@romeo You have a point. Given how huge the modding scene is, this seems like a massive oversight from the developers. Give gamers the chance to mod, and fan made campaings set during the Horus Herey or even the Great Crusade seem likely, along with plenty of options to mod versions of the other campaigns that GW will release going forward, such as the Vigilus War of Beasts happening right now over on the tabletop side of the hobby (though that is mostly a planet side fight in the current lore). Why not give the fans the chance to do that, since it can only serve to extend the life of your game?
The take and hold mission system isn't ideal. It isn't as though there is even debris fields, dormant orbital weapon platforms, or wrecked space stations to form some kind of indicator of what makes that area strategic - it is just a blank expanse of open space. It makes little sense in the campaign, and doesn't seem to work well in the multiplayer, encouraging spamming as many stealth frigates and light vessels as possible, and perversely disinsentivising actual ship to ship combat, which is surely the point of the game.
In all honestly, I was very glad of the auto resolve option in the campaign, sicne it let me dodge out of endlessly playing take and hold missions.
The issue with 'currency' is a pressing one. Even when you start upgrading the systems you hold, you still don't recieve much in the way of a resource generation buff, and you are looking at investing 250 resources to get 60 per turn back, so it takes a while for an upgraded system to start paying for itself. That doesn't include the cost of system defences, and upgarding ship yards to gain more construction points and the capacity to build larger ships is extra, and then there is the cost of maintaining your fleet and purchasing new ships. Add in the timer effect of the urgency system, and the current level of resource generation feels woefully inadequate.
More generally on the timer, I undertand why the developers inculded it, to stop players turtling up, building up a huge fleet, and then steamrollering everything, and to add a sense of urgency to the conflict, but I still can't help but find it annoying, because it stops you from platying the way you want to and feels inappropriate for some factions.The Imperium being stretched fits the scenario of the 13th Black Crusade, but the implacable Necrons who have been in stasis for 60 million odd years? The Tyranids who operate on time scales of hundreds of millions of years and travel between galaxies over the course of millennia? Why would they have the same kind of timer mechanic?
I also second your point about the power of system defence platforms not being added to the strength of enemy fleets in system. It is misleading, and can cause you to commit forces to an assault while being unaware of the true strength of the forces present. It would be a simple matter to display system defence strength alongside fleet strength to avoid this issue.
I think everyone can agree that the Tyranids are one of the factions that need work and rebalancing. Part of that can be done by fixing the boarding and other assault actions system and lowering scuttle damage/reworking how scuttling works, but even after that the faction itself probably needs a bit longer in the developer's geno-organs. I hope they have enough time left before release
For myself when using Tyranids, I like to start on run silent orders and then send out a harpy brood or two toward any opposing fleet blips to see what I am dealing with. Once I get some idea of the opposing fleet's disposition, I try to pick out isolated ships where possible to avoid massed turret fire from multiple ships, and then supress a target ship's turrets with a few broods of harpies before sending the brood carriers in, and then follow up with Feeder Tendril attacks and boarding actions to seal the deal, though that runs serious risks with scuttle damage.
Even though it is risky, boarding an opposing ship and eating its crew alive just feels like the most Tyranid way to go about things.
@demoulius I have heard tell that Assault boat AI is not all that good (fighting ordinance ratehr than heading toward the target) and that Tyranid ether swimming brood carriers are among the slowest assault boats in the game, meaning it is quite possible for many ships that have access to orders like all ahead full to just outrun them and wait for the ship turrets to do the job. Has that been your experience?
As for low troop strength on recrewing, have you tried using abilities like the Imperial Navy's Call to Arms that lets you recover lost troop strength? That seems like it could quickly boost your troop value back up if used judiciously.