Oberon James
Chieftain
- Joined
- Sep 1, 2010
- Messages
- 22
Ok, so I've just finished reading the entirety of the thread, and I don't see what's so bad about the pentagon solution.
Now, I understand that we would get double the amount of artifacts, but at the same time we would get 5+10+15 tiles instead of 6+10+14 tiles with orthoceros' solution which means that in the end, cities will have the same maximum tile area on a pentagon tile than on one of the overlapping hexagon tiles in the Orthoceros Solution. Also, and to me, this is a very important point, the pentagon solution just looks better.
Now, I understand that in the Hex Planet link that was posted, this was because the planet was actually subdivided into triangles and the tiles assembled from these triangles, which then produced the hexes and 5 pentagons.
The more I look at the Hex Planet demo, the more I like it. There is no large amount of variation in tile shape like there is in the Orthoceros Solution. I mean no disrespect, I'm very impressed with Orthoceros' work, but the variation in tile shape just doesn't look as good to me as the 2-D map in the current game does. I love the underlying geometry of the world and I think that's partially lost in a map where the tiles do not have perfect geometrical shapes. This is not so in the Hex Planet.
Now, I understand that there are some very important issues with gameplay, especially combat and sieges, as well as pathfinding and enemy AI with adding pentagonal tiles to the mix, but would it really be more difficult to fix those than it would be to fix the graphical problems that we're having with the Orthoceros Solution?
I personaly would have no problem adapting to having to deal with 12 tiles of a different shape on a huge, planet sized world, and I'm sure that many other players would agree with me. Of course, we could always make these 12 tiles impassable by, say, placing natural wonders on them, or employ any of the other sugestions made to "fix" the disadvantages of such tiles, but I think they are small enough that I would accept them without fixing.
I don't know, what do you think? What makes the Orthoceros Solution so much better than the Hex Planet? It seems to me that it all really comes down to is every tile having 6 neighbours and that the majority of the algorithms for the current 2-D game engine can be used without modification. There is also the goal of making every tile strategically identical, although as many units have ranged attacks or area of effect abilites that go beyond a one tile radius, this is already not so in the Orthoceros Solution. I personally think that these are acceptable differences if we don't have to deal with the problem of deformed tiles.
It seems obvious that the best solution to this would be to get rid of the tiles all together and replace them with unit motion radii and area of effect based gameplay, but, of course, that's a completely different conversation.
What are your opinions on this?
Now, I understand that we would get double the amount of artifacts, but at the same time we would get 5+10+15 tiles instead of 6+10+14 tiles with orthoceros' solution which means that in the end, cities will have the same maximum tile area on a pentagon tile than on one of the overlapping hexagon tiles in the Orthoceros Solution. Also, and to me, this is a very important point, the pentagon solution just looks better.
Now, I understand that in the Hex Planet link that was posted, this was because the planet was actually subdivided into triangles and the tiles assembled from these triangles, which then produced the hexes and 5 pentagons.
The more I look at the Hex Planet demo, the more I like it. There is no large amount of variation in tile shape like there is in the Orthoceros Solution. I mean no disrespect, I'm very impressed with Orthoceros' work, but the variation in tile shape just doesn't look as good to me as the 2-D map in the current game does. I love the underlying geometry of the world and I think that's partially lost in a map where the tiles do not have perfect geometrical shapes. This is not so in the Hex Planet.
Now, I understand that there are some very important issues with gameplay, especially combat and sieges, as well as pathfinding and enemy AI with adding pentagonal tiles to the mix, but would it really be more difficult to fix those than it would be to fix the graphical problems that we're having with the Orthoceros Solution?
I personaly would have no problem adapting to having to deal with 12 tiles of a different shape on a huge, planet sized world, and I'm sure that many other players would agree with me. Of course, we could always make these 12 tiles impassable by, say, placing natural wonders on them, or employ any of the other sugestions made to "fix" the disadvantages of such tiles, but I think they are small enough that I would accept them without fixing.
I don't know, what do you think? What makes the Orthoceros Solution so much better than the Hex Planet? It seems to me that it all really comes down to is every tile having 6 neighbours and that the majority of the algorithms for the current 2-D game engine can be used without modification. There is also the goal of making every tile strategically identical, although as many units have ranged attacks or area of effect abilites that go beyond a one tile radius, this is already not so in the Orthoceros Solution. I personally think that these are acceptable differences if we don't have to deal with the problem of deformed tiles.
It seems obvious that the best solution to this would be to get rid of the tiles all together and replace them with unit motion radii and area of effect based gameplay, but, of course, that's a completely different conversation.
What are your opinions on this?