I was thinking of a design for a game that revolves around the rock/paper/scissors concept (that seems to be popular with RTS these days) but on a 256 scale.
For ease of definitions on such a large scale lets use 4 modifiers with 4 settings (A,B,C,D). So the first possible combination is AAAA, and the last DDDD. A total of 256 combinations. The places can stand for whatever, maybe the first one is vehicle chassis, the 2nd is a modifier, the 3rd is weapon type, the 4th is a weapon modifier. This is just a loose example, and could be modified in any way. But the idea is that the units are generally averaged out in over all performance, but have a RPS edge over each other.
The idea was a unit's RPS effectiveness on other units depended on an expanding scale that would decrease. So unit AAAA might have excellent RPS over say 4/256 of the units, while 0 effectiveness on 4/256 and then a exponential interval step in between so 8/256 are good RPS while 8/256 are poor RPS but not 0, and then 16/256.
Something that would look like this:
I guess the overall concept is an RPS system but with a unit type quantity of complexity instead of game design role system with a patched RPS. Any thoughts?