Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
I'd say they are reassuringly tactical, that's what I love about them. I look at the screen and start planning some scenarios in my mind.Spazmo said:I love grids. They're reassuringly mathematical.
Unlikely, but I will consider that. I prefer to have one design element, but do it well (to the best of my abilities), then throw in several options for different people.That said, now that you've done both, it seems logical to just provide an option for the user to use the grid or the flamey circle as he prefers.
What a beautiful idea!!1Vault Dweller said:Decorate with what? Flowers and naked maidens?
Stark said:If i mouse over from grid A to grid B, will i be told the number of AP spent should i make such a move?
Human Shield said:Has the movement always been based on squares or was it free movement before in a real radius?
Human Shield said:You could put in a colored overlay for ranged weapons.
deus said:Go back to distance-based movement. It's its incredibly frustrating and nonsensical to have movement distance cut in half if I want to move at a 45 degree angle.
JaheiraRocks said:I like the grid style, but it could be made a little bit more subtle.
Maybe making it more translucent and toning down the colours a bit (less saturation) whould help.
HanoverF said:I dont really like the grid, kinda uglies it up, if at all possible I'd suggest going for a premovement footstep/target cursor dealy like Jagged Alliance had
Tactics vs ... don't even know what you traded tactics for, you, tactics-hater, youShagnak said:On the one hand I like it - it makes the combat seem more tactical; but on the other hand it makes it look too...clinical, I guess.
We can try that. Thanks for caring and for finally joining us.puppyonastik said:To make the grid more suble, I suggest making the squares just the colored outlines, much like fallout's hex cursor when you are selecting your destinaton.
Edit: Noticed the outlines in your screenshots are perfectly (imho) thin.
Hope that helps.
How are distance based systems less precise? In grid systems all that happens is if your movement gets rounded down (e.g. for diagonals) then you can't even move a portion of a square. That seems far less precise to me.Vault Dweller said:Here is my take on it: in TB grid rulez. Distance-based systems aren't precise enough, they are more automated, more "let us handle it for you, and don't worry about it" systems. In both ToEE and JA moving and planning your moves was less important and less tactical than it was in the Realms of Arkania games, for example. Even something as simple as limiting short reach weapons to straight squares, while allowing longer reach weapons to hit the diagonal squares adds a bit of tactical depth.