This post answering Lancefighter:
About the "ship class" idea for the immunities:The idea is not to have the class be the
reason for the list of immunities; but instead to
group a number of them, quite arbitrarly. This is why it would not be a problem that "super heavy" implies immune to electric, and then that starships (though super heavy), are not immune to it; they would just have the text "super-heavy, but not immune to electric".
You can see it simply as a way to save space; of course, when balancing the game, it would be better to add as few exceptions as possible (balancing is a multiparameter problem, anyways; you generaly have more than one way to balance a ship); but it would always be possible to add some.
No matter how complex the interactions are, they are never going to be completly random, and so some space (in the description text) can be saved by grouping of abilities.
Grouping, then specificaly stating the exceptions focuses the player's attention on the most meaningful aspects of the ship; it actually makes them look more unique IMHO. (entropy of the information, etc...)
About the armor and weapon classes:You can apply the same idea to a certain extent. Group multiplier by armor/speed/whatever class, then add exceptional modiffiers, listed. List them as simulation percentage, if you want, though I really hate this metric (did you know it depends on unit cap? Most mark IV ships "loose" to Mark IIIs because of that! see
http://arcengames.com/communitywiki/index.php?title=Inter_Mark_Level_Relative_Ship_Strength ). A better metric would be "number of seconds to destroy one target when at range", and the number to be destroyed (not counting overkill). But at least give the multipliers.
x4000 said that multipliers were best hidden, because they didn't make any sense. If they still don't make any sense with a system of classes + exceptions, then my humble opinion is that the system as gone astray on that particular ship. It's like balancing an equation (it
is that, by the way, with an equation system). If your process to find the right coefficients iterates for too long, all the coefficient become huge. Ideally, a new ship design would mean chosing two or three classes (armor/damage/computer, or whatever), then adding two, at most three exceptions (which in today's system would be a x10 or plus modifier against or from a certain ship (or class)). If you absolutely can't convey your design idea within those parameters, it is probably best not to add the ship. You still have space for way more complexity than most RTS (that I know).
An example (with the immunities):
I rembember seeing that since [unit A] could teleport and do lightning, traction beams were pwned by them. This prompted the solution to make traction beams immune to electricity, which I guess is unusual for the general "turret" class. What I think is that this kind of "prompted" balancing should be avoided. If one of the two ships has a low number of exception, then fine, add it. But otherwise, the rules of your multiverse cannot support both ships. One of them has to go, or be heavily modified. Traction beams seems like a well established thing in that game; electric teleporting unit A is the newcomer here. Either it learns to do something else when it teleports, or it takes the bus. There are other option for complexity. My personal opinion being that a powerful, immediatly-firing ship, if it can be made, indeed makes the whole concept of movement blocking obsolete (the multiverse can't take both). Maybe the teleporter can do soemthing else than shooting, like uncloacking.
About adaptive (automatic) balancingI really thinks this is a good idea. Basically, it is a way to automate some of the painful work which balancing is.
Here is how: when you design a new ship, you generaly hesitate on some parameters. Health should be somewhere between 20k and 30k; attack between 600 and 800; speed you're sure should be 15; cost? depends on how useful it will turn out to be, right? So you have an other [x..y] range.
Now, you introduce the ship in the game with the mean values (your best bet). See if players actually use it (statistics on ship usage, assuming some way to get hose), and if they keep unlocking it in the next games or not. You can also factor the number they make, whatever. Anyhow, you had a set expectation for these numbers, and you get a positive or negative percentage from that expectation. If it did 30% less well than you thought it would, you increase all the number in ranges from 30%.
Lancefighter :
As for dynamic balancing, it is done that way (moreso before than now). If you feel something doesnt work, you post on the forum. if people agree (particularly x4000..) then it will be changed.
This method means less work for whoever grinds his teeths on the balancing, and is much more precise/reactive. It would be best suited of course for a PvP game with a lot of players and a master server (say, warcraft 3), but I still think it would really help.
Researchable nerfingThe idea: in each game you get two or three researchable techs (first one almost free) each of which nerf a particular unit. This is different from researchable upgrades, which affects one of your unit (and thus tends to limit the diversity). This gives a general way to counter a "strategy" (making a lot of a unit). In other RTS, it might be a problem (low number of units), but here the enemy can simply switch to another one (assume he gets an warning, and also that you can't wait for the end of the game to research it; it could even be a starting option, costing a small percent of all future resources for example). It could work in PvP (just saying), and the AI could use it. Of course you can always counter a type of ship with an other, at less of a cost... except if there is a balancing problem!
Basicaly that's like a vote for a limited balance change, which you pay with ingame resources.
And guess what... it would be a really good statistic to collect to feed the adaptative balancing of the previous point.
Lancefighter :
For unlockable upgrades... uhh.. no.
A unit is a unit. It can be affected by munitions boosting and shield inhibiting (by nearby ships/whatnot), but its always the /same exact ship/. Adding random 'my ship won because I have *xyz bonus*' is just.. RPGish.
The AI has their different types (cloaking type, raider type, bomber type, etc) that gets their 'goodie' ships, but in the end its always /the ship itself/ your dealing with, not knowledge based bonuses.
It's not a bonus to your ship, but a malus to other's (of one type). You'll still be fighting the ship itself, except one or two of them are you know how to deal with. If you are looking for an "intuition" justification, consider how much sense it makes to study ennemy's design so you know where the fuel tanks are to shoot it.
And also, the rules could be so that it would be only worth it if there are no "normal" counter strategy with other ships.
I'm done, thanks for reading that far. By the way, it's fun to think about these kind of problems, but I know it is a lot of work to make anything happen in that kind of project. In the end, ideas are a dime a dozen, and finished projects are a rare commodity. Thanks to all the devs for their perseverence, we appreciate it! PS I am so sorry for all the typos, I hope you all have good deductive skills to decipher it.