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Pulsar 4X Ideas

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Antagonist:
Got an idea for Pulsar 4X? Some feature or mechanic that would make your week if implemented? Tell us here!

sublight:
Our first Odd Idea: Planetary Maps.

My current theory for implementation would be a low-resolution grid with spaces 1k km on a side.
The grid for a body would have a height of (Diameter / 1,000 km) rounded up, and a width of (Surface_Area / (height * 1,000,000 sqkm)), rounded up. The grid would wrap East/West. By assigning minerals, population centers, etc ground combat and multi-faction planet sharing could be better tracked. Someday.

The only reason for even mentioning it now is for database planning. The system map comes first, but if anyone has an opinion on how important planetary details is or how this system could be improved, shout out.

Beersatron:

--- Quote from: sublight on August 07, 2012, 02:53:59 PM ---Our first Odd Idea: Planetary Maps.

My current theory for implementation would be a low-resolution grid with spaces 1k km on a side.
The grid for a body would have a height of (Diameter / 1,000 km) rounded up, and a width of (Surface_Area / (height * 1,000,000 sqkm)), rounded up. The grid would wrap East/West. By assigning minerals, population centers, etc ground combat and multi-faction planet sharing could be better tracked. Someday.

The only reason for even mentioning it now is for database planning. The system map comes first, but if anyone has an opinion on how important planetary details is or how this system could be improved, shout out.

--- End quote ---

When you say 'wrap' you mean if you travel off the map to the east you end you end up at the corresponding position on the west? So do the same for north/south?

Nathan_:
I'm playing around with quad trees and the hyperdrive limit, so how about a hyperdrive auto on feature, provided that we keep that.

sublight:

--- Quote from: Beersatron on August 07, 2012, 02:55:26 PM ---When you say 'wrap' you mean if you travel off the map to the east you end you end up at the corresponding position on the west? So do the same for north/south?

--- End quote ---

Wrapping as in East/West edge jumping, similar to ship armor damage pattern wrapping. The grid would form a simplified Mercator map projection with pole traversal movement neglected.


As a suggestion, lets save all ship movement/tech tree/balance suggestions for latter. At this stage our primary concern is defining the game scope and design User Interface windows.

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