![]() ![]() If every movement is a complex calculation requiring references to multiple sheets, serious simplification has to happen. I feel that if you put too much thought into movement, there comes a point where it starts to take away from the game, rather than add to it. I will, though, look further into what this site offers. I checked out the "Making Wargames more Complicated" site it was a bit far beyond me. I already know about the 2:3 moving diagonally ratio, but it then requires a Movement Points system which I don't necessarily want to have.Īnother suggestion: could I do it without spaces at all? Spaceless movement is an area I have always been hesitant to go, since it then requires rulers and measuring tape and calculations and all sorts of crap. ![]() Making walls proved quite difficult, as opposed to squares which make for fairly easy traces. I typically prefer hexagons, but the main problem I found is trying to trace the walls of a building on a hexagon map. In the setting of my game, I can neglect range, and I suppose Line of Sight's not actually a problem with either one, but I am still at a huge loss for which one I should use.ĭo you of the forum have any suggestions? I legitimately don't have a clue! Hexagons are horrible when trying to make man-made structures or anything with a straight line. The drawback, though, is once again the inverse of squares. Hexagons are great for calculating movement, range, Line of Sight, etc., and are also quite good for making terrain look natural. The hexagon finds its strength in squares' weakness. Hexagons: The newer type, I think, used to great effectiveness in genres such as Commands and Colors and Combat Commander. The drawback, though, is the nature of the corners of the square, and the havok they wreak on movement and range calculations, as well as Line of Sight. The main advantage of squares is that they allow you to better handle and represent man-made structures on a battlefield. Squares: The OG type, I believe, originating as far as games like Stratego. There are two main types, and both have their advantages and disadvantages: One major problem I have been having, which is a very fundemental mechanic to my game, is the shape of the spaces. So for a while I have been experimenting with mechanics for close quarters combat (with guns). ![]()
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