TheGrayMouser -> RE: Why do devs use tiles? (3/7/2016 8:41:19 PM)
|
quote:
ORIGINAL: waltero http://i.stack.imgur.com/a8idl.png Points A and B are both distance 4 from the player (red lines). Lines-of-sight to both are blocked by walls (black tiles). However, due to the hexagonal grid, A can be reached in 4 moves, whereas B requires 5 moves (blue lines). If you want people to not "play the grid" you're probably going to have to not use a grid. Hex grids are tricky in a lot of ways. Square tiles are OK as long as they are staggered (example: building blocks). Excellent illustration!. Interestingly, if the black wall hexes exerted a "ZOC" and one needs to keep a hex away, one can reach A or B in 6 moves!! and they are equidistant again! Not sure why offset grids are "better than non offset".. I guess is it depends on the game. I think Avalon Hills Bismark used offset grids, but that was a strategic level game. One thing I dislike about hexes in tactical games is if a units facing is bound to a hex angle ( ie John Tiller games, FOG etc) then units always will face two enemies or stacks of enemies to their front, which heavily abstracts the concept of unit frontage ( which no tactical game pre-disbursed formation really tries to make concrete anyhow, except AOR to some degree...) Also, units taht move this way will always zig zag left or rigyt and can move obliquily across the board without any tru manevuering ( ie orders) to accomlish an obliquie move. (unless one always moves an even # of hexes and alwasy zigs and then zag...)
|
|
|
|