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Movement Mechanics on a Grid

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Pt314
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Joined: 12/31/1969

I am currently working on a stratagy game that takes place on a grid (Dimensions haven't been chosen yet. Although for this particular one I am thinking 11x19)

My pieces will be moving around on this grid, and was wondering, what can I do to use a grid in its fullness. What can I do to make a game less one-dimensional. Do obstacles really make much of a difference unless they cover most of the board?

I was also wondering how much my mechanic of orthogonal movement using 2 movement points, and diagonal movement using 3 movement points (This should be close enough to the real ratio of 1 to the sqrt(2).)

FastLearner
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Joined: 12/31/1969
Movement Mechanics on a Grid

With your board size, everything is pretty much dependent upon how much movement things get. Using your orthogonal = 2, diagonal = 3 system, if 6 movement points is all something gets, an obstacle will be a big deal, as it can add a whole turn or even two to get around. If things get 20 movement points per turn, then yeah, it will take big obstacles to make a meaningful difference.

The same is true of the orthogonal vs. diagonal formula: the errors round away over short distances, but if something is going to travel 12 spaces diagonally, then the formula doesn't work as well because it could have travelled 13 diagonal spaces at the more accurate 1.41:1 ratio instead of the 1.5:1 ratio.

Mind you, that 1.5:1 ratio is used for all of D&D, even over long distances, so I guess it works well enough. It's certainly better than doing the math.

-- Matthew

dete
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Joined: 12/31/1969
Movement Mechanics on a Grid

Ok this game sounds like that

Dice monsters by Yugi Oh.

I never got into it.

If your just putting obstacles on the board and I have to constantly
go around things. It would make me angry.

But if the obstacles can be manipulated to shield me then it's cool.

If so, then the characters that can fly/jump or make a projectile
attack are gonna be at a huge advantage. They better be rare though.

FastLearner
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Joined: 12/31/1969
Movement Mechanics on a Grid

Me, I don't mind obstacles. Just part of the planning. HeroQuest is just fine, for example.

dete
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Joined: 12/31/1969
Movement Mechanics on a Grid

I have a game boy game that is based off of
board game concepts,
it's basically Archon with SD Gundam.
rarely but sometimes there are obstacles,
and the rest is travelling in terrain,
forest,
field,
Castle,
and each one costs differently, makes it really
frustrating for me to manuever, I feel like I'm
moving in mud....

how the different terrains provide different fight grounds
when 2 pieces meets... that is cool!!!!

Fast Learner - I wish there were more patient gamers like
you! you must be a blast to game with.

larienna
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Joined: 07/28/2008
Movement Mechanics on a Grid

Quote:
I was also wondering how much my mechanic of orthogonal movement using 2 movement points, and diagonal movement using 3 movement points (This should be close enough to the real ratio of 1 to the sqrt(2).)

Really good idea, it was anoying to keep track of fraction.

Using terrain modification to movement and combat is generally a good idea. It could also influence initiative which is important in strategy games.

For the map size, any size can do. But I suggest you use a map plited in 4. You use 1 map for small games and you ca use a 2x1 or 2x2 map for large game. I once tough of using 4 battle tech map as 2x2 for one of my strategy game. Of course, in the game like this, there would be more than 1 battle front.

doho123
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Joined: 07/21/2008
Movement Mechanics on a Grid

Take a look at the GBA game, Advance Wars-- it's effectively an old school turn-based Avalon Hill-style chit-based war game played on a grid based board.

Pt314
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Joined: 12/31/1969
Movement Mechanics on a Grid

I am thinking of my average speed units to have a speed of 6 or 7, so I think the obstacles could be a factor. I am just wondering if flying units (can go over obstacles on board, just can't land on them) have much of an advantage.

If there aren't obstacles (or they don't have much effect on the game), or no distinguishing characteristics of the board, I don't see how moving left & right would matter much.

I have Advance Wars 1 & 2. I also have other grid-tactics games as well, so I probably have borrowed some ideas for my board game from those games.

dete
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Joined: 12/31/1969
Movement Mechanics on a Grid

I think obstacles is good if they are there for tactical use.
But just moving around them constantly IMO is not that great.

if there are no obstacles then moving left and right doesn't
matter so much.

Unless it affects the way you attack.

some pieces can attack face to face because they are "brawlers"

assassins can take you out from behind.

Most long distance weapons (long bow or gun whatever era)
go only straight.

snipers attack the 2 front diagonal lines of squares.

swords/chainsaw can attack sideways.

just an idea.
now it's sounding similar to my game....

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