I understand what you are saying, but I'm not saying they should get rid of supermelee. In fact, one idea I had but hadn't mentioned is that you could easliy make all three of these scenarios retain the supermelee point system. When you run out of ships you are out, if all players on one side are out the other side wins by default and the game resets. It seems particularly cool for hockey too me, as it provides an alternate means of play of being "bashy" to knock players out and get a man up. In base defense it would limit the suicide runs that are common in that scenario. I had actually already been thinking that you could keep these scenarios "star controlly" by retaining the supermelee point structure (which is actually a simplified version SFB's Basic Point Value system). But even if you did this... the players would choose the ships they feel are best for the mission.
When you play supermelee do you use all the ships? You mostly use the ones you like best, I imagine. Or the ones that work well against the ships you know your opponent likes to use. You can use any ship you want, but you choose the ones you feel are best for the current mission.
I feel like I was being unfair in the last post to just say this will be easy to balance, this might be a long post but I think the conversation we are having is probably interesting to everyone since we have so little info on the game to be interested in at this point, so I'll explain what I meant in more detail.
First, realize what the ships in star control are. They are very simple. They have a top speed, and thrust power. Health represented by crew, and energy (I would recommend separate energy for each system but won't go into that now). They have a turn rate. There might be one or two unique ship like Airlou in the first game hat are slightly different. That's pretty much it for the "platform". The platforms have no inherent abilities. Then, I think I saw Stardock say each ship has 2 systems at this point (which sounds great for SC). These two systems mostly define what each ship is, the ships themselves are very simple. And only having two systems each is also very simple. This is what makes the ships of star control so unique, the 2 systems almost completely define what the ship is (that, and speed maneuverability). They all have completely different capabilities which make each ship very unique, and this just happens all by itself because the ships are so simple and possess only the 2 capabilities they have with no "inherent" ones.
Balance, in general, does not come from ships these ships being equal, they are not equal. In fact, you may not notice it but the "classes" of ships you are familiar with from real world navies are present in SC2. For example, the Arilou, Spathi, and Mrrmm are essentially Destroyers. Vux, Yehat, and Syreen are like Heavy Cruisers. Ur Quan, Khor Ah, and Chmmr are like Battleships. The ships of star control are not even of the same class, let alone balanced. Balance in this type of game comes from the player selecting the right ship for the right mission. Different ships are better at different missions and players pick the best ship for the mission. You shouldn't expect every ship to be good at every mission. This also has a self-balancing effect which is a big part of what makes star control work. The ships don't have to be balanced for their to be balance within this genre, which you've already seen in the first two star controls.
Balance is relatively easy with space ships in the top down environment because all you really have to do is make sure there are no abilities that are so powerful that it doesn't matter what abilities then enemy might have to counter it. You don't have to worry about a ship that is too powerful among all ships, speed is the only concern with these simple "platforms". You only have to ensure that the abilities are not to powerful and everything else will just magically fall into place within this system.
It is not an issue that the Mycon suck at hockey, nobody wants to use one there anyway. It isn't right for that mission. Hockey really is about the hockey. You want the best "player" you can get. That means fast, maneuverable, and abilities useful to the game. In other words... the "Destroyers". All ships aren't good at hockey, but all the destroyers are. Hockey is balanced for destroyers, and all of them will be good at it. Some better than others, and those top 2 or 3 the ones that would be used in "serious" games. But really, thats my ultimate answer to your earlier balance issue after having explained all this. All the DD's are good at hockey, which is why there isn't a big balance issue. Only DDs are supposed to be good at hockey. Base defense would see a wider variety of ships being used, but some are inevitably going to be better at it than others, and will get used more. That's unavoidable.
We've probably talked about this subject enough at this point, the devs will do it or not. I'll like the game either way... but honestly will play it a week or two then shelve it cause "I finished it". With the scenarios I would literally be playing this game for years... and I think many others would too. These particular scenarios are very, very fun within this genre.