If we are standardizing on the relative strength thing, would you be open to changing it to a basing it (roughly) on a formula?
I'm not dead-set-opposed, but I don't think it's necessary:
For example, if two bonus fleet ship types with a standard cap size are so different that player consensus would rank one of them as a 0.5 (at mkI) and the other as a 1.5 (at mkI), then wouldn't it simply be a case that the two types are way out of balance?
I've used formulas when establishing dps/health numbers to try to bring things into balance (largely, it worked for setting a baseline), but I wouldn't want the game to be literally telling itself "well, this unit type is seriously UP, so I won't charge the AI as much for it, but this one over here is really OP so I'll charge double...", etc.
See what I mean?
For instance, I prefer to let ships into a system and slow them while letting my long range units pound on them. That means radar dampening gives me fits and so in my personal opinion, Radar Dampening should result in a higher RelativeStrength value then to someone who defends the warp point with tractor beams and short range turrets who is not (or less) affected by the Radar Dampening.
But look at it this way: why should a particular potential defensive situation affect the value of the attacking ship? That is, why should the AI pay more for ships that will work against your defenses as-they-stand and less for those that won't work as well in that case?
I'd think that, instead, it gets them according to their basic utility (which should be similar across caps of the same mark for human-buildable units, though starship did just move to more of a "half cap" balance point; still seeing if that's true or not), and if you think you can respond with tactics that are disproportionately effective against that particular composition... well, good for you
But sometimes the AI will hit you with a composition disproportionately effective against your tactics.
Are we on the same page, or talking past each other?