The current coordinate system is not very intuitive.
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?
The current coordinate system is not very intuitive.
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.
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:
@Robert-Shepherd I like that system. Seems very intuitive. The fact that you can identify immidiately which sector something was built on is useful.
@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
@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
@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?
@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 ;)
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".