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Posted by: Þórgrímr
« on: February 15, 2013, 06:28:58 PM »

I believe that a cartesian map would work the best here, as you would be measuring actual distance, and as you said, the hex map would distort items.


Interstellarshadow, and everybody else who contributed their opinion and vote, it looks like we will be using both styles of maps.  ;D

The Cartesian Map will be the FTL map, while the Hex Map will be the Apollonian Gate Map.  :)

Interstellarshadow, thank you for your input.



Cheers, Thor
Posted by: interstellarshadow
« on: February 14, 2013, 02:36:51 PM »

I believe that a cartesian map would work the best here, as you would be measuring actual distance, and as you said, the hex map would distort items.
Posted by: Þórgrímr
« on: February 07, 2013, 07:29:35 PM »

I admit I prefer the squares as i can estimate distances easy(i know, i'm weird), but I am so used to the hex that it is difficult to imagine using anything else. I guess that is from too many Battletech and starfleet battles games!

Lol, yep. When I first saw a Cartesian Map I thought how weird! Growing up with Traveller and all of those board games to me a Hex Grid came natural. However, as I got older and became more interested in astronomy, I came to see the beauty in a well-done Cartesian Map.  :)



Cheers, Thor
Posted by: Haegan2005
« on: February 07, 2013, 07:25:59 PM »

I admit I prefer the squares as i can estimate distances easy(i know, i'm weird), but I am so used to the hex that it is difficult to imagine using anything else. I guess that is from too many Battletech and starfleet battles games!
Posted by: Þórgrímr
« on: February 07, 2013, 07:15:42 PM »

Aye, providing a reference for the coordinate system actually being used trumps what amounts to, essentially, a fancy-looking overlay.

Conscript Gary, I wholeheartedly agree. The one benefit a hex map, in my humble opinion, has over a Cartesian Map is the ease of use. Since the distances are artificially constrained and already laid out, it makes movement much easier.  ;)

Conscript Gary, thank you for your input.  ;)



Cheers, Thor
Posted by: Þórgrímr
« on: February 07, 2013, 07:11:27 PM »

I like the cartesian maps a bit more, they seem a bit easier to understand.

Unless you are responsible for the math, I think Cartesian Maps are much more good looking. Mainly due to their not being restrained by an artificial hex grid. However, if you are responsible for the math...  :P

MrAnderson, thank you for your input.  ;)



Cheers, Thor
Posted by: Conscript Gary
« on: February 07, 2013, 06:26:48 PM »

Aye, providing a reference for the coordinate system actually being used trumps what amounts to, essentially, a fancy-looking overlay.
Posted by: MrAnderson
« on: February 07, 2013, 05:38:24 PM »

I like the cartesian maps a bit more, they seem a bit easier to understand.
Posted by: Þórgrímr
« on: February 06, 2013, 02:27:36 PM »

The main advantage for hex over grid is if each hex or grid is counted as movement.   With a grid diagonal moves cover a lot more ground than straight moves, with hex the distance moving from one hex to the next is always the same.   

Felan, you are quite correct in that statement. However, with the new stellar coordinate rules a hex grid will distort the XY Axis, and we will be tracking actual X-Y-Z coordinates. So accurate positioning is, somewhat, important. Also, the grid on the Cartesian map has no bearing, what-so-ever, on actual movement ability. It is just a reference grid, for a player to estimate distance on the XY Axis.  :)

Felan, thank you for your input, it is most helpful.  :)



Cheers, Thor
Posted by: Felan
« on: February 06, 2013, 01:01:35 PM »

The main advantage for hex over grid is if each hex or grid is counted as movement.   With a grid diagonal moves cover a lot more ground than straight moves, with hex the distance moving from one hex to the next is always the same.   
Posted by: Þórgrímr
« on: February 05, 2013, 11:09:58 PM »

I didn't vote but my thoughts :)

The hex map is very much like the Traveller maps. Not bad if what you are going for. The other map might be better off without the grid overlay.

Yeah, not much you can do with a hex map that does not remind a person of Traveller.

As for the Cartesian map, the grid lines, in that map designate 1 parsec, and delineate Galactic North, Galactic South, Spinward (East), and Anti-Spinward (West).

In the Canon Maps they will designate 1 square LY. They also help to give a planar distance on the XY Axis. So they will probably stay.

Thanks for your input Erik.  :)



Cheers, Thor
Posted by: Erik Luken
« on: February 05, 2013, 09:57:25 PM »

I didn't vote but my thoughts :)

The hex map is very much like the Traveller maps. Not bad if what you are going for. The other map might be better off without the grid overlay.
Posted by: Þórgrímr
« on: February 05, 2013, 07:31:54 PM »

With the new Stellar Coordinate System BTS! can use one of two methods, Hex, and Cartesian. Attached are examples of both map styles. I will be using Cosmographer 3 to create the 'historical' Canon BTS! Maps. These two maps were also made with Cos 3.

One note, the Cartesian Map is using parsecs instead of LY. The official maps will be using LY.

Please vote for the map you like best. If you have any comments, please share them with us. :AH



Cheers, Thor
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