Quote:Unfortunately, as a side effect it basically turns your game into a glorified guessing game. |
Only if it is a hidden information game (ie: that you don't know what your opponent is going to put out until it is too late to change your choice).
In a TPS or an RTS, there are three ways to escape this "Hidden Information" problem. The first is scouting or removal of the Fog of War, manoeuvrability, or generalisation.
With scouting, you use some technique to reveal your opponent's choices and then have the opportunity to change your own choices.
With manoeuvrability, it is about being able to change the positioning of your units so that the one aspect of your army meets the aspect of your opponent's army that it is bets at dealing with.
And finally, with generalisation, each unit of your army capable of dealing with any aspect of your enemies army.
But I do agree that a pure Scissors/Paper/Rock system is not very interesting even with these factors. What you need is something that allow you to change the relationship strengths between the different choices.
For example:
On grasslands, Cavalry can move quickly and close fast on Archers. This means that under normal circumstances, Cavalry would beat Archers (and pikemen would beat cavalry and archers would beat pikemen in a SPR system). And, if that is all you could do, it would be very boring.
But, if Swamplands slowed Cavalry to a crawl (heavy loads and horses churn the mud and thus slow their progress down) but archers, being lighter can avoid this hindrance, then in this situation, archers can beat cavalry (or at least not get beaten so badly by the cavalry).
The relationship between the types has been changed. Even though the basis is that of an RPS system, the environment creates a factor that changes the balance between the units, and if a battle field was made up of many such environments, then how you use the units would become important.
It is not as simple as RPS is bad and not interesting. It is that RPS
by itself is not very interesting, but using it as a basis and having other factors that change this basic relationship can make it interesting.
Quote:All RPS does for you is eliminate the need to worry about dominant/obsolete units. |
This is the important reason for including an RPS as a base system. It means that in general, the system is balanced, but by having the other factors that can change the basic balance, you end up with a more interesting system.
Quote:It's annoying enough in an RTS, but in a turn based game where you have to design your forces at the start, it's even worse. Maybe you guessed your opponent would take Pikemen, and chose lots of Archers, but instead he chose Cavalry. Oops, you lost the game because you guessed wrong. It's all too dependent on WHAT you have in your army, and not enough on HOW you use it. The environment barely factors in at all. |
But the whole point of my previous posts was that you can't just use the simple RPS system. You
need to have more than the basic system. You argument is
only true is you
only have the basic Rock Paper Scissors system
and nothing else.
When you add in other factors that can change the balance between the unit types, your argument falls apart. Because if you can then use one of these factors to make your Archers able to beat Cavalry (say moving them into a swamp), then your concern is no longer valid.
Now, lets assume that we only have environment as a factor in winning (this is as you have done to my suggestion of assuming that only unit type is a factor despite the fact that I have been stating that other factors are necessary). Then if you just position your troops in the right environments, then you will win, there is no strategy and the game is boring and the player who places their units first will win. Just like if you only consider unit type as a factor you end up with a situation that if you guess wrong, then you will loose.
If victory is dependent on a single factor, then if you make a mistake with that factor, then you will loose. It doesn't matter one iota what that factor is,
IF victory comes down to a single factor, then you will win or lose on that choice.
If victory is dependent on the combination and accumulation of success in multiple factors, then this naturally means that the players have more control over their victory or defeat.
Although I do agree with you to some degree, I also think your agruments against Rock Paper Scissors is not really applicable to what has been discussed as you argument is a kind of Strawman against it.
A Strawman is when you change your opponents argument form what they are actually saying in such a way as to make it easily refutable.
You have taken my argument for an integration of a Scissors Paper Rock system within a larger system and states that by its self SPR does not factor in the environment of the battle field.
Quote:I prefer a role-based approach to unit design; this gives the designer much more scope for creating interesting and imaginative units without having figure out whether it's a rock, paper or scissor. A pikeman unit is not a Rock, it's a heavy melee infantry unit. |
Actually your role based system is not different to a Scissors/Paper/Rock system at all. You specify a role, and then have another role that is to beat it. By any other name, this is a scissors/Paper/rock system.
One role might be range attacks. Then you can create a role that can beat ranged attacks, say something fast so that the ranged attackers can't skirmish against them. Lets call them Cavalry. But you can't have cavalry the best unit in the game, so lets create one that can beat cavalry, but can't beat archers (so they aren't better than cavalry). Lets call these a "heavy melee infantry unit".
But hang on, this is exactly a scissors/paper/rock system, only that we defined it through "Roles" rather than fitting it to an RPS system first. It is no different it is just looking at the creation using different terminology.
A Unit type that is beaten by Unit Type A but can beat unit type C is a role. But it also can be called "Scissors".
If you use your "Role Assignment" system to create unit types, I am sure that if you create a balanced system it will form an Intransitive "Scissors Paper Rock" system (and it can have more than 3 choices in the system and it doesn't have to be symmetrical either).
Quote:I came to the same conclusion this weekend when explaining this idea to my brother. I honestly don't know how to get around this and as far as I know WH40K suffers from this as well (when you don't ask your opponent, obviously). |
The answer is simple and what I ahve been saying all along: Have other factors other than just the Unit Type.