tag:blogger.com,1999:blog-5737853305204847838.post7994079456529812527..comments2023-11-20T05:27:02.037+00:00Comments on GrogNews: Battle Lab: Warfighter 101 Designer's NotesBranthttp://www.blogger.com/profile/07482746543829626805noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-5737853305204847838.post-63155718888748679142012-03-13T17:15:22.026+00:002012-03-13T17:15:22.026+00:00I don't have the first W101 set, but I do have...I don't have the first W101 set, but I do have The Guards. I like what you've done here very much, and I wish you had more time to work on it!<br /><br />You explained your rationale for 1000 m hexes; why didn't you just stay with 1000 m grid squares? Couldn't I just play this on an ordinary topo map? I know that the assumption for ranges is that the unit is in the centre of the hex, square, what have you, and that measuring the distance from centre to centre is 1.5 on the diagonal vs. 1.0 for an orthogonally adjacent square, but does that really matter? A tank platoon, actually most any platoon, would be dispersed over several hundred square metres inside that grid square, not clumped in its centre, and when we talk about ranges we are talking about effective ranges, not the proving-ground ones (this was the downfall of SPI's old Firefight game).<br /><br />Anyway, thank you for designing these games!Briannoreply@blogger.com