A - without having to make any kind of strategic choices of which systems to defend preemptively or ignore outright if necessary
This has always been one of the problems with the war and how it's balanced, in that it only really has three distinct balance points - win, lose or draw:
- Thargoids expand indefinitely at some rate, player choice is limited to which systems to save this week, and even then that will only be a temporary reprieve
- Thargoids are contained at a non-zero radius, endless stalemate in probably the least interesting way where no-one wants to push further because it won't be sustainable to hold it and it'll be a huge amount of effort to recapture the territory in the first place, but they can be held at that line permanently.
- Thargoids are contained at zero radius, war ends
Given that the Thargoid territory has been gradually shrinking for the last six months, on a pretty linear trend, it's not entirely clear what Frontier expected to happen eventually if not this. It could of course be the usual "oh, sorry, the widget isn't ready in time, could you slow down the plot a bit" problem - which is rather harder to address as a request to "player-led" narrative than to things more directly under writer control. (Olav Redcourt had quite a bit to say on that topic, I think)
The new balance point where it's still possible to knock over a Titan but it might require short-term sacrifices elsewhere is theoretically more interesting - it'll be interesting to see how it works out in practice. If it just ends up with the Thargoids retaking some systems and then accelerating the move to total stalemate then that's even worse, of course. Too early to say.
(The U17 spire additions certainly shook up the earlier stalemate in multiple ways - some of which I'm not sure have really been noticed yet - so it's not just the post-Taranis changes which are making things more difficult in certain areas)
Having looked all around the strategic layer to the best of our knowledge, I think the problems are relatively obvious and I'm having a hard time coming up with a solution that would actually work. The collective player tendency to generate static stalemates even if no individual player wants one is really tough to avoid. The bubble being too large to really make this work as anything but a sideshow is impossible to avoid. I can come up with multiple ideas to solve symptoms like "sampling" or "not enough Invasions" but those two big ones I cannot figure out a way around in anything resembling the current framework.
(Still very much of the view that flaws or otherwise it was absolutely right for them to try and they should be bold like that more often!)