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TOPIC: New hex system.

New hex system. 4 years 6 months ago #1617

  • Gribbstar
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New hex system. 4 years 6 months ago #1618

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This explains how it might change the flow:

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New hex system. 4 years 6 months ago #1620

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Gribbstar wrote:
This explains how it might change the flow:

[pic]

Oh sweet, I was just about to post it here too. :D

A definitely good step in the right direction, mixing PS1's lattice system and PS2's hexes. Interested to see how it turns out as it's only an early prototype. Could be subject to change after the initial implementation/stress test too.
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New hex system. 4 years 6 months ago #1626

  • Sacrion
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Looks awesome, definitely an improvement on the current system, and with any luck remove the need for ghost capping making battles even better :D
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New hex system. 4 years 6 months ago #1632

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The way I see it, it will remove any tactical / strategy gameplay making game more call of duhhhhhhh.
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New hex system. 4 years 6 months ago #1633

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Looks extremely weird. I'm sure it will prevent weird controlled territory scenarios and will guide the flow of the battle better... But it still looks really weird.

Changing the hex system is a risky desition, you're basically changing the whole game. Well, for people who care about taking hexes, like us MACS.
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New hex system. 4 years 6 months ago #1634

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Yeah, it will work if it makes things more about the tactical significance of bases rather than just taking bases.

But if it doesn't do that then it would be bad. Guess we will just have to wait and see and hope that they do it well :)
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New hex system. 4 years 6 months ago #1635

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Erm does this not remind anyone of Dota or LOL?
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New hex system. 4 years 6 months ago #1636

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MrPokealot wrote:
Erm does this not remind anyone of Dota or LOL?


I really hope it doesn't work like that, because we won't be able to "cut" enemy territory. I don't want them to remove this feature, because cutting territories was the only way to counter the Zerg Mastermind
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New hex system. 4 years 6 months ago #1651

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HIHOWAREYOU wrote:
Oh sweet, I was just about to post it here too. :D

A definitely good step in the right direction, mixing PS1's lattice system and PS2's hexes. Interested to see how it turns out as it's only an early prototype. Could be subject to change after the initial implementation/stress test too.
It's almost identical to the lattice system in PS1, with a link of hexes rather than lines. This is awesome, we can finally get front lines in battles now rather than have the stupid problem of ghost capping.

And take notice of the main facilities (Tarwich in the pic), they have the outposts as separate hexes now.

I hope they keep it this way.
Last Edit: 4 years 6 months ago by Backf1re.
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New hex system. 4 years 6 months ago #1671

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This is ruining the element of suprise completely and turns the game in one big meat grinder.
I like it the way it is, If this actually goes live as what it is i guess ill be searching for something else.
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New hex system. 4 years 6 months ago #1674

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Ostenwald, it cannot be that bad that you'll quit playing :D
Warning: Spoiler! [ Click to expand ]
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New hex system. 4 years 6 months ago #1678

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It better wont be.
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New hex system. 4 years 6 months ago #1683

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You can still attack a base from any angle (but only cap if its linked) and there are still multiple options of bases to go for.

This is how the game should have been from the start. Anyone who played PS1 will tell you there is nothing bad about this at all.

The only reason to dislike the new hex system is if you like ghost capping and going where the fight isn't. In that case you are playing the wrong game.
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New hex system. 4 years 6 months ago #1713

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Haven't played PS1 so no idea how that system worked (other than people have explained to me) but this system seems to be very risky. Sure this can prevent zerg since everyone will be gathered in fever and bigger frontlines but personally I don't find the larger battles enjoyable. (Personally it feels like tactics will be worthless. Just aim and shoot shoot shoot and shoot. And ofc fps drops for us without good computers :P)

Personally I think you should be able to cut behind enemy by flanking them with supriseattacks, and having a look at this it seems to be more or less removed since you are forced to take certain paths. I hope that you will be able to atleast cap one base behind the frontlines.
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New hex system. 4 years 6 months ago #1715

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I think it's just map changes, they shouldn't be changing the terrain to the point that its impossible to flank...
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New hex system. 4 years 6 months ago #1716

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MrPokealot wrote:
I think it's just map changes, they shouldn't be changing the terrain to the point that its impossible to flank...


exactly, this will fix ghostcapping without making flanking impossible. I think it'll be fine.
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New hex system. 4 years 6 months ago #2255

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Last Edit: 4 years 6 months ago by Backf1re.
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New hex system. 4 years 6 months ago #2266

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Warning: Spoiler! [ Click to expand ]

Last Edit: 4 years 6 months ago by cheerio. Reason: stupid me
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New hex system. 4 years 6 months ago #2267

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Acaymo wrote:
MrPokealot wrote:
Erm does this not remind anyone of Dota or LOL?


I really hope it doesn't work like that, because we won't be able to "cut" enemy territory. I don't want them to remove this feature, because cutting territories was the only way to counter the Zerg Mastermind

Yes, i agree man. I really like cutting those pesky terrans off so you have to force them to change their strategy. This way it will just be head on action all the time.
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