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# Calculating Re-sector Coordinates

60 posts Member
Developers,

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?

## Replies

• 60 posts Member
Can @EE_Elephterion or another developer please comment on this?

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.
• 60 posts Member
For others, after some trial and error the calculation seems to be this:

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.
• 1723 posts Envision Developer
Yes, amount depends on the world size. On the exact value I don't want to comment.
Envision Entertainment Community Liaison
• 2 posts New member
If when re sectoing the game instead of just highlighting a sector to change to it would just estimate with a few spaces where your bases would land would be greatly appreciated. Then I wouldnt need to try to figure out this math posted above.
• 4059 posts Moderator
It wasn't intended that you could calculate or know where your bases will land, it is only the careful observation of results by a few players that has resulted in any kind of calculation at all.

The sector jump was intended to get you out of trouble, not get you into battle.
I am not an employee of EA/Envision. The views expressed are my own!
• 60 posts Member
edited July 2019
@gamerdruid, not sure you can say the intent was to not calculate it. For the longest time I was told that resectoring was random. Obviously, after further analysis of movements by certain players, it has become apparent it is not.

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.
• 1723 posts Envision Developer
SpeirFein wrote: »
In fact, @EE_Elephterion could do that right now if he wanted.

Do what exactly? Inserting random variables into the calculation of your base jumps?
Envision Entertainment Community Liaison
• 2 posts New member
Its very naive to think that re sectoring gets you out of trouble. From what ive observed without needing a calculus degree is that you go back approx 1 sector and centered on it. I was just trying to pinpoint it better.