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-   -   Straight vs. Diagonal (http://forum.shrapnelgames.com/showthread.php?t=3211)

Fred May 28th, 2001 04:10 AM

Straight vs. Diagonal
 
Wouldn't it be more realistic, if ships pay 1.5 movement points (instead of 1) when moving diagonal?

It looks very strange if 2 enemy ships are roughly the same distance away from your ship and then when checking the distance with the cursor, one is 13 and the other just 9 squares away. Odd.

Same applies to system movement, not only to tactical combat.

Fred

May 28th, 2001 04:53 AM

Re: Straight vs. Diagonal
 
Who cares about realism ! Do NOT change this, moving takes long enough as it is !

Will May 28th, 2001 04:58 AM

Re: Straight vs. Diagonal
 
It would be more realistic, but that's not the way it is http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

In the concept stage of SE4, the fans of SE3 asked that the maps be switched to either a coordinate based system or a hex cell map. They weren't put in, so... can't do much http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

capnq May 28th, 2001 08:32 PM

Re: Straight vs. Diagonal
 
I don't know about a coordinate system, but I do know from experience that it is quite a bit more work to write the program routines to deal with a hexagonal grid than a square one.

------------------
Cap'n Q


The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft

Fred May 28th, 2001 10:11 PM

Re: Straight vs. Diagonal
 
The change would be quite easy, simply all diagonal moves just cost 1.5 mp...what is the difficulty here?

Fred

Suicide Junkie May 28th, 2001 10:25 PM

Re: Straight vs. Diagonal
 
He said it would be hard to convert to a hex grid.

Fractional movement would IMO overly complicate things for a little more realism.

I've just accepted it and gotten used to seeing distances as virtual boxes. ie. range 6 is not a circle around your ship, but a square.

Fred May 28th, 2001 10:36 PM

Re: Straight vs. Diagonal
 
hmm,

but you don't need fractions...a ship with 5 mp can just go 3 sq diagonal, a ship with 9 mp can just go 6 sq diagonal.

And the computer is..able to handle the internal use of fractions.. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Fred

Suicide Junkie May 29th, 2001 12:02 AM

Re: Straight vs. Diagonal
 
How would you handle telling the user these things? Any ship that finishes its orders would have a 50/50 chance of having a fractional movement remaining.
Is 1/2 movement enough to use stellar manip?
Is a ship with 1/2 a movement able to move at all?
Can you move half a square, and finish the move on the nest turn?

The system as is is quite straightforward.

Marty Ward May 29th, 2001 01:56 AM

Re: Straight vs. Diagonal
 
I guess the best way to look at it is the movement points don't make sense but it works. But since this is space isn't using 2D movement weird to begin with?

raynor May 29th, 2001 02:07 AM

Re: Straight vs. Diagonal
 
I'm glad someone else finally mentioned the skewed movement system in the game. Though, I would keep it very simple and make every diagonal move cost exactly the same as moving along the horizontal and vertical. So, every diagonal move would require *two* movement points.


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