One of the biggest changes in Supernova is the combat system adjustment. And I can understand why, the old paper, rock, scissor system is so....plain, so mundane, so....boring right? But I would argue that at its core, that system worked, and this system does not. And I will try to explain why.
The Fundamentals of Combat - The only thing that matters
At its core, the GC games are "big picture" type games. You focus on the big decisions, what my planets will build, where my fleets will go. This is NOT a tactical combat game, never has been, and probably shouldn't ever be. Now tactical combat games can be a lot of fun, but there is a style of game that caters to that, and GC is not that kind of game, again its the big picture of running a galactic empire, not getting into the mud with the grunts as you go invade a planet.
This is important to remember because the nuances of a given combat really don't matter to me. It doesn't matter how my ships maneuver, or what ranges they fired weapon X at, etc. At the end of the day, there is only 1 thing that matters:
How much damage did I do, and how much damage did I take.
When I make my fleets, I want to dish out as much damage as possible, while taking in little in return as possible. If I do that well I will win fights, and if I don't I lose them. Its that simple.
The RPS System - Why it worked
For all the simplicity of the RPS system, it focuses your decision making at the empire level, and most importantly, gives you IMMEDIATE AND CLEAR signals that you need to change strategy. If I have big lasers and high point defense against fleets using missiles with no shields....I am kicking butt. However, if I click on the new fleets and suddenly I see massive shields, I immediately know that I need to change course.
The combat again is focused at the empire level, what fleets do I build, what weapons/defense tech do I focus on? Do I push forward, or do I need to pull back and change up my fleets to stay effective? The key here is adaptation, the system forces you to adapt to changing conditions (which is good), and it does it in a way that is very easy for a player to understand (which is very good). Can you adapt faster and better than your opponents, that is a key part of the strategic combat model.
The New System - The Problems
Optimization without Adaptation
Past the very early battles, combats soon turn into battles where a lot of weapons get fired over a number of rounds. This means that the exceptions quickly shift into averages. So I don't care about that one string of evasions or that big barrage of damage I did at long range that one time. Again all I really care about is....how much damage am I generally doing?
The new system has lots of levers, range, mass, cooldown, damage, evasion, etc etc. It seems so interesting and cool....but at its core its just an optimization problem. Now its a complex one and a tedious one, one that many players won't ever think about, but for the die hards the problem is there to be solved. And solved it will be, players will figure out the best combinations of weapons and defenses....and then will start to use those all the time.
The new system doesn't really seem to have "counters" in the way the old system did. The old system put in a strong counter, use the right defense....and you mitigate LOTS of damage. Use the wrong ones, and you take LOTS of damage. The new one where all the defenses work together, well there doesn't seem to be any real "switch up", its just get more and more defenses, more and more weapons. And the die hards will figure out the right combinations to create the "perfect fleets", whereas the lesser involved players won't have a clue. And that brings up the next big problem.
No clear decisions = no strategy
Again if we look at the old system, I could click on a fleet, see its main weapons and defenses, and I had a pretty strong indicator if my fleet was good against there's or not. Its not perfect information, but its clear, concise, and easy to work with.
The new system on the other hand, is obfuscated with mechanics. How much damage does the enemy ship do? Well right now all I get is this "general combat strength score". I have no idea how strong the fleet is, what types of weapons and defenses its really using, and most importantly....I don't really have a good idea of how to counter it.
So....I don't counter it. I just get the best weapons and defenses I can, and then hope for the best.
But that is the problem.....GC is a strategy game, but this kind of combat is NOT STRATEGIC. I am not making interesting choices, I am just fumbling in a sea of obfuscation, slamming my fleets against there's hoping I made a good decisions....but I'll never know for certain.
Battle now devolves from a cat and mouse game of counters into just a raw slugfest. If I have more hammers and better tech than you do, I just win, and you won't really know how to change gears to stop me.
In Summary
While the original system could be considered dull, it provides the simplicity and clarity that a player needs to make good strategic decisions. The new system I believe fails to do that, and therefore, as cool and interesting as it might appear on the surface, it actually reduces the strategic fulfillment of the game.