Wow,
I am shocked by the quality of support going on in this forum. Just floored. Thanks guys and congratulations. The folks over at Massive have done a superb job with World in Conflict, but you guys set the bar even higher. Please know that I, and surely the rest of the community, appreciate it.
As far as helping new players understand unit functions. The system of Synergies rather than direct counters sounds brilliant. To me it gets at the essence of what RTS should be. I have a friend who plays RTSs by keeping tables of 1 to 1 unit counters in his mind. Sometimes 2:1, or 3:1 as the case may be... like if we're talking about scourge and battlecruisers. But he always thinks in terms of unit X is the direct counter to unit Y, and he has a really hard time wrapping his brain around RTSs that don't follow this simple logic.
I don't like this type of thinking, it leads to very straightforward if x, then y gameplay, which gets solved very easily, and the situation quickly devolves into clickfests.
The situation you are describing doesn't fit into this box because of the myriad of unit abilities and special features which create rich and complex synergies... which means you're not trying to counter the enemy's units one to one... rather, you are trying to counter his entire synergistic solution. You do this by inventing a different synergistic solution. This is where RTS genre really shines for me, not in memorizing a counter table and executing it properly, but in creatively devising new ideas in real time!
The combinations of synergies and subtle abilities that can be leveraged to great affect can be endless... any unit can be combined with any other unit to do SOMETHING effectively! What that something is, and how should you use it? How can you take the units you've got and combine them in a way to do something you need? That's the joy of this kind of RTS, and I think these are things the player should have to discern for himself, in real time, as the game is being played.
This forces the player to invent uses for his units, rather than having those uses dictated to him by the documentation... which is what we want. It makes perfect sense to avoid a direct counter list, or even an armor/attack type table. I think it's a brilliant idea, and i understand exactly where you're coming from.
But we're still left with the issue of how to handle Newbs. People can't start putting synergies together until they understand the intimate details of each unit, and they can't learn those if their units just keeping popping on them because their synergies are poor.
I recommend the solution found in Rise of Legends... in my opinion the best RTS to date, and the first one to really effectively apply this "synergistic" approach. Every unit card in their game had a "stong against" and a "counter with" list in the unit card. Some of these were vague, like (light ground), and some were specific (clockwork men). The lists were brief,and in most cases the "counter with" list didn't even include units from each race.
The key here was not to be thorough, but just to give an example. So the first time you see a giant scorpion and say "what the hell is that?" and "what do I do about it" you have an answer. "oh, I should build clockwork men." Maybe not the best answer, and certainly not the only answer, but something to get you started. Spamming Clockwork men wasn't t the only counter to scorpions but it was A counter, and an easy to execute counter. In this way, you got to see a scorpion, you got to see a clockwork man, you got to move the units around and see what they do, and your game didn't completely crumble on you as you were trying to learn it. (assuming you're weren't playing against a stupid hard AI, which would be stupid if your learning, and the developers shouldn't be concerned with your plight if that's the case)
But as time went on and you got to know the units better, you understood that clockwork men weren't really a "direct" counter to scorpions, but they are a critical element in one of many synergies that works against a synergy that includes scorpions.
I would love to see a little "strong against," "counter with" list in the infocards in Sins. I don't think they need to be thorough, or exhaustive. But just a simple suggestion to get you started. So the first time you see a unit, you have a suggestion of what to do with it/against it... I don't think you have to be given all the solutions, or even all of ONE solution. I think all you need is just to be pointed in the right direction for one possible solution, then you'll have quite a good time pulling together the rest of the pieces of this puzzle, and also have an idea of how to go about solving other ones.
I had a miserable time teaching Rise of Legends to newbs. "Oh my god!!What do i do against this?" "well you can build,this, this and this. Or you can build that, that, and that? Oh, wait, I'll bet this and that will work too... and you've already got a couple, try that." There's no way, and no point to covering it all in your documentation.
After you play for a bit and read all the help text you start seeing how these things are put together and once you begin to get a handle on all the different units and their abilities, you can synthesize their own counters.
Which i think is fine. The documentationd/infocards don't have to cover everything. They don't even have to give truly viable solutions for medium or high level play.
All the infocards have to do is give some rudimentary suggestions so the new player doesn't get blown up to bits while he's taking his leisurely self-guided walking tour of the game and reading all the text and figuring things out for himself.
I'm excited about Sins so because it sounds so much like everything Rise of Legends was and more! With a functional online system to boot! Can't miss. Can't miss.
Sorry I'm feeling so long-winded tonight.
Enjoy.