WolvieFan9
06/16/2010, 23:16
So, like other Trek fans here, I've been thinking about how you would
work the map piece of this -- do you have to work on hexes, or could you
keep the maps as square grids?
I think you can do it as a square grid and don't necessarily have to go
to hexes.
IF facing is an issue in the game -- and it might not be, though I think
you'll lose a lot of tactical reality if you DON'T have facing in the
game -- then you can divide the ship into quadrants and have front, left
side, right side, and rear quadrants. This would reduce the number of
shields and weapons you have to represent in the game.
Shields may not be represented by quadrants, though... shields could be
represented by a clickable dial showing shield strength, and a hit
anywhere on the ship would drop shields by "X" percent. (This would
actually match the way they talk on ST: TNG, "Shields down to 65%.")
Movement on a square grid could be accomplished like regular HeroClix
movement -- just count out the squares based on available power and move
that far, then the only time facing would come into the equation is how
you ended for your turn.
This would give WK the additional claim that this game isn't SFB when
the inevitable comparisons are made... "But look, SFB is played on
hexes, and this is on squares!"
work the map piece of this -- do you have to work on hexes, or could you
keep the maps as square grids?
I think you can do it as a square grid and don't necessarily have to go
to hexes.
IF facing is an issue in the game -- and it might not be, though I think
you'll lose a lot of tactical reality if you DON'T have facing in the
game -- then you can divide the ship into quadrants and have front, left
side, right side, and rear quadrants. This would reduce the number of
shields and weapons you have to represent in the game.
Shields may not be represented by quadrants, though... shields could be
represented by a clickable dial showing shield strength, and a hit
anywhere on the ship would drop shields by "X" percent. (This would
actually match the way they talk on ST: TNG, "Shields down to 65%.")
Movement on a square grid could be accomplished like regular HeroClix
movement -- just count out the squares based on available power and move
that far, then the only time facing would come into the equation is how
you ended for your turn.
This would give WK the additional claim that this game isn't SFB when
the inevitable comparisons are made... "But look, SFB is played on
hexes, and this is on squares!"