It's important to keep all your options in mind when balancing a game. Most discussion I've seen revolves around just tweaking stats, but there are a wide range of possibilities that aren't being considered. Radar Stealth: Right now, this mechanic is present only on the Kraken. It turns a unit into an effective late-game raider, that can surprise opponents to alpha-strike key structures. The GIL-E and Hornet are good candidates for this ability. Mine Layer Stealth: Mines use a unique stealth mechanic that renders them completely invisible. Units that are completely invisible are much more risky to include, but Skitters are cheap and easy to build so it's worth a shot. Death Explosions: Units that deal damage on death are a good way to prevent blobbing units and breaking through stacked defenses. The Wyrm and Icarus in particular could benefit from this, as a way of countering air spam. Metal Ammo: Right now only a couple units use ammo, and only ones that produce other units use metal. Having a unit's weapon cost metal puts a cap on how many the player can support, allowing you to push its raw power level much further. Non-Resource Ammo: It's also possible to give a unit an ammo counter that isn't tied to a resource and simply recharges over time. In the base game only the Commander uses this, and only to give the player a visible indicator of when they can fire the Uber Cannon. This function can be used in other ways such as to create units with a powerful alpha-strike but low overall DPS. (Accomplished by a high rate of fire, low ammo recharge, and enough ammo storage for multiple shots.) Unit Radars Torpedo Launchers and the orbital radars have both a vision radius and a built-in radar with a longer range. Giving a unit a radar to extend its vision allows it to fire out to its full range without giving the player as much intel on what the enemy is doing. Energy-Dependent Vision Without energy some units, such as radars and the Hermes, have a reduced vision radius. This isn't that useful but it's still possible a unit might need it. Death Timers: Squalls (the drones produced by Typhoons) are currently the only units with death timers. While having units come right out of a factory with a timer active makes them difficult to use, there is a way around this using the next entry. Projectile Spawning: Units can create projectiles, and projectiles can create units. The Legion mod uses these mechanics to great effect with jumping Boombots and a scout that transforms into a Radar. One possible use for this is enabling death timers. For example, imagine if Locusts were produced as slow-moving, useless units. However, with a press of alt-fire, the "inert" Locust dies, producing a projectile that immediately spawns in an "active" Locust which behaves like the current version except with a death timer. That way their damage potential is limited without the need to weaken them. Targeting Limits: The Equilibrium Mend is limited only to targeting units and not structures with its new weapon. Limiting what a unit can target allows you to make powerful units that can't be used as the core of an army.