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Old 09-01-2016, 12:30 PM   #11
AurochDigital
 
Join Date: Aug 2016
Location: Bristol, UK
Default Re: Ogre Computer Game

Quote:
Originally Posted by dwalend View Post
GP is right. There are lots of niggly visual bits in Ogre that matter a lot that'll impact early design. "Is that GEV on the bridge or under it?" Finding those bits and drilling on them early will pay off.

Any chance you can make the ogres fit in the hexes? it matters a lot when introducing new players to the table top game. The oversized models confuse them. (At least you won't have the problem with lost counters in the hex behind the ogre. That's a bit of a sweet spot for infantry - the ogre has to decide between staying near enough to engage them, or rolling forward and letting them needle it without answering.)

(I found the cycling colors distracting and not rich enough in information. I'd have to stare at it a while to figure out what's there. Something at a glance would be much better. Tufte might provide some inspiration.)
Thanks for the feedback overall. Re Ogre sizes; we are following the current rules of making them bigger than a hex, but we'll look into adding a setting for that. Thanks.
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