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Post by hlo on Mar 31, 2014 14:15:01 GMT -5
Here is the confusion when compared to a regular Cartesian Coord system (look at your wiki link): - De Valtos Prime (the planet) is 1,1. - Normally you will get (> 0, > 0) if you go to right and up. However Ursae-Thulun is listed as (6, -5) as opposed to (6, 5). - Refugee Camp current is (-9, -9) but in regular Cartesian it should be (-9, 9) - Bottom left corner is currently (-10, 37). Regular Cartesian should be (-10, -37). - Cross-9X33 is (36, 34) now but in a regular Cartesian will be (36, -34) The reversal of the signs for Y axis is what get me and probably others confused with what we have been taught in school. It is how Cartesian (aka grid) coordinates work here in North America and in Asia for both regular school work, architecture, engineering, surveying, etc. Except I guess Star Traders RPG in this case.
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Post by starfixer on Apr 10, 2014 9:58:49 GMT -5
I have noticed that also. I always assumed that ST used special coordinates because that's how factions do it in the future.
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Post by hlo on Apr 11, 2014 9:34:12 GMT -5
I have noticed that also. I always assumed that ST used special coordinates because that's how factions do it in the future. Unfortunately all of us in the civilized world are taught the regular Cartesian Coordinate system regardless of what they do in the future. It will be less problematic if there is a map based contract selection system. If I can see where "things" are, I can careless what kind of weird system it chooses to use.
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Post by fallen on Apr 11, 2014 10:03:06 GMT -5
Lol, thanks for the add!
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Post by hlo on Apr 12, 2014 23:02:35 GMT -5
I have been trying Age of Pirates for couple of days. Since many things are quite similar to Star Trader, I have little problem getting going. Getting the ship to move is a bit harder but got it under control since. The ability in Commission (Contract in Age of Pirates) to View Map is very handy. At least you know which map segment you are talking about since the coordinate system increase to the right and down in this free version. Maybe we can try something similar in Star Trader.
Another nice feature is you don't get kick out of town when you complete a commission. Many times in Star Trader I have to either land before or after the contract is complete to finish my shopping list. No big deal late game but early game was another story. You are short on fuel already and you have to fight your way in twice with all the encounters. Unless I am bounty hunting, let me stay on the planet after contract is done.
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Post by Gambit on Apr 12, 2014 23:20:43 GMT -5
Agree with not getting kicked out.
Only suggustion would be get kicked out if cobtract failed. Makes sense to have to ditch the authorities if you fail a mission. Like bounty hunting. Dropping passengers off, dilivering a message. Problem is, you cant really fail dilivery missions.
Would be cool to see negotiate be factored or checked when doing some missions. I never use that skill anyways.
Maybe future updates could reevaluate mission types. Like skills checks when attempting missions, much like survellance, blockade.
Like stealth check when dilivering passengers or dilivering messages. Or maybe a choice vs check between negotiate or stealth.
Like the current choice during mutinies between fight or bribe, warrior vs negotiate.
That would add a lot of depth I think.
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