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Taldrenites => Starfleet Command 4 => Topic started by: [UFP]Exeter on January 24, 2016, 08:04:44 pm
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Any ideas on the km one hex grid should encompass, and the size in km for combat.
Or maybe an octagon?
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Tactical or Strategic?
Hex Grids are a must for board games, don't really need them in a computer game. In a computer game, the X,Y,Z coordinate system works best. I think, what you are asking is what kind of numbers do we want to deal with.
Meters are definately too small, Kilometers probably are too. I'm torn between hundred kilometers and thousand kilometers. At a thousand kilometers, that's a huge gap between two ships at range 1. Even at hundred kilometers its still a big gap, but it adds the next problem, Transporter range is several thousand kilometers. Do we really want people beaming 40 units away? I think thousand kilometers is best, but that's a lot of detail lost, and the ships would be huge compared to what they really are, otherwise you wouldn't be able to see them, even at range 1.
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strategic as tactical will be meters
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Talking about numbers...
http://bgr.com/2016/01/21/brain-memory-capacity-petabyte/ (http://bgr.com/2016/01/21/brain-memory-capacity-petabyte/)
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subject to change,
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Ok... strategically speaking... I guess the question is how big are the "Maps" that tactical fights take place on? And are they static? Changeable based on events and actions, but otherwise the same? If they aren't static, and generated the exact same way they are generated in SFC2, then the Hex grid should be large. If they are static, it should be small.
Static: 1 Square Light Year. (Large enough for a planetary system and it's immediate surrounding space, but not large enough for more than one)
Nonstatic: 1 Sector (20x20 Light Years, or 400 Square Light Years), large enough for several star systems.
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I was thinking a large (huge) static map to allow interaction and players their private region