It could just be a matter of range (width) - it makes sense that to unleash a devastating group attack you have to be in a compromising position (huddled together), but it's perhaps not quite as strategic in that sense as YU was.
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Писатель всегда будет в оппозиции к политике, пока сама политика будет в оппозиции к культуре.
Group: Gods
Posts: 2539
Joined: 25-December 05
Member No.: 16
Noooo I want them to be annoyed that they're too far away from the bar and everyone has to redo their turn.
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So I remembered that there's this Flash game called Steambirds which is a turn-based top-down fighter jet airfight simulator. Disclaimer: I wasn't thinking about that or anything like that for this turn-based game, but maybe seeing it made me more open to genre combinations.
Group: Arcs
Posts: 12
Joined: 14-February 12
Member No.: 2664
Hey I'm a computer programmer and have even made a shump framework before (it's not that good, but it's fun to look at). Want my help? And what language are we doing this in?
Group: Gods
Posts: 2539
Joined: 25-December 05
Member No.: 16
Gridless is too hard. Optimal path is to curve around enemy bullets if possible, and you need a program to curve around for you for max distance. Too much to deal with for the player. How about a hexagonal grid, then?
A UFO (not to proportions). The hexagon is the hurtbox.
Yggdra on a UFO.
The hexagon outline can flash/glow to make it more obvious. Or the grid layout can be overlaid on top (maybe toggled).