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  #1  
Old May 28th, 2001, 10:11 PM

Fred Fred is offline
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Default 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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  #2  
Old May 28th, 2001, 10:25 PM
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Default 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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Old May 28th, 2001, 10:36 PM

Fred Fred is offline
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Default 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..

Fred
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Old May 29th, 2001, 12:02 AM
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Default 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.
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  #5  
Old May 29th, 2001, 01:56 AM

Marty Ward Marty Ward is offline
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Default 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?
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Old May 29th, 2001, 02:07 AM
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Default 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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  #7  
Old May 30th, 2001, 01:42 AM
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Default Re: Straight vs. Diagonal

quote:
Originally posted by raynor:
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.


I think that would be a step in the wrong direction, myself. Ideally I think I'd like a coordinate system. I don't mind the existing system much though because it seems clear to me that the map (like many other aspects of the game mechanics) is a very broad abstraction of a game element where a representation would be some combination of very complex and inaccurate (i.e. 3 dimensions, inertia, gravity, orbiting planets, asteroid belt rings...).

I wouldn't mind if diagonals cost more, but the correct fraction is much closer to 1.4 than 1.5... ;->

As for SJ's questions below, I would answer no, no, and no. Then, fractional diagonals would also be relatively straightforward. I don't think it's a big deal for "realism" though, since the maps and movement are already clearly very abstract.

Oh, but if you do change tactical movement costs, then you MUST change weapons ranges to match. The AI might also need some re-tooling. All in all, I don't see this as an SEIV change MM will want to do, or that I'd want to see, especially compared with what else might be done with the programming effort!

PvK
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