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    Coordinates system

    Scheduled Pinned Locked Moved Gaia Project
    feedback needed
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    • R Offline
      Robert Shepherd @kimmiboy2
      last edited by

      @kimmiboy2
      Thx. I really enjoy this kind of challenge. The surprising thing to me is always that no one else had this idea before me. I mean hexes have been around a long time. Ofc I am always happy to be proven wrong and would love to know if someone finds this system elsewhere - I looked and didnt find it.

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      • K Offline
        kimmiboy2
        last edited by kimmiboy2

        If that's the case well then i'm surprised. Even the first two characters would usually suffice in identifying where something was built... And again i like that it's so intuitive. 7A would mean Sector 7 outer ring.... that's easy.

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        • B Offline
          Babbuc49
          last edited by

          also it would be cool if when hoovering with the mouse over the hexes it would show their corresponding coordinate in a small window, that + roberts method would be really fool proof

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          • C Offline
            coyotte508 @Babbuc49
            last edited by

            @Babbuc49 said in Coordinates system:

            also it would be cool if when hoovering with the mouse over the hexes it would show their corresponding coordinate in a small window, that + roberts method would be really fool proof

            It already shows the coordinate (and sector, building, planet) when you hover over an hex

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            • Z Offline
              zuli @Babbuc49
              last edited by

              @Robert-Shepherd : the system is very intuitive and easy to implement, but it cannot be used to compare different games, because you can rotate sectors, so 7A0 can be a different planet in a different game.
              So if we want to have a consistent reference system, we should decide which is 7A0. But do we need it?

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              • B Offline
                Babbuc49
                last edited by

                @coyotte508 lol thanks i have no idea how i didn't notice yet :P

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                • R Offline
                  Robert Shepherd @zuli
                  last edited by

                  @zuli
                  Really good point about what happens with rotation - reference points will not be consistent across games. I guess you can just make it reference-able uniquely to each game (cuz that, I think, is what's important). But you have given me something to chew on.

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                  • Z Offline
                    zuli @Robert Shepherd
                    last edited by

                    @Robert-Shepherd also @sorpy suggestion has the same problem. TM is using that kind of system, and it work fine, because the map is static ;)

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                    • C Offline
                      coyotte508
                      last edited by

                      For my part, I'm fine with 0 always being at the top. Anyway we'd use the same number for sectors even if they can be flipped depending on if it's a 2p or 4p game, and the rotation info is saved in the game data.

                      I think for the good majority of people, 0 at the top is much easier than knowing each sector by heart. There's a reason we added a color wheel ;)

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                      • R Offline
                        Robert Shepherd
                        last edited by

                        I am pleased that my system was adopted despite not being rotationally consistent.

                        Having played a bit with it now, I might suggest one small modification which would be to use lower case letters as they create a better distinction between the data.

                        Example: 10A5 becomes 10a5

                        I also noticed that it is easier to type (when making notes) because you dont have to keep using "shift".

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