4-Way Balancing: Production/Upkeep/Strategic/Statistic - Have Upkeep/Shooting/HP Values linked to production cost... 1: HP = LOG2( Metal ) * Sea/Ground/Air/Oribital-Modifier 1: Energy = ( 2^DPS * Strategic-Value + Strategic-Value + HP ) * Sea/Ground/Air/Oribital-Modifier 2: Upkeep/Shooting = SQRT( Energy ) * WeaponType( Vector: Metal, Energy ) - 3: Strategic-Value is a modifier linked to radar, transport, special abilities 3: Wepaon-Type: want Durable/Crushing take Artillery, Light/Piercing take Lasers Light/Blowing take Rockets, Medium/Burning take Plasma - 4: Use Battle statistic (what killed what) in Energy, Metal and Production cost to gradually set the modifiers - set an epsilon around the current and wanted values to easily find and wake up when balancing is needed. - Sidenote: ur allready having units in multple states - lets take the orbital transporter for ex. ) It is quite normal it gets killed by Airplanes and AA in low mode but lets take the old SolarPanel in opened state - if it gets killed too much in that one maybe it should close much earlier...
Have you seen Nullimus Unified Cost/Benefit analysis of PA Units and Structures thread? You might also wanna check out my Defining mathematical unit balance metrics thread. Do you suggest that PA should use this to balance the game? If so then explain why PA should use this approach.