underling wrote:Looking at your question from a design standpoint, I'd not necessarily compare Defiance to Warhammer. I guess the way I see it, Defiance is a skirmish game with a scale more comparable to VOR or Warzone. I'd consider Warhammer's scale (as per number of minis that can be expected to be fielded for a game of reasonable length -- in my book, something around 4 hours or so) to be a bit larger, especially when you're talking number of models on the table
I wouldn't quite put D:VG in the same category as Wh40k either (I call such games as Wh40k and AT-43 "battle games"), but I do find it to be clearly faster going than Vor or Warzone (which are, to me, "skirmish games"). Somewhere in the ballpark of VOID 1.1. generally (maybe the up-and-coming VOID 2.0... er, excuse me, Metropolis would be the best comparison but not so many more people have played than D:VG ).
The game scale tends IMCO to be governed by how many decision units there are on the table as in our games it tends to be deciding that takes time instead of resolving. In Wh40k, a decision unit for the most part equates a squad so you may have 50+ models on a table and still only some 4-6 decision units. In the games like Warzone or Vor, each trooper becomes an additional decision unit as it is activated individually and does individual things. D:VG is slower than Wh40k and even slighlty slower than VOID because each figure's activation needs to be resolved separately, although there is usually only one decision point per squad.
Now, as to the solution of creating or modifying a game into a hex-based one... D:VG is not quite the most conductive to convert to hex-based as it doesn't allow premeasuring. And I do believe you can count the hexes beforehand more easily than determine inches... Which drives me (not a well versed hex game player, although I may have to get me a mat one of these day to play a space ship game) ask a dumb question: what is it that makes the hexes needed in a counter based game in the 1st place?