Thread: Firing range
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Old April 11th, 2015, 03:23 AM
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Default Re: Firing range

Because if you count tiles on a square grid, then things end up with square fields of vision and square fields of fire, and diagonal movement and combat/spotting have a ~40% advantage, which is weirder and looks gamey-er than having correct range, even if movement is still in even grid chunks.

Although, it seems that movement isn't entirely treated the same way, at least for oxygen use - I'm not sure if time for diagonal movement is +40% or not - it should be.
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