I know we've had a lot of discussion here on the tile methods we could/should employ. And I realize I'm probably not saying anything that hasn't been said in a manner that I may not have understood

. But my proposition is a bit like the above.
There's some here who would prefer square tiles. For graphic development purposes, my 3d terrain graphics program would also prefer square tiles. Hexes would be tough to design as it doesn't play as nice with the generation methods. Additionally, I, myself kinda don't like the way hexes work in that travel along one cardinal direction is 6/8ths less effective than travel along the other. (So if the Hexes are angled as such, you can travel only 6/8ths as fast directly west or directly east as you can to the north or south.)
However, I DO like how hexes can be made to wrap on a globe much easier. I also like how travel from one plot to the next is always the same distance (though I don't think that can quite be said for my proposition here, its a bit closer than we'd get with diag movements on a square grid.) I also find squares are just easier to wrap the mind around.
I hit on this idea of utilizing the vertices of a hex map and realized it could still be displayed as squares if the squares were arranged like brick tile rather than a perfect array like graph paper. To me, it seems to be able to capture all the same effects. We could use the Hexes to generate the global wrapping map but then graphically, and game engine-wise, use squares (even imperfect ones that get tweaked a little to maintain their borders with each other with the centers focused on the hex points) to represent the actual game tiles themselves.
I think this would pacify all camps. It has the following benefits:
* Movement in any of the main 4 directions is equivalent (travel the same distance with the same # of moves).
* Closer approximation of distances on 'diagonal' movements (although diagonal means more like knight on chess board diagonal than true NE,NW,SE,SW travel but it still suffices.)
* The graphics would be easier to design.
* We could still wrap such a system around a globe by developing a hex map first and enforcing the tiles to center on the hex vertices and center points and allowing the line edges (and overall tile dimensions to adjust according to need which could tweak the tile graphics subtly enough to not be terribly noticeable (except perhaps where we require pentagons.))
I'm sure there's more but I'll let it get discussed out from here.