Coordinates system
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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. -
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).
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@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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@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. -
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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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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@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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@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? -
@coyotte508 lol thanks i have no idea how i didn't notice yet :P
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@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. -
@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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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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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".