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#1 |
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Join Date: Jun 2010
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Is there any major problems with running on a grid as opposed to hexes? I have some maps that are on grids I would like to use.
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#2 |
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Join Date: Apr 2007
Location: B'ham AL
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turning becomes less precise....
__________________
Afghanistan is a beautiful country...save for all the humans that loiter about the place. |
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#3 |
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Join Date: Jun 2010
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You can move in 8 directions as opposed to 6....
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#4 | |
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Join Date: Nov 2009
Location: Southern NH, USA
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Quote:
if you use facing and turning you'll need to modify those rules. You'll only have 1 front hex, which means 75% of the time people are attacking from the sides or back, and the defender will take the penalty to defenses. counter question: any major problems playing chess on a hex instead of a grid? |
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#5 | |
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Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Quote:
My suggestion for trying to run GURPS on a square grid instead of a hex grid is: ignore the grid, and pull out your ruler. You can more-or-less eyeball facing and turning, and you don't have to worry about X hexes is Y squares - it's all in yards. |
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#6 | |
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Join Date: Aug 2004
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Quote:
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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On a hexagonal map, the maximum error due to pathing is roughly 15% (i.e. a distance of X will be counted off as 1.15X). On a square map, the maximum error is roughly 41%.
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#8 |
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Join Date: Jun 2005
Location: Lawrence, KS
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#9 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#10 | |
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Join Date: Oct 2005
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Quote:
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| Tags |
| grid, tactical combat |
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