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Old 01-10-2018, 09:41 AM   #2
GranitePenguin
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Join Date: Sep 2006
Location: Plainfield, IL
Default Re: BEACH Overlays/Hexes/Tiles

The first thing to address is the fact the current rules for beaches list them as full-hex terrain, not hex-side terrain (clear with a beach edge). Applying it to other terrain types would mean a clear redefinition of what a beach is.

I do agree that there are plenty of examples in nature of beaches with other terrain types (eg, forests), but in the context where this originally came up (swamp), it doesn't necessarily make sense to use "beach" to represent it.

The next thing to address is what game element is really being added? The core element that is trying to be "fixed" is allowing a GEV to ignore a water/land transition's "stream effect" where the GEV has to start next to the transition to move across. There actually _is_ a hex-side terrain that accomplishes this already (sort of): ramps.

Ramps are technically just extensions of roads into water (2.03.1); there isn't an _actual_ terrain type, but they do exist. There's nothing stopping you from putting a ramp in a hex with no road to get the same effect.

So the real question would be, are ramps sufficient to cover the need, or would it make sense to add a true hex-side type that can be used between any land/water transition?
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