warpstorm
Yumbo? Yumbo!
Ah, the weekly hexagon thread...
1) Use the Dungeons and Dragons system. That is, every other diagonal move costs one point, and every other diagonal move costs two points (the first one costs one point). Of course, this could get tricky with terrain of different movement cost.
The second idea is much better. But not as good as hexes
On bare graph paper, maybe. Hexagons are missing some visual alignment that squares have.
But coastlines and borders look MUCH better in hexes. Much more organic.
Also, the city cross would no longer be irregular if hexes were used, and they would interlock better (no wasted space). Although, maybe irregular is better by demanding more judgment.
- O
Actually pixels wouldn't work either because they are still arranged in a grid! You're just making the squares be 1 pixel in size. Moving diagonally 1 pixel is still a different distance than moving horizontally or vertically 1 pixel.
I agree, coasts would look more organic and the city squares would interlock better (I was noticing the other day how strange the diagonal coasts looked). However I believe that it would be harder to create shapes like we have right now (squarish farms and cities, for example). With hexes they might look kind of weird, since they would have to be more hexagonal. Square shapes mixed with hexes would look odd IMO.
the problem with Hex tile is that you can't go "straight" in two direction (north/south + East/West)
let's say hex are straight horizontally, to go straight north, you will have to zig/zag NorthEast then NorthWest tehn NorthEast then...
how would you handle the arrow pad with hex? (i just click on the destination, but there may be some people playing only with keyboard...)
hexes have the disadvantage of their advantage: they are hexagones!!!
When you discribe a situation you can't say "three tiles east, one north", it will be "three tiles east, one north east". Not very nice.
Simple- rather than using 1,2,3,4,6,7,8,9 to represent SW,S,SE,W,E,NW,N,NE (respectively), use 1,2,3,7,8,9 to represent SW,S,SE,NW,N,NE (working under the assumption that N/S are retained, which would probably be the case).how would you handle the arrow pad with hex?
Simple- rather than using 1,2,3,4,6,7,8,9 to represent SW,S,SE,W,E,NW,N,NE (respectively), use 1,2,3,7,8,9 to represent SW,S,SE,NW,N,NE (working under the assumption that N/S are retained, which would probably be the case).
And a part from the fact that you explore faster on diagonals, what is the flaw in gameplay with squares? I mean, how can you exploit the square grid ?
It's not steep. It would all be pretty simple rules.That is true. But I think that itself is the problem. It will open up to TOO many new things that, A, ppl will drop back down a steep learning curve
Oh it would impact all the facets of the game including building and researching!and B, all the other aspects of the game will seem far less important and fun compare to the tactical warfare. Who would build a spaceship when there are huge, complex maps of enemy to fight?
"Great spirits have always encountered violent opposition from mediocre minds." - Albert EinsteinErm, I think Perfection was joking. Either that, or he's utterly mad and can be safely ignored. Either way works.
It will open up to TOO many new things that, A, ppl will drop back down a steep learning curve and B, all the other aspects of the game will seem far less important and fun compare to the tactical warfare. Who would build a spaceship when there are huge, complex maps of enemy to fight?
Just get rid of grids. That would be more realistic than squares and hexagons