Blizzard was still balancing the original SC a decade after it's release ! (Ditto the protracted dev time they spent on SC2 had much to do with getting its release balance just right.) In reality, not everybody has Blizzard's financial resources and time to deal with the complex challenges of game balance though all who work on games must deal with it's seemingly endless, emergent, pitfalls.
Here's just a few useful links to grasping game balance complexity in it's fullest, nuanced, system dynamic scope:
* Techniques for Achieving Play Balance By Tom Cadwell on GameDev.net which has a few more perceptive articles that you can get to once there.
And a classic 3 part series on the topic by Jeb @ Oxeye Game Studio - an Indie developer that's been around for many years.
* RTS Game-play Part 5: Introduction to Unit Balancing
* RTS Game-play Part 6: Visible Balancing
* RTS Game-play Part 7: Abstract Balancing
There is no doubt the importance of getting extensive MP play testing data. HOW you structure the data capture / harvesting (it's methodology - criteria, controls, assumptions, etc.) is a useful discussion up front, especially when it comes to taking into account, and fulfilling, the fun-factor contract with ALL player skill levels.
- Regards, Rman.
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