esemjay,
Ahhhhh... *NOW* i know exactly what you're talkin' about!
First, have a look at this entire thread for reference and pay extra attention to the inserted graphics in thumbnails.
Then;
-- The whole Hex grid mapping is basically a tilted isometric table which in terms of values dispatched from/by arrays is simply structured differently.
-- The basic ruleset has huge implications when it comes to ZoC handling in the current format. When i was referring to 12 directions, i wasn't kidding. it matters much *IF* someone should try freeing the 1upT clugs or provide a worthy solution to the zig-zag (Cavalry pathing analysis in the last reply) effect. And that includes new ZoC principles across the board.
-- 1.5 ratio is also key here. The last integer rounding trick could be used (somehow) to "jump_move" always with odd numbers rather that stocking movements balance in any given path tracking routines for both yours and the AI Units.
Directional movements are important to deployment tactics & indirectly, to the algorithmic parser that AIs must use. IMO, 6 is an arbitrary limit whereas 12 not only opens up a wildly rational concept of perspective distance & range but also an opportunity to re-ZoC the ruleset essentials.
As a result, possibly making you (or everyone else!) a lot more comfortable with intuitive Units control.
Ahhhhh... *NOW* i know exactly what you're talkin' about!
First, have a look at this entire thread for reference and pay extra attention to the inserted graphics in thumbnails.
Then;
-- The whole Hex grid mapping is basically a tilted isometric table which in terms of values dispatched from/by arrays is simply structured differently.
-- The basic ruleset has huge implications when it comes to ZoC handling in the current format. When i was referring to 12 directions, i wasn't kidding. it matters much *IF* someone should try freeing the 1upT clugs or provide a worthy solution to the zig-zag (Cavalry pathing analysis in the last reply) effect. And that includes new ZoC principles across the board.
-- 1.5 ratio is also key here. The last integer rounding trick could be used (somehow) to "jump_move" always with odd numbers rather that stocking movements balance in any given path tracking routines for both yours and the AI Units.
Directional movements are important to deployment tactics & indirectly, to the algorithmic parser that AIs must use. IMO, 6 is an arbitrary limit whereas 12 not only opens up a wildly rational concept of perspective distance & range but also an opportunity to re-ZoC the ruleset essentials.
As a result, possibly making you (or everyone else!) a lot more comfortable with intuitive Units control.