# Calculating Re-sector Coordinates

Developers,

Another user posted the following information on calculating the coordinates of a players bases when re-sectoring.

Is this accurate? I understand the math involved, but the one input I don't understand is the use of the number 40 in this equation:

I've heard the number 30 is also used.

A few questions:

1. Is the above calculation steps accurate for calculating re-sector coordinates?

2. What is the purpose of the number 40 or 30 in the equation:

3. When a player re-sectors and there aren't available spaces available for the players bases, does the game place the bases to the nearest available spaces from the calculated re-sector coordinates or does the system default to some general coordinates?

Another user posted the following information on calculating the coordinates of a players bases when re-sectoring.

Sector Relocation = X, Y where;

Cx, Cy = Center of world.

f(x) = average (X1 + X2 + X3 + ... + Xn)

f(y) = average (Y1 + Y2 + Y3 + ... + Yn)

f(d) = SQRT [ (Cx - f(x)) ^2 + (Cy - f(y)) ^2 ] + 40

Relocation to;

North = Cx, Cy - f(d)

Northeast = Cx + SQRT [ f(d)^2 / 2 ] , Cy - SQRT [ f(d)^2 / 2 ]

East = Cx + f(d), Cy

Southeast = Cx + SQRT [ f(d)^2 / 2 ] , Cy + SQRT [ f(d)^2 / 2 ]

South = Cx, Cy + f(d)

Southwest = Cx - SQRT [ f(d)^2 / 2 ] , Cy + SQRT [ f(d)^2 / 2 ]

West = Cx - f(d), Cy

Northwest = Cx - SQRT [ f(d)^2 / 2 ] , Cy - SQRT [ f(d)^2 / 2 ]

Is this accurate? I understand the math involved, but the one input I don't understand is the use of the number 40 in this equation:

f(d) = SQRT [ (Cx - f(x)) ^2 + (Cy - f(y)) ^2 ] + 40

I've heard the number 30 is also used.

A few questions:

1. Is the above calculation steps accurate for calculating re-sector coordinates?

2. What is the purpose of the number 40 or 30 in the equation:

f(d) = SQRT [ (Cx - f(x)) ^2 + (Cy - f(y)) ^2 ] +40

3. When a player re-sectors and there aren't available spaces available for the players bases, does the game place the bases to the nearest available spaces from the calculated re-sector coordinates or does the system default to some general coordinates?

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## Replies

Does the world size impact the resector equation? How is this determined? I've now heard that depending on the world it can be 25, 30 or 40. It would be great to know the "why" behind the number.

f(d) = SQRT [ (Cx - f(x)) ^2 + (Cy - f(y)) ^2 ] + worldsize*(.10)

E.G. - World is 400,400 so 400*.10 = 40 or World is 300,300 then 300*.10 = 30.

@EE_Elephterion, it'd be awesome if you could confirm this.

Envision DeveloperModeratorThe sector jump was intended to get you out of trouble, not get you into battle.

If that was the case to not calculate it, they'd truly make it random. Honestly, the easiest way to do is insert a random variable into the equation to randomize the x and y coordinates. I think the risk to resectoring should be the randomness of resectoring. If you resector you should bear getting dumped way in the back.

That's the fastest fix.

In fact, @EE_Elephterion could do that right now if he wanted.

Envision DeveloperDo what exactly? Inserting random variables into the calculation of your base jumps?