moose o death wrote:your wrapping earth designs into erfworld again. they have a physically enforced six cardinal directions. we never had such a limitation. at some point in our history it was decided to make maps with squared edges. the top of the map was always north, so by design you had 3 other obvious directions. you couldn't name them up down left and right. that's just going to confuse the issue.
What I'm doing is trying to avoid thinking of hexes as squares on a chessboard. Even if only to avoid boredom, units would take paths that are closer to my straight lines. I think those paths are what Erfworlders would take: it's not as if they need to go through the center of each hex...
moose o death wrote:erfworld IS hexes. literal physically enforced hexes. i'm sure that given the story refers to compass points already, they must use the compass naming to some extent. but if you can only physically travel in six global directions, you will never even use the naming for those two missing directions. it's not functionally possible to travel in that direction. you can smooth the path but you still changing directions every other move.
Well, at least we're not arguing about whether the concepts of all eight cardinal directions (or 16 or whatever) is not alien to Erf. All could be used unless specific individual, short-range movements are being discussed. And in that case, why not use the coordinate system?
moose o death wrote:firstly look at your white example. your top line works, but if the instruction is 3 hexes east, and you exit the first hex from the wrong edge, it costs an aditional move in correction. thus no-one would ever issue the "move 3 hexes east" command. it's co-ordinates or more accurate instructions of northeast/southeast.
Fine, then "three hexes east" is confusing. It's still pretty understandable to say two, four, or six hexes east. Erfworlders are popped knowing the system and how to communicate related concepts clearly: just because it's a bit odd or confusing to us doesn't mean that they don't do it as naturally as we think of concepts like up, down, left, and right. Actually, since they're popped with that knowledge, it's even more natural to them than that.
moose o death wrote:your second example has a third path as well due south(2) then southeast(1) to end move, your examples all assume mountains don't exist between two points as well. once again requiring detailled circumnavigation commands to be issued.
Actually, I consider the need for circumnavigation to avoid high-move-cost terrain like mountains or high mountains to be a point in my favor. If Erf units are used to adjusting their path based on the types of hexes, then they can certainly make minute adjustments needed to make sure that "straight line" paths aren't resulting in increased move costs.
moose o death wrote:the blue example you've highlighted the other problem, now the command north and south are irrelevant. the grid co-ordinates system is all well and good for smaller maps but will quickly degenerate over larger scales, especially in cases of multi scale maps. ie a larger global map that refernces smaller maps. in this case i believe hexagonal mapping would make more sense and possible a 3 value co-ordinate system but i haven't got the time to speculate how that could work. conversely a diagonal 2 digit co-ordiante system has no such offset issues your example suffers.
Firstly, I again want to point out that what we find confusing is crystal clear to Erfworlders. Look at the command that Charlie gave the Archons: "I need you to proceed to X: -1218, Y: 467 to provide escort to three commanders and their entourage." Arguably, the mention of Jetstone and the Great Western Conflict would help them, but at the very least it gives us a strong hint of how it's not a terribly complicated system from their perspective. For all we know they have absolutely innate dead reckoning and perfect sense of direction: everybody knows exactly what hex they're on at all times and the approximate path to take to get to a different hex is equally intuitive to them.