Vietcong said:
i HATE the rock paper sisours thing!!!!!
ee was a horible game.. as are all combat systems with the r p s system!!
play the game rise of nations, its good and well polished, but the combat sucks! becus tanks and hourse mounted units bouth fall under the umbreala of "calvery". so since a machin gun *witch has an advantage agisnt infantry on foot* is weak agisnt tanks cus ther armored... but since tanks and calvery fall under the same catagory, that means that mgs are allso weak aginst house men and knights!! i hated that!!! having machin guns killed by a knight in armor!!
allso pikemen upgrade to granadears*slower fireaing guys with muskets* since pikes have an atvantage agisnt calvery, that means guys with crapy muskets allso have an atvantage aginst tanks!! the system was just bad!!
the game is only good tell the enlitgement eror, once u get tanks, plains ect. the game is ruined!
@Vietcong: Hello. Based on what you have argued here, I can't help but think that you have misunderstood the rock-paper-scissor system. Fundamentally, RPS means that for any choice you make (Your Rock) you will create an advantage (His Scissor) for yourself while at the same time you assume a disadvantage (His Paper). This way, there will always be a flaw to your strategy which your opponent will be able to counter. So the existence of this disadvantage (His Paper) becomes the incentive for you to counter his counter (by getting your own Scissor to counter his Paper).
The reason good wargames benefit from RPS is mainly that it causes players to diversify both strategy and force constitution. So for instance because C3C does not use RPS, you can win all battles simply by employing the strongest offensive and defensive weapons at your disposal and amassing just those two units. If C3C had employed RPS, then the game would have had some combination of units that could have easily destroyed a force that was constituted by just two different types of units, making for a more complex and realistic wargaming experience.
In your post, you made a short list of why RPS is bad. But what you actually listed does not prove that RPS is bad; rather, what you proved is that the game you are referring to (ee?) implemented the RPS mechanic with ludicrous flaws. More specifically, the main problem with the way the game you are referring to implemented the RPS is that the designers fooled themselves with equivocal words like "Cavalry" and "Armored." The designers did not understand that they were using "Cavalry" to mean both "horse-mounted" and "tank"; likewise they did not understand that they used "Armor" to mean both "tank" and "personal armor." This shows not that RPS is bad, but that the game designers simply failed to notice they were committing equivocation. In short, using equivocation causes ambiguity causes confusion causes bad games.
A simple solution to that game could have been to separate these two categories of weapons into: "Armored vehicle" (meaning tank); "Armored soldier I" (meaning leather, chain, and plate protected personels); "Armored soldier II" (meaning kevlar); "Armored mounted" (meaning knight); etc. This would have made it clear that spearmen would have no advatage over tanks but an advantage over knights.
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I don't know if Civ4's designers will commit the same mistake as these other game designers you mentioned did, but if they did, it would take only a little sweat to fix it because these are the types of problems that players will be able to correct through modding, as long as someone mods in a correction to the system. None of this is hard to figure out if you give RPS a chance. And IF DONE PROPERLY, RPS makes for a more enjoyable wargaming experience
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