I am developing a realistic ww2 top down real time strategy. I am using A* for path finding but it's in it's simplest form. My game map consists of 10x10 "tiles" with a terrain type and height in meters. Eventually I will have 15-20 types of passable terrain and I want them to have an impact on speed along with going uphill or down hill. I know this will modify the cost from the normal straight/diagonal cost I'm using now.
My question is how much should I weight the cost without tipping the balance and losing the effect of the actual distance but enough to where it logically works to go the best path. Example around a large hill instead of up and over when moving fast. Now I'm not looking for an exact answer as I know it's all relative and a personal feel but I'd like to start in the right ballpark!
Thanks in advance!






