As mentioned before, I had issue's regarding color blindness. However, that is solved by using symbols. And it gave me an extra opportunity for making complexer terrain. So I prototyped these. (See picture for the simple kind)
We did some play testing with our new terrain.
However, mistakes are quickly made if there are too much differences in symbols, in just 1 region. Not just me, but my friends too are confused at a number of times. And we need to calculate and write things down before we know the exact property of 1 region.
What was a region?:
1 Region is 1 Hexagon. Maximum worth of 3600 space for units.
With 6 triangles. Each triangle is worth of 600 space, has 3 corners and 1 center with symbols. 150 space for each symbol. (300 for a tree, which consumes 2 symbols) However, the total Hexagon has now 24 symbols. And they all are needed to know what the distribution of the terrain statistics are.
Further, the tree's are now a factor then an absolute number for the triangle. It indicates that all the space in the triangle is divided by 2. So is the projectile movement.
The complexity happens when several biome's come together in one region.
For example. If a region has 2 green tree's (tree on grass), 1 dead tree (tree on sand) 6 sand symbols, 6 rocks and 6 water symbols. Then I can't tell right away what the projectile movement and the space for units is.
Which is needed to path finding.
With the projectiles, it really is a hassle, having 2 to 3 rounds of dice throwing to know if just 1 bullet can pass. Imagine having 20 bullets.
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I need to simplify...
A lot!
Yet a good way to have different parts in my regions. What are my options?
Return back to having only the 6 different triangle's? Where each possibility for the triangle is described in the manual, instead of the entire region?
(Still possible to make beaches and stuff)
(No more rocky terrain or having debris in the sea)
Or
Having the simplicity back to the entire Region?
Or
Having the numbers calculated before hand and then written in the region? Which looks bad. And putting these numbers on the back is not really an option since the map is stuffed with pieces.
Or
Any other suggestions would help me. I am in a pinch here.
Thanks for your reply.
2 inch, was looking for actually making things smaller in the future. And yes, they are kinda crammed.
No problems during play testing:
- The color wont be a problem, it can be changed any time.
- The thickness of the borders is no problem either.
There are also halves and thirds of regions. So I need to make a proper design that displays correctly even on those. Thus having only 2 modifiers is not enough. 6 will still be a must have. However, they just all 6 look the same.
We used to have only color. But since my buddy is color blind. We introduced the symbols together with a bit more complex terrain. We Always wanted to have beaches and swamps and stuff.
Perhaps having tree's being equal to other terrain? Thus not a modifier, but a biome on its own like it used to be?
So until now the choice lays on having 6 instead of 24 symbols. 6 is possible, right?