Then which five keys would move you? One thing I like about squares is that movement is very intuitive using the numeric keypad: 8 moves you north, 9 northeast, 6 east, and so on. Its bad enough that with hexes, two of those wouldn't do anything, but for the occasional pentagon, there'd be another button that did nothing, and there's no obvious answer for which one that should be.Originally posted by rcoutme
How about just adding the pentagons and living with the results? So some places you have only 5 (instead of 6) choices of direction, so what?
Furthermore, look at the pic of Epcot center again: on a geodesic sphere, not only are there some pentagons, but the hexes don't all face the same direction. For the hexes immediately underneath the pentagon that's clearly visible, you can go due north/south, but not due east/west, i.e., the intuitive movement keys would be 7-8-9-3-2-1 (for NW-N-NE-SE-S-SW). But the hexes above the pentagon are oriented differently: the intuitive keys would be 9-6-3-1-4-7 (for NE-E-SE-SW-W-NW). Even worse are some of the hexes to the side of the pentagon: none of the hex faces are directly N, S, E, or W, and there's no easy, intuituve keyboard commands for motion. I can guarantee that people would complain bitterly anytime the mean to go to one hex and accidentally moxed to a different hex because the proper key wasn't the one they guessed.
For the last time: a round globe is only a good idea if they eliminate discrete tiles completely. As long as there are tiles, they should stick to a flat map of regular squares, diamonds, or hexes. Round maps with tiles simply become a geometrical nightmare.