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Randomly Generating Hex Mission Zones

I haven’t stopped playing Helldivers 2 – it’s still fun, and still a source of inspiration. It has seeped into my FIST modules, such as DEAD ZONE, which features infiltration/extraction mechanics inspired by Helldivers, and CASTLE, which is inspired by enemy installations (and dismantling them).

My newest release, HARD DROP, slots neatly into these systems, with DEAD ZONE having an abstracted linear approach to picking approach routes, and HARD DROP going for a hex map interpretation. By being able to freely pick your drop location based on available intel, I aim for this vibe:

It’s system- and setting agnostic; it flows well with parachute drops and helicopter pickups, but can just as well apply to teleportation circles and dragons or whatever.

You can check out the full thing for free, but one particular thing I want to highlight here, as I believe it has merit beyond just this application:

I like using https://hexfriend.net/ hex flowers, and by dividing the area up in zones, I found a way to randomly pick hexes (which Hard Drop uses extensively).

By designating zones, we can pinpoint a random hex using the following method (or by using this little Perchance tool I made, which does the same):

1D6Result
1-2Core – Zone A, B and C
3-6Ring – Zone D to I

For the Core:

1D6Result
1-2Zone A
3-4Zone B
5-6Zone C

For the Ring:

1D6Result
1Zone D
2Zone E
3Zone F
4Zone G
5Zone H
6Zone I
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