Re: Map feel

Rich Skrenta (skrenta@blekko.rt.com)
Tue, 11 Aug 1992 10:45 EDT

It seems many people think the current system works, but secretly wish
for a hex-based system. I went for the nodal-style map because hexes
seemed too "small" for a game with a week turnaround. After all, I can't
just show you one hex, I have to show you the n hexes around each of your
characters. Out goes the textual representation of the map, in comes
crude ASCII grids.

There are other messy issues too: how many units can be in a hex at
a time? How far can you see? Can you see over mountains, or should
I throw in line-of-sight for good measure? Just what would a "castle"
do in a hex system? Do I name hexes, or clusters of hexes? Ick.

> > Interior cities, features, perhaps making "plains" and "forests" and such be
> > interior features as well...
>
> With a region-style map, the more interior features the better.

Let me clarify: one proposal is to make "forests" and "plains" interior
features. These things might even be tardis-like subregions that you
could enter and move about in. What do you think?

What do you think of making castles and the like more proper "locations"
that can be entered instead of being stacked with?

--
Rich Skrenta <skrenta@rt.com>  N2QAV


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