76mm -> RE: In wargame maps why hexagons and not octagons? (4/19/2020 2:10:11 AM)
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ORIGINAL: GaryChildress ...but is there a way to make adjustments to things like fuel usage and time so that moving from corner to corner on a square-based map can be made more accurate in those terms? I'm sure you could, it is just a bit of math, but I'm not sure that players would like it when they find out that they can move their unit up-down-left-right, but that they don't have enough MP or whatever to move diagonally. I think that one of the problems with square tiles is that often game designers don't allow diagonal movement at all, which makes movement rather frustrating. Then you get weirdness with range, I suppose, as well. Your artillery can hit targets in the center of some tiles, but only those in the nearest quadrant for diagonal cells, etc. I'm not entirely sure why hexes are so much more popular than square tiles, but I know that I prefer them! I think the real question is why so few games have gotten rid of tiles altogether, like Command Ops 2. Seems like this would be a good approach for operational games, not sure why so few have gone that way.
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