I am creating a space-based RTS. So far, we have three units:
Fighters (cost 5 resources)
Interceptors (cost 20)
Rocket Ships (cost 40).
I've designed this game in a Rock-Paper-Scissors format (Fighters beat Interceptors, Interceptors beat Rocket Ships, Rocket Ships beat Fighters), but the game is designed so that classes beat each other at cost (i.e. a single Interceptor will beat a single Fighter, but four Fighters (cost 20) will beat a single Interceptor (cost 20)).
In this case, when I am using the Incomplete Wins technique to calculate the proportions of each ship that I would expect to see, should I calculate interactions using 1v1 interactions or "at cost" interactions? I believe the two will lead to very different results (for example, a single Fighter does 20% of damage to Interceptor before it itself is destroyed, but four Fighters destroy the Interceptor while only losing one ship; the first interaction leads to a 1 resource advantage for the Interceptor player, while the second interaction leads to a 15 resource advantage for the Fighter player). I would think it I should do the latter comparison, but the linked page does a single unit comparison (one Knight vs one Archer, even though Knight costs half that of Archer)
EDIT: This RTS is partially derived from Total Annihilation/Supreme Commander, so no projectiles hit instantly and the scale of the game is intended to be somewhat large. In that case, should I instead perform comparisons between armies that cost the same? For example, instead of comparing one Fighter vs one Interceptor or four Fighters vs one Interceptor, should I instead compare 40 Fighters vs 10 Interceptors? Would that be more accurate and also help reduce randomness of projectile hits?
classes beat each other at cost
is impossible since that is by definition a transitive relationship. \$\endgroup\$