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Grid In A Gridless Game


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#1 Moriarty

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Posted 21 July 2004 - 09:10 AM

afaik xenocide will feature a free-movement-system. but one big advantage of the ufo grid-based maps was that you could easily judge (even measure) distances - for shooting, for moving, and for area effect weaponry. ^_^

perhaps a kind of helper system could be implemented (and of course limited to the easier difficulty levels)... for example, you could add a button or key that temporarily projects a grid (maybe a hex grid? I love hex grids! :wub: ) onto the battlefield, centered on the active soldier.
the grid could also show the firing/throwing/walking range of the soldier (though the walking range would be difficult to calculate, since it is modified by terrain).
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#2 Puasonen

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Posted 21 July 2004 - 10:38 AM

I once asked the same question and the answer I got then was that a number of time units will follow your cursor everywhere. The number will show the amount of time units you have remaining when you have walked to that specific spot.
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#3 54x

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Posted 21 July 2004 - 10:57 AM

Cool. Will we extend this feature eventually to follow firing range or accuracy? And throwing range? Sounds like a good feature anyway :)

How would turning be dealt with in terms of TUs? Something marginally like the original XCOM?

#4 Puasonen

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Posted 21 July 2004 - 12:51 PM

How would turning be dealt with in terms of TUs? Something marginally like the original XCOM?

<{POST_SNAPBACK}>

That I don't know. I wonder if it would be stupid to let turning be "free". What does it matter if you can turn your soldier as much as you like?
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#5 54x

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Posted 25 July 2004 - 11:11 AM

How would turning be dealt with in terms of TUs? Something marginally like the original XCOM?

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That I don't know. I wonder if it would be stupid to let turning be "free". What does it matter if you can turn your soldier as much as you like?

<{POST_SNAPBACK}>


Line of Sight. If turning is free, you can move a small bit, turn around to see the maximum area possible in order not to miss aliens, move a small bit again, turn, move, turn, etc... So there needs to be *some* cost for turning, otherwise it undermines the point of having line of sight ^_^

#6 Puasonen

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Posted 25 July 2004 - 11:45 AM

ah, good point.. maybe some kind of (1 TU / 45 degrees) or something is needed.
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#7 54x

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Posted 26 July 2004 - 11:37 AM

That was the system in XCOM, although I thought it was slightly too high. Perhaps 1TU for every arc of 60s that you enter whilst turning, (meaning a full turn would be 6TUs, wheras in XCOM it was 8) given that the game isn't grid-based and doesn't need to determine costs based on "squares"?