Back to search

Once planets start orbiting their stars, how will the rest stop stations maintain a meaningful position between two planets?

TL;DRRest stops won't stay between two planets because orbits differ; they'll instead sit at each planet's Lagrange points, giving enough jump options, though this is the plan and still needs testing.

Jared HuckabyHost, Community

On the trip between Crusader and Hurston, how will you ever know where the heck they are if everything is rotating?

Luke PressleyPersistent Universe gameplay design, Foundry 42 UK

I think for now the answer is that they won't maintain a constant meaningful location between the two planets, because these things can rotate so vastly differently. What we are doing is we've turned to these Lagrangian points, and these are, I'm going to butcher the science, so please go out and look this up in your own time.

Jared HuckabyHost, Community

Lagrange points: it's two planets, and it's a spot between two giant bodies where the gravitational pull works on both of them.

Luke PressleyPersistent Universe gameplay design, Foundry 42 UK

The Sun and Earth, huge bodies. But an example is the Earth: we have these five Lagrange points. So this diagram can do it better than I can try and explain. The yellow dot is the sun, the blue dot is, in this case, Hurston or Crusader. And these points here are like gravity wells: if you put something there, it will stay there and it will rotate relative to the planet. You see these used a lot in sci-fi, and it tends to be things like, "Oh, you'll find a wormhole there," or something like that. We tend to use them a lot more realistically, I guess. These are like the out-of-town shopping mall of our world. So you can find rest stops there and various other things, but also they tend to collect asteroids and such, so you'll find clusters of those there. And what that means is, while you won't get things kept between two planets, you will get things that rotate between the sun and stuff. So you will always be given lots and lots of points, and enough points to get you out of trouble, as it were. You'll still constantly have to go, "Okay, at this point in the orbit, where is the best place to jump? Because it used to be this one, but time's passed and we've rotated around, and now actually I have to jump to this one to get there quicker." Because we don't want to take that out of it. We don't want to just continually give you the easiest way. I'll leave it up to you to figure this out.

Jared HuckabyHost, Community

Since when has Star Citizen ever taken the easiest way?

Luke PressleyPersistent Universe gameplay design, Foundry 42 UK

Exactly. So this image I'm showing here is an example of how the Lagrangian points are organized with the current static layout of where these planets are. Blue points here being the Lagrange points of Hurston, yellow points being Crusader's Lagrange points. And what you'll see, if I skip on to the next one, this is if all the planets were aligned along this axis. What you see is that you have a Lagrange point behind the planet in relation to the sun, and one in front. These are the weak points. I believe also that the third one is a weak point as well, but the third one down here is on the absolute opposite side of the orbit. And then you get the stronger points here, about 60 degrees either side of where the planet is. And what you can see from this is actually it gives us a really cool... [gap in transcript] That's what we're going to do. Obviously, this means that every planet has these five other points that could have rest stops in them, and probably likely will have rest stops in them. So while you can't keep these things directly between planets, there'll be enough there to get you where you want to go. That's the plan. Obviously, we don't have these things rotating and we don't have all of them in. So that would be 20 points for this, because it has four planets. We don't have all those spinning around, so it still needs testing, but that's the plan.

Calling All Devs›Of Space Stations and Orbits·
Published on this date.17 Sep 2018