And why?

And why?

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You can't make an octagonal grid

Octagons make movement too complicated
I prefer hexagons for optimal use of space

Regular octagons don't tessellate perfectly, you need to include squares (gross). Regular hexagons do.

this
fuck you op

But hexes lead to unnatural movement paths and isn't detailed enough for flanking

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I used to really fuck with the shape of an octagon but in recent times hexagons have become more of my personal liking because of Melee and Mother 3

>I used to really fuck with the shape of an octagon
?

I'm going with octagon
youtube.com/watch?v=2C1iFVFktR4

EIGHT AWESOME ANGLES

>he wouldn't an octagon
Jack Black would be ashamed

>Sidelets

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>that new octagon collaboration
peak ytpmv

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wrong

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Hexagons.
There's a reason nature also uses that design for a lot of things.
Hexagons are the ultimate fucking shape.

can it do it on octagons of the exact same dimensions though?

>nature uses them
Yeah, for structures. I'll start taking nature's advice once it makes a decent video game.

m.youtube.com/watch?v=764-Dq3tlug

Octagon is an amazing shape that has eight fantastic sides and eight awesome anges.

>ywn play civilization with hyperbolic surfaces

Triangles with positions represented by the points on the grid, rather than the spaces between it.

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That's the same as hexagons though.

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tick-tac-toe! tick-tac-toe! tick-tac-toe!

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octo gate > square gate > hex gate (does this even exist?)

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Not quite. Units can get closer to one another than with hexes, meaning you can have movement distinctions between allies and enemies without having characters move straight through each other's spaces. Plus, you can get finer distinctions on weapon ranges, mostly being relevant during melee attacks.

Only good game to have hexagons is super hexagon. They are ugly and ruin my immersion

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>have 5AP
>use an ability that cuts AP in half
>use 2.5AP to enter one of the squares
>become invincible because everybody else is on the octagons, and cannot enter my square

Castlevania part is fucking top tier

Squares are for faggots

Those are the same dimensions. The space is just curved.

why not like this

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Obviously you can't end your turn on the diamond you dolt.

fuck you

Why? It should be .5 AP, assuming a regular move is 1 AP. They're smaller then the octo's

> Units can get closer to one another than with hexes
Explain. The vertices are essentially the middle points of each hexagon, the sides just the connections between each hexagon (i.e. the arrows in pic related).

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Those aren't squares though, they are clearly diamonds. Fuck is Yea Forums ever retarded these days.
Also as a chemist I vote for hex, more stable ring structure ftw. Unstable tranny octos get out

GENTLEMEN

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Sorry for the source and bad quality

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You may be on to something, but does the tilting really change anything?

I'm bringing isometrism into the homes of 4x and TBT.

So am I

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Give characters a weapon range greater than 1 triangle, which is what they'd have if you're using hexes anyways. Allies would be able to get much closer to one another, while enemies are kept at the edge of the attack range. This allows allies to position easier when grouped together while forcing enemies to waste more movement strafing around in trying to outmaneuver them.

Plus, allied attack areas can overlap, letting allies to gang up on enemies in a phalanx-style formation and not needing to break that apart to create flanking or a saw-like front line.

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You don't get it.

Maybe I would if you explain

>Give characters a weapon range greater than 1 triangle
What is one triangle range supposed to mean? One edge? Then that's exactly the same as one hex range. Note that the hexes in your drawing are not the hexes that your triangle representation tries to hide. All you're essentially suggest is giving units >1 hex range and make hexes smaller.