Discussions

Coordinates system

The current coordinate system is not very intuitive.

51077096-03d9-4bd8-8a52-b663f54fe389-image.png

We understand that something based on sectors would probably be better. Is there a good coordinate system already used somewhere that we could use on Gaia Project?

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

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).

naming system for 10 tiles sm.jpg

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

Replying to a message· kimmiboy2

@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.

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

Replying to a message· Babbuc49

@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?

Replying to a message· zuli

@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.

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 ;)

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".