So, what is the question here?
Games that use a square grid, yet also allow for diagonal movement(or taking an action of some sort) in the best possible way.
Thus without measurement tapes or other fancy stuff.
While I just recently stumbled accross AN answer while sitting on my toilet and curiously observing my toiletwalls.
Moving to a square that is adjacent, movement costs 2.
Moving to a diagonal placed square, movement costs 3.
(or 1 and 1.5)
Movement uses as much diagonal as possible.
Thus if mr.Farmer wants to move 5 fields. And has 10 points for doing so. mr.Farmer can move 5 to the north, south, west or east. But when going diagonal, only 3 squares.
For a place that is 4 to the north and 2 to the west, mr. Farmer also needs 10 points. Because there is only 2 movement to the north (4) and 2 to the north west (6) = 10.
***
While squared grids usuall show a diamond patern of distance. And hexagons a hexagon patern. This new(?) idea would create a octagon patern. Which is rounder than a hexagon patern.
I am just very curious if someone else has thought of this, idea?
Has it been used in games?
What games?
What do you guys think, would it be good for use?
Simple or hard to understand?
This zig zag is a hexagon grid in my eyes. I am well aware of them. Used themselves A LOT in the past for prototyping. I am not looking for possible grids because I have them all. I am looking for possible rules regarding diagonal moves on square grids. Only to compare them with what I have thought of.
Personally, I thought you knew me to a certain extend to know that I have 40+ hexagon maps all over the place? Perhaps I should have declared that in my first post.
Another I've played with (and is used in eg D&D) is each *second* diagonal move costs 2 moves. I think this is slightly more manageable if you're using *small* numbers of movement points (like if you have 3 moves, then it's fairly simple). But with larger amounts it becomes easy to lose track of the alternating diagonal move costs.
I quite like hex-based because it avoids this problem (but does only give you 6 directions rather than 8)
I love hexagons too, despite only being able to move to 6 directions.
Would moving with 2 points every other movement, not be more confusing? A fixed amount of 3 every diagonal move sounds better.
Trying to create a movement circle for this is confusing as well.
I think that having the difference between 2 and 3 points, can make for some early on combat strategies too.
However, if it is less confusing when using 1 and 1.5. Than I ought to go with that.
An addition occurred this morning:
Do you know something about soldiers turning on their spot? I was thinking of 1 point per 45 degrees, while movement costs 2 and 3. However, this dents in the octagon movement circle.
Then took one index card and laid it diagonal to for a hex style gride.
This allows the cards to face any direction.
See my prototype playmats in the artwork album on this site to see what I am talking about.
http://www.bgdf.com/image/four-player-open-battlefield-playmat-dymino-mo...
That one?
Looks interesting. And confusing. Confusing regarding the diagonal parts. It is hard to tell where exactly every card goes. Perhaps placing the cards diagonal will make this easy to see. Than judging from a picture. I don't think that only corners are sufficient. But that is my opinion.
Having one card taking up several fields, creates a sense of slowness and detailed movement. Something that I have not touched for a while. But perhaps I should go back to that to see what my experience can offer me nowadays.
If I where to do something similar on 5mm paper. Than having higher numbers would be less problematic. Although, pin point strategy in placement would be harder. (Unless I make big differences between every range class.)
***
A new world for exploration has opened for me. For example, I could simply print out all those old RTS games. And create some fitting rules.
***
Of course I was talking about moving circles. But figured that not all know what it means. And thus wanted to show examples from the internet. Then I got across what I was looking for.
http://www.quadibloc.com/other/images/lboard2.gif
Ow dmn, someone has beaten me to it. A guy called John Savard.
His explanation:
Al movement begins and ends on a white circle. Every white or red circle counts as 1.
Not only that, but this guy has a map placed under it as well to start with.
Original site regarding the boards:
http://www.quadibloc.com/other/bo02.htm
Homepage:
http://www.quadibloc.com/index.html