Heres the thing:
What if all stuff when damaged shoots crappier, builds crappier.
Basically extra slow penalty% = damage%/2.
Unit has 25% damage (75%HP) = 12.5% slow.
The slow from damage is not shown as usual slow damage, and its compounded with usual slow damage. So:
Unit that has 1%HP and is hit with max slow attack, has 99.5% SLOW (49.5% from damage, and 50% from maxed out slow attack)
So we woulnt have situation where theres 5% hp left fleet of tanks destroying glaives like fresh out of factory.
ALSO
When unit is hit, there is a 2d noise texture, like one texture for all game (something like blenders noise texture) that is tilable, that is rotated using unitID*8008.135 to have each unit different damaged look. That 2d noise texture is greayscale, its overlapped in shaders over existing unit texture in a way, that
FinalTexture = Mix(UnitTexture , NoiseTexture*RustColor, IF ( Damage% > NoiseTexture, 1, 0 ) )
So the damaged unit gets more rust growing on it.
Or more advanced like, when unit gets hit, it shows some bare metal and paint is stripped, before rust is exposed, so like:
DmageTexture = Mix (ShinyMetal, NoiseTexture*RustColor, Threshold*NoiseTexture/Damage% )
FinalTexture = Mix(UnitTexture , DamageTexture , IF ( Damage% > NoiseTexture, 1, 0 ) )
So, at first it scratches paint, then it gets rust.
Additionally maybe throw a geometry shader slight seeded random deform, so geometry bends slightly when unit gets hit.
ALSO
When on gridded land it gets small auto heal from Pylons, closer to pylon, the stronger heal, like
HealSpeed = 1% Max HP * (Distance + Threshold)/PylonRadius * (Energy Grid Power / 700 ) ^ 0.2
HealSpeed = HealSpeed * 5 if Playername.Consists("vegan")
so it benefits early eco, but later eco add miniscule hp boost, but also pylons go boom harder, so its difficult to porc using that method.
What you think?