Hello gang,
Long-time lurker, posted a few recently....
Aaaaanyway
Among the many thousands of games I'm working on, there is one that uses a static hex-map as a battlefield. The game is fairly typical, a configure-and-deathmatch-giant-robot-game (my avatar is an example of one of the robots in the game) with far too many rules. I have been wracking my brains for ages to try and figure out a logical way to work out, and concisely explain, how line-of-sight (LOS) works for directional attacks.
For example.
Say my robot has a laser with unlimited range. It can fire in any of the six linear directions no problem. But what if I'm standing in the middle of an open field, no obstacles, and my target is standing one hex to the left or right of my straight line? Obviously it should be targetable, but how to explain that? "Obvious targets are legally in range."? Nah. Too blurry to be a real rule. What about when obstacles start coming into play, and sort of half-way block the "obviously in range" LOS? one-third block it? fourteen twenty-ninths block it? The rule becomes even blurrier.
So far I'm sticking with "Your robot is programmed to fire directional weapons in the six directions outward from your robot, period. Deal with it." But I'd like to know if anyone's tackled this problem before with any success, or has any ideas on the matter.
Thanks,
Josh
PS - and I've thought of using a string or ruler to see if any obstacles are encountered.... not fond of the idea, but does anyone else use this tactic? Does it work?[/i]
I'm workin on a giant robot battle board game too.
Mine is not Hex so I don't have these problems.
I don't see why you can't have a card that indicates all
the places you can target (just a map colored showing
where you can hit)
And just imagine that even though it was a hard shot, your
robot/pilot pulled it off.
Thanks, I did do the artwork myself; I'm an illustrator by trade, game designer by obsession.
The targeting map doesn't work because you can't account for the endless variations on obstacles, and using obstacles for cover is a critical defensive tactic in the game.
My game started on a square map too, but I converted to hex in an effort to make movement more natural and to do away with diagonals.... now I've got this problem...... thanks for the try though!