Wallymanowar
Posts: 651
Joined: 8/1/2000 From: Vernon, B.C., Canada Status: offline
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Don't get me wrong, I'm well aware of the limitations of interpreting hex widths in this game, and most of the time the actions would be considered logical (with the exceptions of driving thru buildings and disabling themselves). However, the times that I've seen this happen in a wide open field with a road running through it bothers my sense of perception.
For example, consider a clear hex with a road running through it. Now let's consider this a one lane road. Now if you're driving down it and another vehicle is in your way, you'll definately have to leave the roadway and drive in the field. This can be considered by taking an increased movement cost to travel through an occupied hex. What doesn't make sense to me is that the vehicle would drive 50 yds out of its way to get around that one vehicle by driving into an adjacent clear hex. What seems to be happening is that the increased cost of driving through an occupied hex exceeds the cost of driving through adjacent hexes. This in itself wouldn't be a problem to accept if it were a case of many vehicles, personnel, obstacles etc as well as the road in the hex but it happens regularly in clear hexes.
Not that I want to make this a Federal case, it's just that I can't help feeling that it may have something to do with the pathfinding and the regretable occasions when our vehicles disable themselves. By the way I use the same tedious solution to avoid the problem by moving one hex at a time.
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'Bitter Mike'
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I never blame myself when I'm not hitting. I just blame the bat and if it keeps up, I change bats. After all, if I know it isn't my fault that I'm not hitting, how can I get mad at myself? Yogi Berra
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