ORIGINAL: Lobster
ORIGINAL: Curtis Lemay
Rubbish. Reality is what matters. And that "cardboard counter" mindset is what's behind most of this.
That is your opinion and only an opinion based on no facts. And if middle of the hex rivers ever make sense then none of the above even matters.
Not true. Reality really is what matters. And there have been multiple claims (several just today) that some count of games that have hexside rivers proves that is the way to do it.
Exactly. In TOAW rivers in hexes pose a multitude of problems that makes it very messy. I can't move down one side of the river or the other without being 1 hex times the scale away from the river. So if I'm playing a 50 km map I have to be 50 km off of the river to move down it. Makes no sense. Even on a smaller scale it's not all that logical. You can throw out all sorts of winding river excuses but in real life it doesn't hold up.ORIGINAL: Curtis Lemay
"Makes no sense" if you think that rivers run in straight lines down the center of hexgrids. I suppose if your "reality" is coming from a board game, they do.
Simulate: to look, feel, or behave like (something).
That is what this game does. It simulates naval warfare which you had no problem improving so it made sense. It also simulates things like rivers. In TOAW rivers run through hexes in straight lines or curvy lines with no left or right bank. Rivers actually do have a left bank and a right bank. But in TOAW this is not simulated. It's ignored. In fact, if a river occupies a hex in TOAW, it runs in all directions simultaneously. It covers every direction of the compass. I know this because if I move from one river hex, across a river hex side to the next river hex I have to pay to cross a river even if it graphically appears that the river runs in only one direction. At least in hex side rivers you actually do have a left bank and a right bank. In inter hex rivers you have to develop convoluted programming to properly simulate a river and the positions of things within the hex that the river occupies. Now if that is easier than introducing hex side rivers fine. But as things stand how do you or anyone else conclusively know what side of a river a unit occupies or even if the unit is on both sides of the river or all sides of an infinitely sided river? That is the "reality" of rivers in TOAW.
There's more like crossing a river and then paying a penalty to attack a unit across the river that you just crossed but what's the point? Trying to introduce a little more logic into the game mechanics seems to make the least sense of all.
No. I've never said there was no need for improvement. In fact, I posted about it in post #33. But your idea that you should be able to move along a sequence of river hexes as if they aren't there - as if they were clear terrain - I don't agree with.





