Move Diagonal corner case

Have an idea to make Quadradius better?

Move Diagonal corner case

Postby jwanders » Thu Dec 17, 2009 1:09 am

This came up in a game I played earlier. My piece had move diagonal enabled, and was it the center of the partial board below

3 5 4
3 3 5
3 3 3

The numbers indicate the height of each tile, 5 being highest. I moved from the center 3 to the corner 4, which is currently legal, but I wonder if it shouldn't be? Graphically, the two tiles at 5 seem to block all passage to the 4 from that direction, implying that my piece would need to pass over at least one of them to reach the tile at 4. If the 4 tile was lower, of course, my piece could pass under the tiles at 5, so it really is just this case that could be said to behave oddly.

Thoughts?
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Postby Mammalman » Thu Dec 17, 2009 10:16 am

imagine the diagonal piece rotating onto its side to get skinny and go directly through the corner to the level 4 tile. admittedly this doesn't explain why you need both walls of a bunker down to enter diagonally, a ruling that DOES seem to imply a 'using the sideways tiles as a path' mechanism for moving diagonally. none of this explains where the hell jimmy has been the last several months. all of which explains why the minimum wins to be on the scoreboard has steadily decreased each month as QR momentum slowly trickles away. do something before it's too late jimmy!
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Postby OncoByte » Thu Dec 17, 2009 8:21 pm

When viewed in three dimensions, it makes sense.

In jwander's scenario, the Move Diag piece moved UNDER the elevated tiles North and East of its origin in order to get to the North East tile.

In Mammalman's Bunker scenario, the Bunker walls come down because the Move Diag piece breaks the plane of the walls when moving diagonally off of the tile.

Agreed that momentum is dying. Jimmi seems pretty steadfast on not changing the current game. With the release of Qrimson being far away, however, it may be time to consider tweaking the classic QR. Anything from "fixing" existing powers, to adding new ones, to creating alternative means of play.
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Postby driven2sin » Fri Dec 18, 2009 11:46 pm

the reason QR dev has died was the drastic switch in server/app architecture. it led to a ton of needless bullshit that no one cares about..

I blame half of you guys for embracing all that 'change' like a bunch of drunk whores sick of the usual divebar cock

sorry to get all TLP on ya'll but everything i said came true.. which SUCKS
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Postby Russian Mike » Sat Dec 19, 2009 2:53 am

driven2sin wrote:I blame half of you guys for embracing all that 'change' like a bunch of drunk whores sick of the usual divebar cock


Validity of your statement notwithstanding, are we still talking about QR here? :lol:

I just couldn't stay away - too funny.
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