Sovy Kurosei said:
AnalogKid said:
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.
You will still have rounding errors if you move your character half an AP point. It is also less precise because you could move 4 AP points and either be able to attack the enemy or not, depending on just how far you can stretch that last AP to get that enemy within your attack radius. I don't have to worry about this in a grid based system. There I am either within reach of a bad guy or I am not and not enough "pixel hunting" to find that sweet spot will help me.
I'm not sure I understood you, but let me take a crack at it...
Of course rounding errors will always exist due to discreet screen displays, but aren't teeny-tiny rounding errors better than big-ass rounding errors?
I can move 4AP and not be able to hit the bad guy in a grid-based system as well, just move to the wrong grid along the way! What you're suggesting is that it's
easier to get it right in a grid based system, which I agree with, but it's also easier to flip a coin and see who wins! Simple generally eliminates options, and in this case I think grids specifically eliminate all options that involve positioning your avatar at non-grid locations. As one simple example, say a doorway is 2 squares wide. Why the hell can't I stand in the middle of the doorway and not allow anyone by me! Because the grid won't allow me to make that tactical choice.
I agree that feet-path pixel searching for the right mouse location that will turn red and allow me to attack would suck. That's why I recommend pre-calculating the (nearly continuous) options and displaying all options at one time. Allow quick "undo" for the case of an accidental mis-click (I hated that there was no undo in R:TW!). It seems like any remaining case that is so borderline would be an automatic "fuck you! try it next turn." in a grid-based system, so instead of worrying about all the tiny marginal cases that you can't quite eek out, think of all the grossly important cases that distance-based allows! As an example, think of any diagonal-ish move in a grid base. If it's near the edge of your movement radius, you'd very
clearly and quickly see that you
can't get there, even though you should be able to. With a circular movement ring and no grids, you would have in many cases up to a full 1/2 square equivalent of extra movement (or more if movement is simply truncated), which wouldn't require any pixel hunting at all. Again, only the extreme cases would be tricky, and those cases would be situations where the grid system screws you anyway.
As for hexes, I think that with rectilinear building construction, they just don't work very well. If everything were outdoors it wouldn't bother me, but I'd almost rather have a square grid with movement corrections like others have mentioned.
Maybe doing things right without grids will just take too long. If that's so, then go ahead and take the small evil of limited positioning in order to allow more complex gameplay. The thing is, there's just nothing about grids that can't be done better with a distance-based system, given enough time to program!
How about micro-grids? Use the grid approach but make it so that each character takes up a 5x5 grid block (or something like that). Then the discreet grid movements wouldn't be so bad and things like not being able to stand in the middle of a hallway or door wouldn't be a limitation.