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Thread: General New Game Discussion

  1. #131

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    The biggest discussion is easily Square Tiles v. Hexagon Tiles.

    Does anyone have thoughts on it?

  2. #132
    Wizzy
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    what's the difference other than style?

  3. #133

  4. #134

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    Okay so keep blocking, but be better about it.
    A little vague but easy enough. Glass Cannons should not have blocking, because it can completely upset the balance of a game in one move.

  5. #135

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    The Wizard needs more protection if no 25% blocking. 2 scouts with no blocking and LOS you just pick him off.

  6. #136
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    Quote Originally Posted by Hulky View Post
    The biggest discussion is easily Square Tiles v. Hexagon Tiles.

    Does anyone have thoughts on it?
    I like the idea of Hex tiles. Taking advantage of a diagonal square can make for an interesting strategy. Let's try hex.


    just some rage and three kinds of yes
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  7. #137
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    What do you guys think?


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

  8. #138

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    We've been discussing it quite a bit today, and seem to be tentatively in favor of hexagonal tiles.

    Two concerns it has raised:
    1) Potential to increase the learning curve.
    2) Additional considerations for unit balancing to allow for a healthy mix of effective in-game strategies.

  9. #139
    Wizzy
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    I'm down for hexagonal tiles as well.. TAO needs upgrades and this should definitely be one of them. It seems like there will be a tactical advantage to using them as opposed to square tiles.

  10. #140
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    Quote Originally Posted by Aristocatt View Post
    We've been discussing it quite a bit today, and seem to be tentatively in favor of hexagonal tiles.

    Two concerns it has raised:
    1) Potential to increase the learning curve.
    2) Additional considerations for unit balancing to allow for a healthy mix of effective in-game strategies.
    The learning curve is not meant to be easy, and will be even more difficult for brand new players, but this game is first and foremost a strategy game. I don't think we need to worry about the learning curve when deciding difficulty or balance for this, there are always easier styles and harder styles that we can play around. It would be very difficult to extrapolate how they would play without an extremely basic version of the game. We don't know what units we're using nor and defined movements so lets wing it first and do trial and error checks later.


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

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