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Hexless world maps.

Blue Ghost

SOC-14 5K
Knight
I've been reading my Blue Planet resource book (V2), and have been impressed with the maps therein.

And a thought occured to me; why in Traveller do we even bother with hex based world maps? I've rarely seen, if at all, anykind of wargaming take place on any of the OTU world maps (save maybe Terra), where tanks, infantry and the like would require a hex based movement system.

In the future should we do away with hex based world maps? Your thoughts!
 
The hex maps are a fairly uniquely Traveller-esq thing, I'll admit, but it does give a certain look-and-feel to traveller, after all.

Why fix it if it isn't broken?
 
Icosahedral hex maps do not have the landform distortations. If the distance between the sides of a hex is known (usually given somewhere on the map or border) then distance between two points can be estimated to a fair degree of accuracy. Though it might not look as "cool" as the cylindrical projection since they have become more in vogue in recent years the icosahedral hex map is generally easier to use for players that might have to cross large distances of a planets surface. The icosahedral hex map has it problems but IMO they are better than cylindrical projections. IMO Traveller should keep using icosahedral hex maps.
YYMMV
 
I dunno. This is the "2000"s afterall. Hex maps seem so "80"s


Seriously, the first time I saw a world mapped out in hexes was with a Task Force game entitled Cerberus. There it was necceary to the game's mechanics, but it doesn't seem neccesary to Traveller.

I guess I just happen to prefer non-hex maps.
 
Hex maps make long-distance planetary-surface travel and exploration easy. Just use a set hex size in kilomters, give each vehicle a time of travel per hex, and roll encounters once per hex. This standardlizes distaces so that you don't have to bother with measuring or calculating distances.
 
Hi !

I complety agree with Randy here.
No one piece map projection can provide lesser distortions than the multi cutted ico map.
Remember the icomap is in fact an unfolded surface of a sphere approximated body.

Regards,

TE
 
I like what Employee said.

The one Tweak that I would personally like to see to the Icosahedron Hex maps would be the standardization of the hex size and a series of different size blank maps - one per world size.

Blue Ghost, if you find the icosahedron projection too '80s, mount it on a thin piece of cardboard, cut it out and fold it into a globe. Nothing beats a world that you can hold in your hand for a reference.
 
Originally posted by TheEngineer:
Just another link:
http://en.wikipedia.org/wiki/Dymaxion_projection

I'm not sure if a standardization of the hex size is possible here (in a way, that the hexes are still centered at the triangle corners).
Hmm, still worth a try...
The only thing that gives me hope that it might work is that the Radius of the standard worlds are directly proportional so the surface areas should be proportional. I just never got around to trying it.
 
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