about -more- bad blood, because it is precisely the 'pro' players who exploit these imbalances to the maximum effect. (4)
Increasing balance only serves to level the playing field. (5)
If the patches were doing something relevant- like adding new 'special abilities' or increasing playspeed or vastly improving the tactical manuverability of all units- then -that- would move the game in the direction of requiring more skill to play. (6)
Making it so Unit X is cheaper than Unit Y and does more damage doesn't really do anything but affect balance across the different factions (And affect how many Xs are built over Ys). (7)
It creates a distinct 'moral' choice- to use these overpowered units, or not?
Many players, on a matter of principle, will not, as they view it an oversight by the Testing process and not meant to be in the game. (8)
This is usually the case.It's no secret that patch 1.03 was nothing short of a public relations disaster, at least in terms of the forums. (9)
Bad balance kills a game in more ways than one, and this is an example how. Just look at the stupid fighting that's occured over the last few days- (10)
Exactly what else do you plan to do other than rebalance; summarily throw out everyone who brings it up, focus entirely on single player, and ignore multiplayer ever, ever again? (11)
It would just mean eventually Single Players would stumble upon the exploit in their own time. (12)
We're upset that maybe without them, we could have played a little longer without being hampered by these exploits. (13)
Stardock is a great company with good support, Galciv 2 being a fantastic game. (14)
You expected, that maybe you could step into this game without it being ruined by 'competetiveness' and here they still are, those irritating 'elites' killing the game by zooming in on the balance weaknesses and making it entirely impossible to play the game online without using them yourself. (15)
To those opposed to balance, what exactly are you trying to push otherwise? (16)
Play balance is acheived by adjusting unit values and then playing the game to test it out. Adjusting unit values takes approximately 20-30 minutes to design the stuff and recompile the code. (17)
We all know we could get it done ourselves in 20 minutes flat with notepad, it's just that none of us has the collective clout to actually -make- everyone else play the same game we are like the devs. (18)
...(Your idea about changing the patch development scheme)... (19)
Such as:-strengthening/cheapening defenses for less rushing-increasing the benefits for unit diversity-making targeting enemy units more efficient than targeting enemy infrastructure-allowing economic expansion empire building to pay off more-reducing the benefits of micro and APM..do we create a game friendly for everyone to play. (20)
Yah. Some hardcore players might call this 'noob modding' , but I doubt many people here will disagree (as long as it doesn't dramatically increase required playtime!). (21)
As I said, if the AI used LRM to the proportion it does Siege Frigates and kill orbital structures and caps instead, I think we'd have alot more complaints. (22)
(1) A great deal of the controversy and arguments on the forum come down to competitive players trying to convince others of this.
(2) I think most people will agree with you here. (Besides the 200 crystal buy thing

).
(3) Bingo once again.
(4) The reason the competitive players exploit imbalances in this way is that the way the game is NOW is the new Sins of a Solar Empire. 1.02 is a different game from 1.03. The competitive player's motivation is to be skilled at the game. The way the game is now requires new tricks to be optimal. Competitive players will always find these tricks. (Though they also likely know, based on how overpowered something is, that realistically it will probably be changed [and therefore, they might choose NOT to use it and spend time improving their game in other areas].)
(5) Perhaps with some things, I would have to agree with this. Things like advanced micro methods and other things that CANNOT be naively arrived at but have to be learned - balancing things like that WILL level the playing field. However, things that are as obvious as the black market/TEC strategy - in other words, things that can be easily arrived at naively - will not level the playing field by much when balanced.
(6) I agree with you completely on this point, but I would suggest an even closer look at what you're saying. 'Skill' is really a terrible word to use here because of its utter abuse in just about every other subject. What you're talking about here specifically is micromanagement. If ships moved faster, turned faster, and could be maneuvered in complicated ways, the game would require intense micromanagement of fleet movements in order to play competitively.
Most 'casual' (is there a better word for a non-competitive player that isn't so overused?) players see micromanagement as an evil, as something they don't want to deal with. It's a bit easier to grok macromanagement (more numbers? -> more buildings -> more dudes), but micromanagement is often illogical and sometimes absolutely esoteric. In almost ALL RTS games, micromanagement deals heavily with click speed and accuracy. The perfect example is Starcraft. I've never played another game requiring such speed to maneuver units/activate abilities/etc.
In Starcraft, what I found eternally interesting was that a player could focus on EITHER macro or micro heavily and still do good. Over my years of playing, I shifted back and forth drastically several times. Focusing on micro heavily meant better kill ratio, better unit targetting, 100x better survivability. Focusing on macro meant more units, a faster 'peak' economy and had various other benefits. The ultimate problem I noticed with newer players was that, compared to me, they were utterly incapable of micro-ing even at what I considered a basic level. That's because microing in that game is HARD. Units move REALLY fast and need to be commanded even faster. Messing around with CTRL groups at light speed was required to use some unit abilities.
However, several newer games are coming into this and really breaking up the old way of doing things. Their micromanagement is more logical, less like voodoo magic, and its purpose and execution is more obvious. Dawn of War/Company of Heroes are perfect examples of this. The units move very slowly (by comparison to Starcraft, at least). Their upgrades are tied thematically to both their look and their generic naively-understood function. It's a lot easier on the brain and a LOT easier on the mouse. Making micromanagement more logical allows newer players to more easily arrive at using it and understanding it. This allows them to enjoy the same balance between micro and macro (although in this case, it's not such a good example since macro is almost non-existant in these games compared to Starcraft - but we're moving in that direction at least).
Now SoaSE almost completely revolves around macro play (economy, planets, expansion, tech). There is very little to micro besides making fleets not get drawn deep into a planet's well. The macro in this game, like many others, is easy to understood. It functions logically so it is arrived at naively, without training or intense study. The only REAL micro in the game is using abilities, mainly of capital ships. This is very easy since you are more likely to already be paying to attention to your capital ships (so half the mission is already accomplished, micromanagement isn't distracting). Autocast is also present, and while it's not very intelligent, it's INCREDIBLY good somehow (as a programmer, my jaw often hits the ground at how well abilities are autocast [besides a few silly exceptions

]).
What was the purpose of me writing all that crap? Well, a LOT of players have argued that balancing multiplayer would have no effect on the way they play the game. I wrote all of this to demonstrate why that CANNOT be true. There isn't any esoteric micromanagement voodoo in this game. Everything can be arrived at naively. So even without spending hours training, YOU TOO can break the game (not directed at the OP). All the balance issues right now affect everyone.
(7) This is an easy-to-understand logical relationship that can be arrived at naively and described using simple words. There's no voodoo, and it can effect everybody. This is a perfect example.
(8) Competitive players (in principle) are never concerned with whether something is considered 'cheap' or not. There is no in-game distinction between something that is 'cheap' and something that isn't. If they got less 'points' or fewer wins for doing something 'cheap' then maybe, but there is no such thing. Competitive players play the game as it is and come to terms with only the rules of the game describing what they can do. Not disagreeing with you or anything, just expanding on your point.
(9) I'm pretty sure that this patch was not meant to be a balance patch. In fact, I feel as if I read somewhere that this patch had several changes in order to gather data for the next patch (which is a 'real' patch - 1.04 with lots of goodies and heavy balancing and whatnot). I think perhaps some people feel that the devs don't WANT to balance the game or think that the game IS balanced - but this is just simply not true. But yes, it has caused quite the scuffle on the forums

.
(10) A lot of the fighting, as I've said earlier, is just trying to CONVINCE some people that the game is broken. Even then, some people act as if such broken mechanics don't even affect them. Even THEN, some people act as if balancing the game will somehow ruin single player or whatever else it is. I guess I shouldn't expect EVERY person to be reasonable and civil, but sometimes it feels like I'm trying to tell the tobacco companies that smoking causes cancer...

(11) See 9 for this point.
(12) QFT
(13) You have a point here, but ignorance isn't bliss. It's better for issues to be known and fixed.
(14) Understatement of the Year Award goes to you

.
(15) I think you have the right idea, but I think a better way to say it would be that they reduced esoteric voodoo magic in this game so that even the most 'casual' of players can see what's going on. The competitive players are only making the game better by continually breaking it.
(16) This is the million dollar question. I have yet to see it answered. You hit the nail right on the head here.
(17) Perhaps the physical work takes 20-30 minutes, but the decision of what to do takes a long time and is an extremely complex issue (even with such simple game mechanics) requiring the input of not only programmers and designers but also expert players.
(18) For this specific case, you may be right, but in principle even with the mod tools, the players don't have the power to balance all game issues. Making a patch-mod can be a useful thing, but we have to depend on the process of player feedback in order to really get things fixed (like you said).
(19) I really think this is unnecessary. They've done a good job so far even only two months into the release of the game. Give them some time, and they will sort everything out.
(20) While it's difficult to have balanced defenses against rushes, I think pretty much everyone can agree on your other points (especially about fleet diversity). However, I would say that APM has pretty much no place at all in this game. On a good day playing Starcraft, my APM is somewhere around 200-250 depending on what race I'm playing. However, even in big games of Sins, my actions only number 2-4000 after HOURS of play.
(21) I don't think ANY competitive players in this game would disagree with you.
(22) QFT