Just a tiny little update to show that there is still some progress.
The tank is back on the ground where it belongs, and a new real air unit is implemented. At the moment it functions as scout mostly (fast moving air-unit with little damage), but that function will most likely soon be taken by a dedicated, smaller scout-unit that actually looks more like a scout. The unit above will then most likely be transformed into a heavy air-unit, maybe an air-superiority fighter or something along these lines.
Concerning the unit-design, I have now finally designed to go the "Blizzard"-route where every unit will be counter-able. Some examples:
Code: ags
Or, put in a graphical way and showing the way it's going to be soon, I guess:

Arrows indicate "are good against" or "smashes [whatever the arrow points at] right into the ground"...
This will all have to balanced, but I think it's just the way to go for a RTS-game. This will allow different strategies and actually mean that players have to scout the enemy in order to find out what he/she is building in order to counter that. Remember that nothing is final in that list above, I will be open for suggestions as well as try to play around with different unit-concepts as much as possible before calling it final.
The tank is back on the ground where it belongs, and a new real air unit is implemented. At the moment it functions as scout mostly (fast moving air-unit with little damage), but that function will most likely soon be taken by a dedicated, smaller scout-unit that actually looks more like a scout. The unit above will then most likely be transformed into a heavy air-unit, maybe an air-superiority fighter or something along these lines.
Concerning the unit-design, I have now finally designed to go the "Blizzard"-route where every unit will be counter-able. Some examples:
Unit Name Position Countered by Additional Notes
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Worker Ground N/A Unarmed, builds new buildings, gathers resources
Marine Ground Bike First fighting unit player can build, cheap, harmless alone, dangerous in groups, can hit both ground- and air-units
Bike Ground Tank/Air Very fast, moderate damage, good against marines, can only hit ground-units
Tank Ground Marine Mass/Air Expensive, slow, high damage (with splash), good against bikes/buildings, can only hit ground-units
Heli Air Marine Fast, little damage, good against Tanks/Bikes, can hit both ground- and air-units
Or, put in a graphical way and showing the way it's going to be soon, I guess:

Arrows indicate "are good against" or "smashes [whatever the arrow points at] right into the ground"...
This will all have to balanced, but I think it's just the way to go for a RTS-game. This will allow different strategies and actually mean that players have to scout the enemy in order to find out what he/she is building in order to counter that. Remember that nothing is final in that list above, I will be open for suggestions as well as try to play around with different unit-concepts as much as possible before calling it final.