I notice a vast majority of computer gamers do not like the idea of randomness, feeling that it takes away from the intellectual process of strategical thinking. I think the feeling that a random factor makes plans useless. Well, in a way this is correct, but by a matter of degrees.
Most other gamers of different mediums rely heavily on chance. Most card games, most boardgames and most miniature games all have an element of chance in them and yet gamers don''t really complain about it too much.
This really is the crux of my problem with RPS styles of balancing. They are formulaic and once you have figured out the best combinations of units to defeat other types of units, then all it becomes is planning. It becomes a game of production rather than strategy. How is this?
1) Because games have fixed unit types, players will quickly discover their strengths and weaknesses. Even technology trees just make more powerful units that players will know the capabilities of.
2) Since there is little if any random element, players can calculate with precise certainty the outcome of a battle.
3) Since there are few if any external factors like morale, leadership, terrain or logistics (when have you seen a unit run out of ammo?) the player is once again free to calculate with near 100% certainty of the outcome
4) Players have absolute control of his units, know what his units know, and always have access to his units, thereby his units will carry out his plans without fail.
Now, I admit that I am looking for a realistic game, but how in the world do any of these 4 points correlate to the real world?
So how does a person play most RTS games now in strategical thinking, what are the strategical thinking in RPS style RTS''s?
1) Get as many resources as possible
2) Determining what kinds of forces your opponent is using
3) Making sure your factories produce enough units to counter your opponents forces to acheive goal#1.
Since you already have a formulaic certainty of what unit beats what other units, really only step#2 is necessary so that in turn you can do step#3.
The infamous tank rush is an attempt to circumvent this loop by making sure your opponent doesn''t have time at all to produce any units so that step#2 is unnecessary. The only real challenge, and it is a tactical one, not a stretgic one, is sometimes determining what the best mix of units is to beat another group of mixed units. But herein lies the infamous "click fest" syndrome.
I wish to do away with any sort of formulaic determination of outcomes. The unknown outcome is something that should always be on the mind of a general. I''m sure the French thought that they were going to kick the Vietnamese Army''s butt at Dien Bien Phu, the combined Franch and Spanish fleets were going to crush Lord Admiral Nelson''s fleet, or the Germans were going to destroy Stalingrad.
I don''t see randomness as a disadvantage or taking away from strategy, in fact I see it as adding an extra dimension. Nothing is a sure bet except death and taxes

Some people may feel that luck will rob them of a victory that should have been theirs, but the sign of a good general is one that can take forune''s whims and roll with the punches. That''s another important reason why a true campaign mode is necessary too, so that just one lost battle won''t necessarily lose the war (unless you put all of your eggs in one basket like the French did at Dien Bien Phu).
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley