<img src="/http://blog.heroes-online.com/wp-conten ... 50x150.jpg" align=right>The MMX devs aren't the only ones who are blogging - the <i>Heroes Online</i> guys are also telling us about their thoughts and decisions.
Unlike the other games, Online uses <b>hexagonal</b> battlefield squares. The developers would like to <a href="/http://blog.heroes-online.com/why-we-chose-hexes/">tell you why</a>.
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1373567290
Hexes for Heroes! (Online)
Hexes for Heroes! (Online)
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.
Hexes for Heroes! (Online)
imo all the arguments they've brought are there only to help them justify the poor choice they've made with adding backstabbing as a major component into a battle.
Can someone point out some things can you do with hexes and not with squares? (I can think of troop uneven positioning and some stuff like H3's firewall)
One thing squares enable is:
- Have creatures with different sizes (1, 2, 4! even 3 if you like etc.) (with hexes 1, 2, 7!)
Can someone point out some things can you do with hexes and not with squares? (I can think of troop uneven positioning and some stuff like H3's firewall)
One thing squares enable is:
- Have creatures with different sizes (1, 2, 4! even 3 if you like etc.) (with hexes 1, 2, 7!)
Hexes for Heroes! (Online)
@ Kalah:
Unlike the other games? -- The battlefields in Heroes 2 and 3 were based on hexagonal spaces. Considering that Heroes 3 still is the most popular Heroes, Heroes Online seems to be going back to the roots.
What really unsettles me, though, is the bizarre idea of introducing unit *facing* into a rather abstract combat system. It doesn't even work well in (pen and paper) role-playing games and in tactical skirmish games -- so why would you try it in a macroscopic strategy game like Heroes?
Edited on Thu, Jul 11 2013, 19:16 by JSE
Unlike the other games? -- The battlefields in Heroes 2 and 3 were based on hexagonal spaces. Considering that Heroes 3 still is the most popular Heroes, Heroes Online seems to be going back to the roots.
What really unsettles me, though, is the bizarre idea of introducing unit *facing* into a rather abstract combat system. It doesn't even work well in (pen and paper) role-playing games and in tactical skirmish games -- so why would you try it in a macroscopic strategy game like Heroes?
Edited on Thu, Jul 11 2013, 19:16 by JSE
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