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May 30th, 2001, 05:32 PM
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Re: Straight vs. Diagonal
Just to add to the complexity of the problem: how big is each square in the game? We can "fudge" the straight vs. diagonal distance somewhat by thinking of the square being much bigger than a ship, and therefore the ship could be anywhere in the square, and some of that "inaccuracy" in position could account for some of the discrepancies between straight distance vs. diagonal distance.
Finally, if hex-based movement systems are that much harder to program, then it might not be as easy as it sounds to account for fractional movement. Not to mention the headaches I'll get trying to decide if I'm in weapons range of the enemy if we try to account for the diagonals. (Although the AI would probably handle it much better, thus giving an apparent increase in AI combat ability, at least until we all get used to a new range system...) 
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May 30th, 2001, 06:22 PM
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Re: Straight vs. Diagonal
Ah, for a CM-style WEGO turn order including simultaneous fine-grid movement, firing arcs, shield facing, 3D and inertia...
(Just kidding, Aaron. We're NOT here to work you to death...)
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May 30th, 2001, 06:30 PM
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Shrapnel Fanatic
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Re: Straight vs. Diagonal
All SE4 really needs is a slight upgrade to the hull damage routine.
Currently, SE4 will choose the weakest armor piece most of the time, and the strongest internal piece most of the time.
Make it totally random, or add another attribute to components such as "SizeAsTarget := 10", to allow us to make specific components more or less likely to be damaged during a weapon hit.
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May 31st, 2001, 07:08 PM
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Re: Straight vs. Diagonal
The biggest problem in coding a hexgrid that I remember was defining a coordinate system and calculating whether two hexes are adjacent. On a square grid, that's trivial: you know that square (x,y) touches square (x+1,y). On a hex grid, hex (x+1, y) still touches hex (x,y), but so does either hex (x+1,y+1) or hex (x+1,y-1), depending on whether x is odd or even. Calculating the range between two hexes is even worse.
We did this for a college programming project course, and I remember that our group and one of the other Groups came up with totally different systems to resolve this.
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June 1st, 2001, 01:03 AM
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Re: Straight vs. Diagonal
quote: Originally posted by Taqwus:
Ah, for a CM-style WEGO turn order including simultaneous fine-grid movement, firing arcs, shield facing, 3D and inertia... 
(Just kidding, Aaron. We're NOT here to work you to death...)
We aren't???
I think a simple round-robin "impulse" system would solve most of the troubles with combat, though. Give each ship size and each weapon class an "initiative" rating. Break the turn up into many smaller segments. At the beginning of each turn you "program" what you want your ships to do. When you've given orders for the turn, the computer rotates through all available ships for each 'impulse' checking to see who is fast enough to do what at this point. No more of this "everyone fire on the lead ship before it can fire a shot" unless you really do have faster ships and weapons.
Well, that and a hex grid.
[This message has been edited by Baron Munchausen (edited 01 June 2001).]
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June 1st, 2001, 01:50 AM
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Second Lieutenant
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Re: Straight vs. Diagonal
An initiative system would really be nice. Then there would be an incentive to build fast, hard to hit, small ships as well as the big boys!
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June 1st, 2001, 03:11 AM
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Re: Straight vs. Diagonal
Something I would like to see is weapon range zones displayed on the tactical grid. As I approach an opponent I'll often look at the ranges of his weapons and his movement range and try to position myself so that I stay just out of his reach. Then I'll dart in and get the first crucial shots off. It would be easier if I could display the range of his and my weapons on the screen.
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