Somehow I didn't do this right.
It never felt right.
Maybe that is why my Attribute movement didn't work well.
Thinking of either scrapping it, or solving it.
These are the 3 situations that I want to balance:
1 - A tank has 2 weapons.
Normally both weapons can fire and are added up in weight points.
But a cheaper version would have only 1 of the 2 weapons fire, not both. The choice is by the player.
The cheapest choice is added for 1/3th to the total weight.
I am sure you understand that 2 weapons with equal properties are a NOGO in this.
2 - A tank has 1 weapon, but when firing, the body properties change. Like if it has 2 bodies.
Normally the bodies are added up according to 1/3th for the cheapest.
Again, I am sure you understand that having 2 exact same bodies is a NOGO in this.
With the bodies, this is more frequent.
3 - A tank that can transform. Like if it is 2 units.
Normally both designs are equal in weight to prevent discussion.
In the game, you can transform an unit for the cost of an action point.
Of course, I am sure you understand that having 2 exact the same units is a NOGO in this.
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Advice?
Lets begin with the first issue then. That would be 1 and 1 alone. Which immediately answers the last question.
The tank that has 2 weapons.
The player chooses during combat, the best weapon.
Other tanks have 1 weapon or shoot with both. The tank with the choice is supposed to be cheaper than the tank that shoots with both. But more expensive than the tanks that have one weapon.
It is kinda like this:
Tank A has anti infantry.
Tank B has anti armor.
Tank C has both.
Tank D has both, but uses only 1 at a time.
Tank D is the issue here. But also the fun choice. You are dealing with an opponent that has both infantry and armor. D is cheaper than C. And then relatively more effective, if the RPS is wide enought.
Units with a choice are more versatile. Harder to hunt down.
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With the transformation. The best example would be a mobile artillery that becomes immobile and thus has more armor and firepower. By moving to a hard to access spot, it is easier when the cannon is not fire ready. Once transformed, you could consider the tank as a defence structure.