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The elements that differenciate Project Hext from more common Tactical Roleplaying Games like the Final

Fantasy Tactics and Tactics Ogre series are as follow: The Hex Grid: Instead of a map di ided into s!"ares# Project Hext will di ide its map into hexagons$ This choice was made for two reasons: %& 'ore flexi(ility d"ring mo ement# since e ery hex is (ordered (y six hexes# as opposed to s!"ares) fo"r$ *& Hexes represent the irreg"lar terrain of co"ntry and "r(an (attlefields (etter$ +o city of olden times had perfectly aligned roads and ("ildings$ The Fog of ,ar: There will (e fo"r le els of fog of war: %& -nknown: +othing ("t pitch (lackness# the terrain is "nknown# as are enemy positions$ *& -nmonitored: The terrain is known# ("t no enemies are isi(le$ .& 'onitored: ,here the o"tlines of enemy positions can (e seen# ("t their stats or types are not known$ /& 0isi(le: ,here e erything from "nit type to terrain is isi(le$ It will (e the same kind of Fog of ,ar as in 1ompany of Heroes *# with a line (eing traced from a "nit to the end of the map "ntil it hits an o(ject$ 2 ery "nit will ha e a range within which Fo, is at le el /# while any "no(str"cted ision (eyond that range fall to le el .$ The reason for incl"ding Fog of ,ar was to add a layer of strategy to (attles$ ,ith Fog of ,ar# 3wift "nits that can see far# as well as (attlefield control (ecome more important than e er# else yo")re prone to fall into am("sh$ ,ide progression: ,hile e ery character will increase in power as they fight# the increase will (e a lot smaller than in most TRPG$ ,hile in most games# max le els character (ecome simply "nto"cha(le against lower le el characters# characters in Project Hext will remain "lnera(le to characters of all le el if not properly managed$ Rather than raw increase in stats and fighting prowess# characters will gain more tools for their tool(ox of war$ ,ith the increase in "tility a(ilities# like p"sh(ack# magical walls and s"ch# there will (e more ariety in (attle tactics# while limiting grinding$ Items and (ackpack management: 2 ery character will ha e limited space in their packs to carry items and e!"ipment into (attle$ '"les and other containers will allow them to access additional items while on the field$ In order to "se items# characters will ha e to spend 4ction Points to search whate er container they)re retrie ing it from# which allows them to hold the item in their hands 5with their weapons p"t away&# then they can spend more action points to "se the item 5Healing item# spyglasses# (ooks# etc&# and then more 4ction points if their wish to re6e!"ip their weapons$ This will (e managed seamlessly# to a oid excessi e ("tton pressing$ This item management system adds a cost and limit to items cons"med in (attle# while a strategic game in itself# s"pply management will also stop characters from go((ling down fifty healing potions in a single fight$ 3!"ad 3ystem: The (attles of Project Hext will (e go erned (y (alancing single characters# and s!"ads$ 4fter "nlocking the appropriate a(ility# characters can form into s!"ads (y positioning themsel es in the right formation and "sing the a(ility$ 3!"ads pool the HP and stats of e ery character that compose it# increasing its attack power and resilience# while limiting its mo(ility and ersatility$ 3!"ads will (e a(le to choose from aried formations with many different (on"ses and penalties$ To p"t it simple# indi id"al characters will (e more mo(ile# less "lnera(le to 4rea of 2ffect attacks at the cost of limited firepower and defense# while 3!"ads will (e diffic"lt to mane" er# weak to area of effect

attacks# ("t will ha e increased s"r i a(ility and power at their disposal$ The organised mane" ering of characters and s!"ads will go ern the (attlefields of Project Hext$ 3egmented 'aps: 3ome missions will (e made of se eral standard6si7ed maps where the edges allow yo" to tra el (etween them$ 3ome maps may e en feat"re se eral 83pawn8 or 83tarting8 positions# forcing the player to di ide their armies to deal with (attles on se eral fronts$ The player will only control the map the 'ain 1haracter stands on# while other maps will (e controlled (y 81ommanders8 chosen (y the player$ The player will (e a(le to send general orders 59ike clear the map and stand (y# Hold yo"r position# and s"ch&# ("t won)t (e a(le to direct e ery characters or see the maps directly$ :epending on their choice of commander# they might face ins"(ordination# with cowardly commanders retreating or ref"sing to ad ance# or (rash commanders p"shing in f"rther than ordered$ 9arge (attles: Thanks to the delegation system I talked a(o"t in the 3egmented 'aps section# and s!"ads# managing many characters in a single (attle (ecomes feasi(le and con enient$ That will allow large (attle (etween a yet "ndetermined amo"nt of characters$ 5;"t it)s gonna (e a lot&

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