Hi, i would like to make this topic a guideline for future modders who will all have their Problems with getting the balance right and fair, while still keeping the game strategically interesting.
I hope you will all join me in a civil discussion here, adding point yourself that you find necessary without ranting or flaming other posters.
Each and everyone has his own views on balancing but to avoid any hard feeling i´ll try to keep my Guide as general as possible, but posting SINS related examples. ok?
Ok then lets get started.
Balance is crucial for any RTS or tactical game, as it gives the game a replay value and allows diverse strategies and is generally necessary for fun battles without one party feeling cheated.
So what is balance?
Balance is the equalness of different factions and units in the game. Nothing should be more equal than something else for a game to be fun.
Especially when there are multiple diverse factions and a mass of different units this can be very hard to archieve.
The easiest way to get an overall balanced game is cutting all units over an universal Formula that takes into account the games values and represents the units Effectiviness or as like to call it the attractivness.
So how does this work?
Think of it like a Character generator in any given RPG system, you get a set amount of points and with that you can buy positive and negative traits for your characters/units.
For best result you take 100 as the given number as you then have also a % value of the units attractivity
What you want to archieve is that every unit reaches these 100 points, not going below or above.
IF you reach this goal each unit is equally worthy to have and it just depends on your personal playing style which units you would use. (more on that later)
So lets see what counts into this equation.
There are prebuild values and ones after the unit is completed:
BEFORE the unit is build we have things that influence the Value of the unit negatively:
-Cost (Credits, metal, crystal and supply in SINS) [The more a unit costs the less value it has]
-Buildtime [the longer a unit needs to build the less the less attractive it is to a player]
-Prequesites (How much you have to research to get the unit) [The more the lower the score here]
All these points DEDUCT (-) from the Units value the higher they are. Cheaper, faster building units are more valuable to players than equally strong ones with higher values here.
AFTER the unit is built the units values count positive to the overall value:
-Firepower (Damage per second) [The more the better]
-Range (Take the lowest range as 0 range and work your way up from there) [more is better]
-Firerate (take the lowest firerate as 1 and then go with multiples of that) [faster is better]
-Speed (How fast a unit moves) [faster is better]
-Staying ability (here count hull, shields, regen rates and such things) [more is better]
-Special abilites [developer has to decide how much these are worth, hard to calculate]
ok, lets go a little bit into detail here.
Firepower: this is really easy, you can calculate the damage per second and then compare the units to each other, take the lowest dps as 1 and then use multiples for the other units.
Range: This one works very similar to the firepower but is also influenced by the AVERAGE speed of all games units. If units are very fast by average a longer range is less significant.
Firerate: Directly tied to the DPS, i list it seperately since it has an own effect: faster firing units lead to less overkill than units with slow rate but immense damage, thus this is worth extra points.
Speed: Directly comparable between units, max speeed of the fastest units should be 1/2 the range of the furthest range (gives the longest range ships a 2 second firing period before coming under fire against the fastest intruder (more for slower ships); this usually plays out well ingame)
Staying ability: Also the smallest ship has one of 1 and from that you can build up multiples to account for strength.
Special abilites: As said the one who build them have to decide how much they are worth through playtesting.
Don´t let yourself be fooled, this might sound like an easy thing to put all this into an equation, but it can take weeks or even months of playtesting to get the values right.
The absolutely positive thing is: Once you have the values right (and if you do it in exel for example) you can easily add as many new factions or ships as you like without imbalancing the game, because you are always wheighting the ships against each other via the universally applyable point system.
Example: We build two ships, one longe range Frigate and one Short range one.
LR Frig:
Firepower: 1
Range: 3
Firerate: 1
Speed: 1
Staying power: 1
Special abilites:-
LR Frig:
Firepower: 1
Range: 1
Firerate: 2
Speed: 1
Staying power: 2
Special abilites:-
If you now add the points up you get 7 Points for both, so they would be equally powerful on the battlefield (if your equation for the values is right)
If there was an imbalance here you can correct that by setting the prebuild costs the correct way.
Lets say the LR Frigate is 1/3 stronger than the SR one.
If you now make the SR 1/3 cheaper than the other one it works out on the battlefield again, as you now have a number advantage for the SR ship.
Of course with more ships the thing gets more complicated and the diversity between the ships get greater.
It is always good to design your ships on the drawing board via such a system before testing them ingame and them desperatly trying to hotfix your imbalances.
I hope you get the idea, if not just ask what you want explained, i have done this a lot of times and will answer any questions.
Ok, now you have a game (perfectly) balanced this way, but playing it proves no fun.
Why is that.
Because balance is not only necessary, it is only a curse!
IF all ships are worth the same it does not matter what you build, the larger investment will always pay off.
This way battles are no fun as you can always say who will win beforehand and ingame tactics are not applyable.
This is why ANY game needs a viable counter system.
Counters are divided into two groups: Soft and Hard Counters.
But lets explain first what counters are and how they work.
A Counter is something that gives you an advantage (Res or timewise) over the enemy in a certain situation.
A Softcounter is something that fares normal in most situations but excells in one.
A Hardcounter is something that underarchies in most situations but is fantastic in one.
Rock paper scissors has for example a hardcounter system, while chess has a softcounter system.
For most games softcounters are better and hardcounters only occasionally applied.
So how would a counter system work with a balanced system?
After you have balanced the game you intently imbalance certain units against certain enemies!
This can be done easiest by either increasing the damage against one type of enemy or enabling a special weapon if fighting that enemy.
SINS Example: Bombers do only reduced damage against capships: (negative enforcment of using bombers against caps)
Flak frigates can use Flaks against fighters and bombers: (Flaks get an extra weapon when fighting that enemy.
A Softcounter has usually a 20-40% better performance against its intended target than other targets (thus gaining the player that uses it this 20-40% advantage in either surviving ships or res gained when rebuilding the fleet)
Son how could we apply that to SINS overall for example.
Lets imagine for a second that each unit is equally to each other as suggested above.
Now we apply a soft counter system:
We have the Scout, the Cobalt, Javelis, Krosov and Garda.
As enemies we have (from smallest to largest) Fightercraft, Civillian Craft, Frigates, Cruisers and Capships.
See, we have the same amount of ships and classes, so its easy to employ a good counter system against each.
Garda is already good against Fightercraft (extra Weapon)
lets do the the same with the Krosov but for capships, as they are so slow the Krosov can use its Torpedos also against Caps, not only Planets
Krosov +30% Damage against Caps (with an extra weapon)
Javelis +30% Damage against Cruisers (Just damage increase, due to missiles)
Cobalt +30% Damage against Frigates (Better targetting for smaller ships)
Scout +30% Damage against civillian targets (Perfect for hunting and harrassing)
Se, with these small imbalanced we have increased the tactical possibilities and made game fun, while still keeping the inherited balance from the step before (as ships other from their intended target are still equal to each other in a cost/effectiviness ratio)
As this was really fast (and easily exchangable if you want to try something else, just switch values and you get a totally different gameplay) lets do it for cruisers and capships aswell.
Cruisers: Here we only have 4 ships and only 3 with offensive capabilities, but thats no problem!
Carrier: Can build Fighters and Bombers (Fighters +30% against Fightercraft Bombers +30% against Caps), that way and sincve the Carrier can only build one squad you can make out of one ship two ^^
Hoshiko: Pure support vessel, no weapons.
Cielo: Already an advanced targetting cruiser, lets give it +30% against Frigates to keep that motive.
Kodiak: The bulk Fighter gets +30% against other Cruisers.
And onto the capships:
Kol: Capship killer, definitly +30% against Caps
Sova: Like the light carrier it has both Fighter and Capship possibilities.
Akkan: This ship has excellent range, making it a good raider, lets give it +30% against Civillian targets.
Dunov: Many Weapons on all sides; +30% against Frigates
Marza: missiles and stuff +30% Against Cruisers
As you can see i kept a singular motive for the whole faction making it a seamless deal and also looking intelligently designed from a fleet standpoint.
now mixed fleets will always have an advantage over single enemy fleet.
And how you mix your fleet depends on your stlye and the enemy you are facing.
This will lead to more fun battles and much better replayability than just simple power contests of who has the bigger fleet.
By choosing a different motive even with the same ships you would get a different gameplay for the faction (or other factions for that example) Once you got the basic balancing down you can add virtually as much to any faction or the game itself in ships as you like!
And for last a litte diagram to show you how this balancing would work out ^^

Sorry about the a bit cruddy look of the pic currently, its just to give you an idea how things would work out, i´ll make a better one later on. Also forgot Fightercraft, but i think you´ll get the idea.
This whole system of softcounters is missing in my eyes in since currently.
I don´t see anything this would take away from the RT4X aspect or even automated warfare.
With the AI intelligently seeking its targets, each ship would automatically choose the one its good against, first.
I think this would make the battles and overall combat/fleet tactcis much more interesting and diverse, aswell as increasing replayability.
Hope you liked my briefing on balance, if you have any questions or want to point out any mistakes, go right ahead, i wont bite ^^
I am also willing to help anyone with their balance their mods or whatever, it is something i really like and can sink hours into and through my years of experience i have gotten quite good at creating an immersive and fun gaming experience

So just ask