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May 28th, 2001, 04:10 AM
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Corporal
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Join Date: Apr 2000
Location: Hamburg,Hamburg,Germany
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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
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May 28th, 2001, 04:53 AM
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Re: Straight vs. Diagonal
Who cares about realism ! Do NOT change this, moving takes long enough as it is !
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May 28th, 2001, 04:58 AM
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Lieutenant Colonel
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Re: Straight vs. Diagonal
It would be more realistic, but that's not the way it is
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
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May 28th, 2001, 08:32 PM
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General
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Join Date: Feb 2001
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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.
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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
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Cap'n Q
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May 28th, 2001, 10:11 PM
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Corporal
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Join Date: Apr 2000
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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
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May 28th, 2001, 10:25 PM
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Shrapnel Fanatic
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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.
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