Author Topic: The right term for terrain difficulty as far crossing it is concerned.  (Read 6873 times)

Endorya

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Since English is not my main language, I'm simply wondering if there is a word to tell the level of difficulty the player will have by crossing a land type. Like some terrains will be easier to cross (plains and grassland) while some will be very difficult to walk through (jungle).

What I have so far is: Terrain irregularity but I wonder if there is a better description for it.
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Krice

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Terrain difficulty?

Endorya

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Terrain difficulty?

Well, why not? I guess there isn't a single and specific word to describe it.
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zasvid

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I'd say that difficult terrain has most often been described as "rough terrain" in games, so I'd consider "terrain roughness".

Quendus

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Some games just call it "move cost".

Anvilfolk

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Or speedMultiplier, travelMultiplier, or something like that :)
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Endorya

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Hmmm.. Roughness... I like that!

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Or speedMultiplier, travelMultiplier, or something like that :)
Those are also nice choices! But they sound too technical :( I'm trying (whenever possible) to use language based on the world setting itself.
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getter77

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Terrain ruggedness?
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Endorya

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Terrain ruggedness?
I just found this website that states: Terrain roughness or ruggedness to be the same. I guess both will do it perfectly well though I still prefer roughness because it sounds better (and is shorter). Nonetheless thanks for the hint.
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This issue is handled in wargames all the time. Movement Cost or Move Cost is a common phrase used.

Note that in many systems the terrain cost is the same as the defensive value, so the statistic is often just called the 'terrain value'.

Last time I talked about wargaming mechanics here though I got ripped a new asshole by Requerent! Remember the 'longsword' argument of ages past Req?  ;)

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Also in a lot of the old historical wargame tabletop systems, such as DBA, each unit type has a distance they can move, but if ANY of that move crosses 'rough terrain' then they use the lower value.

For example (move distance in open terrain and rough)
-Infantry = 2" and 2"
-Horse = 4" and 2"
-Cannon = 2" and impassable

And then infantry will get a bonus to defense in rough terrain, making them equal to horse. And also some rough terrain is also 'covering' which means they cannot be shot by cannon.

The other essential rule of a good Foot/Horse/Gun game is that infantry cannot charge horse, or if they do the horse simply back up without taking damage. It seems that historically there was never a recorded instance of an infantry charge on cavalry...seems strange but there it is.

Endorya

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Good reading Jo! That game setting is actually my favorite, immediately after high fantasy.
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