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    Coordinates system

    Scheduled Pinned Locked Moved Gaia Project
    feedback needed
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    • S Offline
      sorpy
      last edited by

      Well, I think the current ternary coordinate system is good enough.
      Just not easy to understand at first.
      Some guides for origin/axis would be great. (Like in the image you posted)

      I brought one system from the other site below.
      They use Cartesian coordinate (...kind of?) & represent the coordinates on every hex.
      But it seems not so pretty IMO, and maybe an option to toggle "view coordinates" might be good.

      94b23506-6142-4295-bdd3-1bfbd026dbab-image.png

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      • P Offline
        Pandevmonium
        last edited by

        I agree, the system as of now is not useful at all to me. I always have to hover any possible mine if I am playing on PC, I give up on mobile.
        Something like SxRyCz, with x,y,z for sector, row and column within a sector would be more intuitive.

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        • R Offline
          Robert Shepherd
          last edited by

          SIS
          I have developed, what I think is, a simple intuitive system (call it is SIS for short) for naming all spaces on the GP playing tiles.

          The advantages:

          • The system is intuitive: it works like a clock - 0 at the top and 6 at the bottom for the outside ring, 0 - 5 for the inner ring and no extra number needed to refer to the centre.
          • Numbers separated by a character - avoids confusion
          • Small mnemonic - more easily remembered and referred to.
          • The system is easily extensible.
          • "C" also denotes Centre but its trivial and could easily be inverted (ABC -> CBA).

          naming system for 10 tiles sm.jpg

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          • K Offline
            kimmiboy2
            last edited by

            @Robert-Shepherd I like that system. Seems very intuitive. The fact that you can identify immidiately which sector something was built on is useful.

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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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