07-21-2022, 08:54 AM | #11 | |
Join Date: Jun 2013
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Re: Hex vs Square
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At least it's not like Goldeneye 007 for Nintendo 64, where strafing and running forward at the same time let you indeed move diagonally at x2^0.5 velocity compared to doing either alone.
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07-21-2022, 09:29 AM | #12 |
Join Date: May 2010
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Re: Hex vs Square
While hexes have a certain mathematical elegance, I do wonder if they're a bit overrated. Hexes are probably better for "two combatants circling each other", but they won't align neatly with the walls of artificial structures (or even city streets), and can be awkward for large fights that feature (or at least start out with) two lines of combatants that can't really "circle". For GURPS though I do wonder about the effect on facing. You might need to redo traits like Peripheral Vision and Tunnel Vision, for example. The other option is to dispense with a grid and just use a ruler to figure range—to use GURPS's facing rules as written you'd want to use figures with circular bases that can be marked at 60° intervals.
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07-21-2022, 10:50 AM | #13 | |
Join Date: Jun 2013
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Re: Hex vs Square
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07-21-2022, 10:55 AM | #14 | |
Join Date: Sep 2011
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Re: Hex vs Square
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They're unlikely to be "over-rated." If you want a grid that doesn't leave inaccessible gaps between points, there are only a few options: triangles, squares (and rectangles), and hexes. The benefits of a particular choice are independent of the game they're used for. Most designers have come to the conclusion that for wargames and wargame-like boardgames, hexes tend to be the optimal choice. As mentioned in my earlier post, most designers go not only with a hex grid, but specifically with a SPI hex grid. Last edited by Curmudgeon; 07-21-2022 at 10:59 AM. |
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07-21-2022, 11:07 AM | #15 |
Join Date: Jun 2013
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Re: Hex vs Square
The obvious method to handle exact(-ish) facing is to demarcate the angles on the base of the miniature itself - say, a mark every 5 degrees (for a total of 72 marks) and a label every 90, 60, or 30 degrees (for 4, 6, or 12 labels, respectively). I shudder to think of a rule system where differences of 5 degrees in facing have an actual effect, however.
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07-21-2022, 11:08 AM | #16 |
Join Date: Oct 2015
Location: New England
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Re: Hex vs Square
The best solution is to draw structures so that they look like they would without a hex grid (e.g. rectilinear rooms have straight sides) and then to explicitly state that, for the purposes of movement, any hex which is at least 50% free is treated as a full hex. You get better looking maps this way at the expense of some hexes being slightly better than others in terms of protecting your flanks.
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07-21-2022, 11:13 AM | #17 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Hex vs Square
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This is my default mode, I always forget most people play with hexes. Another "gotcha" is that radius 2 areas are a bit more efficient when not playing with hexes. Quote:
I suspect that "hexes are overrated" comment really means "grids that don't line up with neatly with floorplans are overrated.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 07-21-2022 at 11:16 AM. |
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07-21-2022, 11:27 AM | #18 |
Join Date: Jan 2006
Location: Central Europe
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Re: Hex vs Square
If you look at the plans of homes, workplaces, and forts before the 19th century, the angles are almost never right. Anything between 70 degrees and 110 degrees was usually 'good enough'. Street plans are even more irregular (and forced later buildings to fit onto not-rectangular plots defined by the first not-rectangular building built on them).
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07-21-2022, 11:48 AM | #19 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Hex vs Square
They're not supposed to. GURPS hexes don't get laid down first and then walls built next. They're meant to be an overlay over whatever is there, and then partial hexes are treated as full hexes. Hexes are supposed to abstract battlefields into playable areas, not measure buildings.
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07-21-2022, 11:50 AM | #20 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Hex vs Square
You can do a grid with pentagonal symmetries, but it isn't made up of pentagons, it's a penrose tiling made up of two differently shaped tiles. The only options for tiling a flat surface with uniform regular polygons are triangle, square, and hexagon.
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