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#51 |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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I still don't see where it mentions costing more to not change facing. It even says, "If you go straight ahead, your facing will not change;"
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#52 | |
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Join Date: Oct 2009
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Quote:
Regards, Ts |
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#53 |
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Join Date: Jan 2008
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I note that moving along a front facing spline without a (net) changing facing is very much doable for two movement... Front left then Front Right or Front Right then Front Left.
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#54 | |
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Join Date: Oct 2009
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Quote:
Regards Ts |
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#55 |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Why are slightly larger but overlapless circles important or relevant? GURPS allows two enemies or four friends to enter the same hex without obstruction, but not to pass through, so it would seem they are more like oblongs that can overlap with mutual consent.
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#56 |
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Join Date: Aug 2004
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Freeform with a ruler does require more work to manage things that are governed by arcs, which I think is the main advantage of the hex grid over freeform (distance is easy on a hex grid, but distance is easy freeform as well.)
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#57 | |||
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Join Date: Oct 2009
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Quote:
Quote:
If I understand you correctly, you now argue, that it doesn't matter whether there is 0, x or y space, because the tiles are too big for the persons standing in them anyway. Then, however, you don't need to move along splines either, and can just take two steps using only the 6 existing sides, even if those tiles are occupied. So there is no need to consider diagonals in hexes, I conclude. However, diagonals are still helpful on squares, because the distances are badly rounded 1.4 vs 2 and not 1.7 vs 2. And again, with unecessary detail: Quote:
In the future it could help the discussion if you would argue for your positions rather than questioning pretty basic observations. Regards, Ts |
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#58 | |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Quote:
What if I haven't decided on a position yet? Or have a problem with the pretty basic observations being underexamined? |
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| Tags |
| grid, tactical combat |
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