Just my 2 cents here...
I can agree with the majority that this is a low priority feature. The current campaign is just one system. You'll wind up memorizing the general planet paths whether you want to or not. However, there are a couple of points I'd like to highlight (one of which I think the OP already tried to bring to attention):
- The full game will be more than one star system - I don't know the extent of the system counts for the campaign, but I'm pretty sure many users would like to have a quick way to review the layout of a new system that they just jumped into. This would include orbital distances of planets (and perhaps speed). Also, are we sure that ALL planets will oribit in a clockwise direction? I think there will be bound to be systems where some planets will orbit in the OPPOSITE direction of other planets
- The player can plot a MUCH better course than the auto-pilot - The auto-pilot currently uses a simple "chase and move to current target location" routine, which is wasteful if you're trying to find the shortest route to a moving target (your path is a curve in most cases). The player can take into account the movement of objects and plot a straight line to where the target WILL be considering the flight time.
Space Rangers 2 has the same basic idea implemented. I don't see why it can't/shouldn't be implemented here. Yes, it's not a MAJOR feature to focus on right now, but it's still something worth considering. Time passage in SR2 is a factor in travel and gettiung things done, so you sometimes had to plot direct courses manually to cut down on in-game travel time. SR2 was turn-based though, so that was easier to min-max time vs distance.
If this gets implemented (either as a defulat feature or a toggle option), all it would need would be a dim, dashed line (maybe gray) to mark off the orbital paths. To make it more useful in the long run, perhaps adding a translucent gray silhouette of the planet indicating where it would be in like 10 days in-game time would be helpful (or something similar to predict future position after some X amount of time). It would let you guess where the planet will be to plot direct courses as well as tell you its orbital direction (clockwise vs counter-clockwise). If your running low on supplies or have a high accident risk, cutting down the amount by using a direct course is better than wasting time on a tail-chase course. That extra day or so of in-game time can mean the difference between getting restocked and repaired with a fully prepped fleet, or a damaged fleet with lost goods. (Heaven forbid you're half crippled trying to run away from a fleet JUST a bit faster than you. That extra time could mean life or game over at that point...)
I don't see why so many of you seem so eager to completely shoot down the idea without seemingly considering all the implications it brings to the game. I find the way this feature was implemented in SR2 VERY useful at times. (I would think real world stellar system maps would feature this type of data on them. I mean, even basic diagrams of our solar system tend to have the orbital paths outlined. Though granted, real-world orbit aren't perfectly circular and 2D.) I don't see what's wrong with having this feature on the system map at least. Having it on the travel map would be somewhat cluttered, though would make for quick referencing on the fly (pretty sure SR2 has that option as well.)
I think it's a viable idea; just not high on the "things to get done NOW" list is all.