I agree with HINDY, the jumps currently look pretty much like a line up then line down with no consistency.
When something jumps they have a very fast initial acceleration while they still have contact with the ground. From then on they are constantly accellerating downwards at the rate of the gravitational field at that point.
Additionally when in air, the foward velocity of an object is lost due to air friction so the maximum of the jump is actually slighly after half way.
Cause of the nature of the game, the initial acceleration time has to be extreemly small so can probably be ignored totally. Instead like hindy sujested use a jumping animation to give the illusion of the unit acclerating upwards for a jump when infact the jump just starts after the animation reachs a certain stage.
Also cause air friction is quite small and that this is a space game (could be in a vacume or low pressure by the looks of it) you can probably ignore air drag. Thus all that is left is for you to simply use the units current velocity and acceleration to work out displacememnt. Remember that cause the game works in frames (points in time), you have to take into account the affect of the acceleration during the period of time between frames for accurate results. With the scope of this game and the simplicity of the calcuations do not wory about speed as it should be no issue.
s = (u*t) + (a*t*t/2) or
s = t*(u + a*t/2)
s = the displacement from the previous frames position (add this to the height position component).
t = the time between frames, aka the rate the jumping updates.
u = the initial velocity of the time between time frames (you update this to the current velocity after you finish the displacememnt opperation via multiplying acceleration by time and adding to the velocity)
a = acceleration of the object, in this case downwards (-).
Ofcourse you might wish to optimize it in some ways or alter the formula slightly to include other factors of the game but using such a system it could be possible to even let your guy bounce off other units or objects if you can detect a verticle related collision.
- gravitational acceleration is 9.8 and it should be natural
I do not think SC2 positions are measured in meters. For earth like jumping you will have do divise a value based on scale (take the marine to be 7 ft or something and convert it to meters and measure his hight in SC2 units etc). Additionally remember that you could make it so that the gravity factor varies from stage to stage.