A bit off topic (I think there was a thread for this but I can't remember where it was, feel free to move my post there): Concerning "Physical correct" behavior vs straight forward game rules: There are mainly two (clean) ways to make a good RTS in sense of game rules: 1.) Add a physics engine at a very basic level and add very simple game rules (Only Movement(Turning) Speed(Acceleration), Attack Speed/Damage, Projectile Speed/Turning Rate(for missile attacks)/Error but nothing like Armor/Attack Type etc.) Example: Total Annihilation, Spring Engine Advantages: Very realistic, what units are good against what other units comes out "naturally" (Without bonus, just by the physics) Disadvantages: Very Hard to balance, a much harder to implement engine 2.) Add a complex set of game rules that allow units to counter specific other units (either by armor/attack type or by another more "natural" attribute like the Unit Size like done in Starcraft) and let the graphics only represent that rules (In AoE/AoC "Bonus vs Unit Type" is also present but seam enforced to me) Example: Starcraft(Damage bonus against units depending on size, Splash damage), Warcraft III(Damage/Armor Type, Heroes take less spell damage), Age of Empires(Damage/Armor Type) Advantages: What units are good against what other type can be determined by the Attack/Armor Type without seming to be enforced. It can also represent the Armors usually worn by the specific unit type if it's placed in an historical setting (like 0 A.D.). Disadvantages: The game is less realistic especially the graphic representation might seam to not always represent the actual outcome in damage (Warcraft III tries to make it a bit better by making all ranged attacks "missile" attacks which on the other hand seam a bit strange in case of auto aiming arrows). As is 0 A.D. is an ugly mix of all. The graphics does not only represent the game rule but interferes with it e.g.: Melee units that attack does not deal damage if the target is to far away after the attack animation is run. Though there is no fundamental physics engine underneath the game archers shoot in physical trajectories (might be still good for the graphics but bad to let that interfere with the game rules meaning every shoot should hit if not otherwise managed in the game rules like a "Chance To Hit" Attribute) We have Damage and Armor Types but also got "Bonus vs". It would be better to have one of this (I'd much prefer Armor/Attack Types). That mix is quite impossible to be balanced and results in many "Bugs" like the missing chasing melee units (Made even worse by having a min. range for non-siege/fast units like Skirmishers). Another game (and I like it) that mixes a bit of all is Warzone 2100. Projectiles (but missiles) have a trajectory that is fixed at the time it goes off directed towards the predicted point of the unit targeted when the projectile (would) collide with the target with an applied Error determined by the upgrades of accuracy for that type of weapon. It also has Damage/Weapon Types that deal different damage to different units dependent on their propulsion: Cyborgs, Hoover/Wheel/Half-Track/Full-Track Vehicles, VTOLs. Also the speed of projectiles greatly matters for hitting a target. But it turns out to work quite well though not really balanced. But in general I think it would be better and a lot cleaner/much less messy to pick one and stick with it and just make additions in an other direction if it works good with the chosen base rules. NOTE: I tried but not always managed to write words that are involved in the game concept with capital initial letters like "Attack Type". Don't know if that is usual practice and I'm quite sure I didn't do it right all the time but I think it makes it easier to differentiate between game concepts and their explanation. Feedback appreciated.