The only ones known. Probably because we don't have the resolution on our telescopes to resolve rogue Earth-sized worlds or even smaller gas giants. It's likely that these types do exist, though.AFAIK the only known rogue planets known to date are more like very cold brown dwarfs or hot jupiters, so they are more like stars, or should I say bodies that had a more star-like birth, nebular gravitational accretion. So whenever you encounter a small brown dwarf with no planets aroung, this would be the closest to a rogue planet it will ever get.
If you find a string of iceballs, then a large Heavy Metal or Gas Giant planet in the outermost planet position, then that's a captured rogue.
Only the third type of rogue planet is actually visitable in-game right now.
So your second, if a planet is escaping, then ipso-facto it's not gravitationaly bound to the system and is indeed a rogue, but I suspect impossible to model.
Something for the wish-list, I suppose, but I don't expect FDev to have an interest in the amount of development effort it might require, versus the low amount of gameplay that it would add.
It is possible (but highly unlikely) you could accidentally find a wandering rogue planet. This is if my understanding of how a High Wake FSD Jump works is correct.
I imagine that it (in effect) inverts gravity so that when you arrive at the Primary Star it acts like a 'crash mat' to soften the impact (the FSD is still running as you transition from a High Wake jump to Super Cruise). However, if there were an unexpected (and large enough) object in the line of flight of a High Wake Jump there would be an 'impact' mid Jump (which could cause some damage as the FSD would not have 'prepared' itself for the 'crash mat' landing). However, if the Player was then to run a full FSS (and, ideally, a Planetary scan) and sell the data the rogue planet could then be regularly visited, as its' location and trajectory are now known.
Do you have a source for this? I'd love to read up a bit more on it, that's the first I've heard about this.
It would make sense that they dumped this during testing though. It doesn't really sound like fun gameplay, especially if you would get dumped at a rogue planet without enough fuel to jump out.
I've run into a few of those. Thought they were odd. I wonder if we could follow the clues to backtrace where they have been and where they should be.There are three kinds of "rogue planets" in the game.
The first are the invisible stars on the galaxy map. THey were originally intended to be navigational hazards: if you made a jump from system A to system B, but there was a rogue planet system C somewhere on the line between them, then your FSD had a mis-jump and dumped you down at the rogue planet system C, instead of your intended destination B. The idea of such mis-jumps was dumped way back in pre-Alpha testing, but assuming the galaxy was designed with them present, then they're still there, and it is these objects that the "Rogue_Planet" object class is presumably attached to.
Second, we have the entirely virtual "rogue planet encounters" that the Stellar Forge might throw at a procedurally-generated sytem some time in its synthetic history. You never see these planets, they're just probability-clouds that come in and disrupt the planets in a star system as the Stellar Forge runs quickly through it's history to generate the star system's stable orbits once the algorithms are complete. You never see them, but you see the results of their passing, in planets with highly inclined and/or eccentric orbits. "Rogue planets" are down toward the lower end of the possible mass-range of interstellar intruders.
Third, we have, sometimes, the Stellar Forge calculating that one of the second type of Rogue Planet actually gets captured by the star, and ends up being generated as an actual planet, in a stable (though highly inclined and/or eccentric) orbit. You can often tell the difference between a "captured rogue planet" and a "native planet that's had it's orbit knocked about" by comparing its composition to the other nearby planets. If you find a string of iceballs, then a large Heavy Metal or Gas Giant planet in the outermost planet position, then that's a captured rogue.
Only the third type of rogue planet is actually visitable in-game right now.
but then it's not actually a rogue planet anymore
thanks for this great explanation about the history of rogues in elite.
impractical to model on a realistic galactic scale because each time you enter a system the game would need to recreate all surrounding systems too to account for possible rogues coming from there. but a late step considering the chance for a rogue to be passing through the system right now (meaning in the time window of the game's expected lifespan) would be a lot easier.
orbital dynamics could be waved away if the generation prohibited impacts and trajectories close enough to existing bodies to produce effects dramatic enough to require orbital variations in real time or cause other bodies to interact. so these rogues would need to be very far away in the system as to produce very slight and slow changes. a player remaining in the same system for days or weeks (without ever relogging) would see inconsistent data, but i could live with that.
of course there would be a practical distance limit for those to remain accessible in the system. this could match the actual limit the renderer allows, i guess it would be huge enough for people not to bother to get there anymore anyway. and i would be fine too with that rogue disappearing for good, so no need to ever see it reappear in the next system. i guess we would be all already dead by then anyway XD
with some licences (as described above) it wouldn't be that hard, and i think gameplay could be great. some of these things wouldn't even need to be hard to find easter eggs but even be announced on galnet and even have something special on them prompting expeditions or player rushes and contribute to the story. that's exactly the kind of content i would like to see in the game.
and if one can dream, at some point in the future (maybe when we have better hardware) frontier could hand pick even one of these systems and model it for extra drama, like an actual impact or a planet with stations being slung off the system. or something like this:
Dying of the Light - Wikipedia
en.wikipedia.org
He described the multiple things in great detail you're going to have to be more specific for us to actually know what you're talkin about and think you're talkin about something reasonably believableI've run into a few of those. Thought they were odd. I wonder if we could follow the clues to backtrace where they have been and where they should be.
I've run into a few of those. Thought they were odd. I wonder if we could follow the clues to backtrace where they have been and where they should be.
He described the multiple things in great detail you're going to have to be more specific for us to actually know what you're talkin about and think you're talkin about something reasonably believable
And yes, as far as I can imagine, such mis-jumping for either an explorer or an in-bubble traveller would be 99% "annoying inconvenience", and only 1% "wow, that's awesome".
It's hard to say how I would feel about this without actually experiencing it but I think if the probability was quite low, say along the lines of 1 in 1000 jumps, then it would be a pretty interesting mechanic.
IFF Rogue Planets do exist in-game then there are, IMHO, only two ways for them to appear. They might be seen inside another star system but the orbit would be hyperbolic- on the Orrery view it would start and finish on the “boundaries” of the system and would not be a closed orbit. I dont think this will be seen since there are no obvious boundaries to any system I’ve seen to date.
However I don’t think they would appear in the galmap since they are not stars, but might be viisble by gravitational detection as a system in the nav panel. This would be tricky to spot-you’d have to check every system in the nav panel against the galmap to see if any weren’t visible and do that for every system you travelled to.
If this mechanism is implemented then, since the system name is defined by the mass of the system, its system name would probably end in “A-?”. So not impossible, just damn hard to find and, to my mind, not a very pleasant gameplay experience.
I'll get it:
"Rogue Planet"
Just to add, this is a game, there is no huge empty space between systems where what we would call rogue planets could possibly exist except in the merest philosophical sense. The only stuff that loads when you jump into a system is the system itself.
Now having said that I don't see it being an issue to introduce such a thing but it would essentially be a random instanced mini-system in itself, I could imagine a mis-jump such as occurred in the original Elite Dangerous game, dropping you in space far from the nearest star system and generating a random object of some type that your FSD used as an emergency drop point due to the mis-jump. Of course the object wouldn't really exist as part of the ED galaxy, more sort of like the random signal sources, and couldn't be targeted on the galaxy map and you couldn't fly in space from it to a nearby system without hyper jumping because no system is loaded, however for the purposes of "rogue planet" it would do the trick.
Has anyone actually TRIED to fly from star to star in pure supercruise?