{"data":{"id":13011,"title":"Writer's Guide: Part Nine","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/13011-Writers-Guide-Part-Nine","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13011","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13011","channel":"Undefined","category":"Undefined","series":"Writer's Guide","images":[{"id":398,"name":"WriterGuideFI2_Crop.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/viqhhayioaj1er\/source\/WriterGuideFI2_Crop.jpg","alt":"","size":620486,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:22:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/398","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/398\/similar"}],"images_count":1,"translations":{"en_EN":"Welcome back, Citizens and Civs. Welcome to another installment of the Star Citizen Writer\u2019s Guide. Here are links to the previous installments and if you are new to this segment, please consult the caveats at the beginning of Issue #1.\nIssue 1 \u2013 UEE Structure\n\nIssue 2 \u2013 Timeline & Citizens\/Civilians\n\nIssue 3 \u2013 Local Government & Media\n\nIssue 4 \u2013 Corps\n\nIssue 5 \u2013 Criminals\n\n\nIssue 6 \u2013 Alien Civs (Banu & Xi\u2019An)\n\nIssue 7 \u2013 Alien Civs (Vanduul & Tevarin)\n\nIssue 8 \u2013 Technology ERRATA\nThe big discussion in the comments regarding last week\u2019s installment was 3D printing. While I stand by the lack of a technology similar to the replicator from Star Trek in the Star Citizen universe, it seemed that there was still discussion regarding a machine that accepts resources and is capable of fashioning parts or other non-complex pieces to minimize the need for a ship mechanic to have to send out for a replacement gear (for example). In this regard (if this is a correct summation), then I would amend the section in last week\u2019s 3D printing section to read as follows: 3D Printing\/Replicators\nWhen approaching the technology of Star Citizen, we wanted the universe to be filled with things. That\u2019s a weird statement, sure, but in order to have a dynamic economy with supply\/demand needs and resources to be mined\/transported, we couldn\u2019t have a universal box that could generate anything and everything. The classic example is the replicator from Star Trek (definition via Wiki: A replicator can create any inanimate matter, as long as the desired molecular structure is on file, but it cannot create antimatter, dilithium, latinum, or a living organism of any kind).\n\nIt\u2019s probably not realistic to ignore the inclusion of a replicator-type technology in the future, especially considering the massive applications 3D printing is already capable of offering \u2014 it\u2019s a stylistic and economic decision not to include it. As stated earlier, there\u2019s a dynamic economy to feed and it will be hungry. If the classic replicator existed, factories wouldn\u2019t need resources flown in; they would go to their industrial-sized Tech-In-A-Box and punch in whatever they needed.\n\nThere are however tools capable of fashioning replacement parts; this saves mechanics from having to stock or send away for ship-specific replacement coils, gears, pistons or other replacement parts. Due to their low cost, a version of these 3D printers can be found in almost every mechanic shop in the UEE. The lowest base-models will only accept one type of building resource and will make parts of cheap quality. The quality and flexibility goes up from there. The highest has attachments to accept all sorts of building materials and can even build out of hybrid mixtures.\n\nNow we\u2019re going to look at how the people of the UEE move around. We\u2019re talking about:\n\nTRANSPORTATION\nIn a space sim, this is a broad topic. Obviously the players are going to have ship transportation. (Otherwise it would be a walking sim?) Leaving the game itself aside, this will be an exploration of how transportation factors into the daily life of the Star Citizen universe. So we will start on the ground level and move our way up to the stars.\n\nPLANETSIDE\n\nGround-based transportation still exists in the 30th Century, but most of it tends to be for utility and industrial use. On the settler and frontier planets, you will find a large amount of ground-based transports. In the more populated systems, there are still roads and cars (for lack of a better word) that exist for private use, but they are no longer the dominant form of planetside transportation. That honor goes to:\n\nAir-based vehicles, also called hovers, are the main form of transportation within the atmosphere. You will see these in the more populated cities and less so on the frontier planets. As more money and people move to these smaller worlds, the number of hovers starts to increase.\n\nTraffic Lanes\n\nWith the masses of flying vehicles crisscrossing the cities in their arranged traffic patterns and the daily influx of interplanetary ships coming in and out of the atmosphere, you would think it would be a recipe for frequent mid-air collisions, raining fire and debris. To minimize this, transportation planners have effectively created traffic planes, local altitudes where air travel is allowed in a specific direction.\n\nFor spaceships, there are specific descent\/ascent paths to drop onto the planet. These paths usually lead to landing zones, but there are exits to merge with traffic planes.\n\nPublic Transportation\n\nAll of the large cities scattered throughout the UEE have multiple forms of public transportation. Prime, for example, has a subway system as well as an elevated monorail system. Don\u2019t feel like waiting for the tube? Hop in a hover taxi.\n\nSPACESIDE\n\nOne of the main questions that has been asked since beginning this feature is how common are spaceships? In these Guides, we have always stressed the desire for variety. To the general populace, spaceships and interplanetary travel may be a reality of daily life but that doesn\u2019t mean that everybody owns a ship. It\u2019s not as common as cars on modern-day Earth. However, space travel is not solely the province of the rich or the social elite. It\u2019s somewhere in the middle. A wide variety of people from all sorts of social and financial background have taken to the stars. Of course, there will be members of the rich who own the sleekest ships, but there are just as many flying junk-ships pushing through the black.\n\nCommercial Space Flight\n\nSince we\u2019ve established that everyone doesn\u2019t own a ship capable of inter-system flight, there is a robust commercial space flight market. These large transports are capable of transporting people, goods or a mixture of the two. The largest provider is Crusader Industries (who owns Crusader in Stanton System). There are carriers that specialize for all types; some cater to settlers who want to start over on frontier worlds while others offer luxury cruises to the Goss system.\n\nThe Earth-Pinecone Run was the first main commercial transport route between Sol and the Ellis system. The route itself changed and expanded after the proliferation of Terra, so now the Run links Earth and Terra (it still has a layover in Ellis).\n\nJUMP POINTS\n\nAs covered in the previous entry on Technology, moving between systems is possible through jump points. Each of these jump points allow crossing massive distances in a short time. To briefly recap, the area around the first jump point was nicknamed the Neso Triangle because ships kept disappearing without a trace. Nick Croshaw discovered that the anomaly was in fact a gap in time\/space and successfully navigated through to become the first NavJumper and discover what would come to be known as the Croshaw System.\n\nJump points are invisible to the naked eye. They are generally discovered using very narrow and precise scan sweeps, but these scans can even be fooled by some jump points that will only appear at certain angles. In short, we want them to be tough to spot; that\u2019s why discovering one is an event.\n\nThe area between the two jump points is known as Interspace. While the scientific community has often wondered what exists there, every attempt to explore or study Interspace has failed. Travelling through Interspace is very dangerous and many would-be NavJumpers have died attempting the traverse. In the past they\u2019ve been described as a blurring of time, like moving fast and slow at the same time, having to navigate around obstacles that are in front of and behind you at the same time. Ultimately, this will be part of the game mechanics, so this will be amended as it\u2019s designed further.\n\nIf a pilot or crew successfully navigate through a new jump point, they should record the route they took to their NavDrive. They can then sell this data to the UEE (or privately if they wish) who will copy the NavData (making necessary calculation adjustments to accommodate ship size) so all ships will mirror the same path as the original NavJumper and therefore open up the new system to everyone.\n\nAliens & Jump Points\n\nDo the Xi\u2019An, Banu, Vanduul or Kr\u2019Thak all use the same technology as us to navigate jump points? While each of the cultures has its own method of traversing\/discovering\/maintaining them, jump points are the main conduit of interstellar travel for all civilizations. This section crosses somewhat into game mechanic territory and also is currently under discussion, so expect this to be clarified and refined in the future.\n\nQUESTIONS\nAculeus says: I do have several questions: What about industrial technology? Should we expect factories to be filled with futuristic mechatronics, droids\/robots moving crates about and only a few Humans or Banu supervising facilities? Or would that depend on the wealth \/ tech level of a planet?\n\nA: There is a certain level of automation at all levels, but I think you\u2019re right, the number of Human workers in the factory is probably related to the wealth of the planet.\n\nAdamanter says:\n\nWhat about combat droids? Are they illegal technology or just restricted? Since there are droids in SC with a basic AI, the next logical step is mount a gun in a simple cleaning droid to make it, with a \u201cslight\u201d change of its basic AI programming, a combat droid.\n\nA: Good question. As far as your fiction goes, I don\u2019t see why your character couldn\u2019t alter a repair-bot to chase boarders with a blowtorch. In the game, I don\u2019t know.\n\nThat\u2019s it for this week. As always, feel free to leave questions or comments below and keep writing. Until next time \u2026","de_DE":"Willkommen zur\u00fcck, B\u00fcrger und B\u00fcrger. Willkommen zu einer weiteren Ausgabe des Star Citizen Writer's Guide. Hier sind Links zu den vorherigen Raten und wenn Sie neu in diesem Segment sind, lesen Sie bitte die Hinweise zu Beginn von Ausgabe #1.\nAusgabe 1 - UEE-Struktur\n\nAusgabe 2 - Zeitleiste & B\u00fcrger\/Zivilisten\n\nAusgabe 3 - Kommunalverwaltung & Medien\n\nAusgabe 4 - Korps\n\nAusgabe 5 - Kriminelle\n\n\nAusgabe 6 - Alien Civs (Banu & Xi'An)\n\nAusgabe 7 - Alien Civs (Vanduul & Tevarin)\n\nAusgabe 8 - Technologie\n\n\n\nERRATA\n\nDie gro\u00dfe Diskussion in den Kommentaren zur letzten Woche war der 3D-Druck. W\u00e4hrend ich zum Fehlen einer Technologie \u00e4hnlich dem Replikator von Star Trek im Star Citizen-Universum stehe, schien es, dass es immer noch Diskussionen \u00fcber eine Maschine gibt, die Ressourcen akzeptiert und in der Lage ist, Teile oder andere nicht komplexe Teile herzustellen, um die Notwendigkeit zu minimieren, dass ein Schiffsmechaniker nach einem Ersatzger\u00e4t schicken muss (zum Beispiel). In diesem Zusammenhang (wenn dies eine korrekte Summierung ist), dann w\u00fcrde ich den Abschnitt im 3D-Druckabschnitt der letzten Woche wie folgt \u00e4ndern: 3D-Drucker\/Replikatoren\nAls wir uns der Technologie von Star Citizen n\u00e4herten, wollten wir, dass das Universum mit Dingen gef\u00fcllt wird. Das ist eine seltsame Aussage, sicher, aber um eine dynamische Wirtschaft mit Angebot\/Nachfrage-Bed\u00fcrfnissen und Ressourcen, die abgebaut\/transportiert werden sollen, zu haben, konnten wir keine Universalbox haben, die alles und jeden erzeugen k\u00f6nnte. Das klassische Beispiel ist der Replikator von Star Trek (Definition \u00fcber Wiki: Ein Replikator kann jede unbelebte Materie erzeugen, solange die gew\u00fcnschte Molekularstruktur vorhanden ist, aber er kann keine Antimaterie, Dilithium, Latinum oder einen lebenden Organismus jeglicher Art erzeugen).\n\nEs ist wahrscheinlich nicht realistisch, die Einbeziehung einer Replikator-Technologie in der Zukunft zu ignorieren, besonders wenn man bedenkt, dass der 3D-Druck bereits in der Lage ist, massive Anwendungen anzubieten - es ist eine stilistische und wirtschaftliche Entscheidung, sie nicht aufzunehmen. Wie bereits erw\u00e4hnt, gibt es eine dynamische Wirtschaft zu ern\u00e4hren, und sie wird hungrig sein. Wenn es den klassischen Replikator g\u00e4be, br\u00e4uchten die Fabriken keine eingeflogenen Ressourcen; sie w\u00fcrden zu ihrer industrietauglichen Tech-In-A-Box gehen und alles einlochen, was sie brauchen.\n\nEs gibt jedoch Werkzeuge, die in der Lage sind, Ersatzteile herzustellen; dies erspart den Mechanikern das Lagern oder Versenden von schiffsspezifischen Ersatzspulen, Getrieben, Kolben oder anderen Ersatzteilen. Aufgrund ihrer niedrigen Kosten ist eine Version dieser 3D-Drucker in fast jeder Mechanikerwerkstatt in der UEE zu finden. Die niedrigsten Basismodelle akzeptieren nur eine Art von Baumaterial und stellen Teile von billiger Qualit\u00e4t her. Die Qualit\u00e4t und Flexibilit\u00e4t steigt von da an. Der H\u00f6chste hat Anh\u00e4nge, um alle Arten von Baumaterialien aufzunehmen und kann sogar aus hybriden Mischungen bauen.\n\nJetzt werden wir uns ansehen, wie sich die Leute der UEE bewegen. Wir reden hier \u00fcber:\n\n\n\n\nTRANSPORT\n\nIn einer Weltraumsimulation ist dies ein weit gefasstes Thema. Nat\u00fcrlich werden die Spieler einen Schiffstransport haben. (Andernfalls w\u00e4re es eine Laufsimulation?) Abgesehen vom Spiel selbst wird dies eine Untersuchung der Transportfaktoren in das t\u00e4gliche Leben des Star Citizen-Universums sein. Also werden wir im Erdgeschoss beginnen und uns auf den Weg zu den Sternen machen.\n\n\n\nPLANETSIDE\n\nDer bodengebundene Verkehr existiert noch im 30. Jahrhundert, aber der gr\u00f6\u00dfte Teil davon ist f\u00fcr den Gebrauch und die Industrie bestimmt. Auf den Siedler- und Grenzplaneten finden Sie eine gro\u00dfe Anzahl von bodengebundenen Transporten. In den bev\u00f6lkerungsreicheren Systemen gibt es immer noch Stra\u00dfen und Autos (mangels eines besseren Wortes), die f\u00fcr den privaten Gebrauch existieren, aber sie sind nicht mehr die dominierende Form des planetarischen Transports. Diese Ehre geb\u00fchrt:\n\nLuftfahrzeuge, auch Hover genannt, sind das wichtigste Transportmittel in der Atmosph\u00e4re. Sie werden diese in den bev\u00f6lkerungsreicheren St\u00e4dten und weniger auf den Grenzplaneten sehen. Wenn mehr Geld und Menschen in diese kleineren Welten ziehen, steigt die Zahl der Schweber.\n\nFahrspuren\n\nWenn die Massen von fliegenden Fahrzeugen die St\u00e4dte in ihren geordneten Verkehrsmustern durchqueren und der t\u00e4gliche Zustrom von interplanetaren Schiffen in die und aus der Atmosph\u00e4re kommt, sollte man meinen, dass es ein Rezept f\u00fcr h\u00e4ufige Kollisionen in der Luft sein w\u00fcrde, bei denen Feuer und Schutt regnen. Um dies zu minimieren, haben Verkehrsplaner effektiv Verkehrsflugzeuge geschaffen, lokale H\u00f6hen, in denen Flugreisen in eine bestimmte Richtung erlaubt sind.\n\nF\u00fcr Raumschiffe gibt es spezielle Abstiegs-\/Aufstiegspfade, die auf den Planeten fallen. Diese Wege f\u00fchren in der Regel zu Landepl\u00e4tzen, aber es gibt Ausg\u00e4nge, die mit Verkehrsflugzeugen verschmelzen.\n\n\u00d6ffentliche Verkehrsmittel\n\nAlle Gro\u00dfst\u00e4dte, die \u00fcber die gesamte UEE verteilt sind, verf\u00fcgen \u00fcber mehrere \u00f6ffentliche Verkehrsmittel. Prime verf\u00fcgt beispielsweise \u00fcber eine U-Bahn sowie eine erh\u00f6hte Einschienenbahn. Hast du keine Lust, auf die U-Bahn zu warten? Steigen Sie in ein Schwebetaxi.\n\n\n\nSPACESIDE\n\nEine der wichtigsten Fragen, die seit Beginn dieses Features gestellt wurden, ist, wie verbreitet sind Raumschiffe? In diesen Leitf\u00e4den haben wir immer den Wunsch nach Vielfalt betont. F\u00fcr die allgemeine Bev\u00f6lkerung m\u00f6gen Raumschiffe und interplanetare Reisen eine Realit\u00e4t des t\u00e4glichen Lebens sein, aber das bedeutet nicht, dass jeder ein Schiff besitzt. Es ist nicht so verbreitet wie Autos auf der heutigen Erde. Die Raumfahrt ist jedoch nicht nur die Provinz der Reichen oder der sozialen Elite. Es ist irgendwo in der Mitte. Eine Vielzahl von Menschen mit unterschiedlichem sozialem und finanziellem Hintergrund sind zu den Sternen gegangen. Nat\u00fcrlich wird es Mitglieder der Reichen geben, die die schicksten Schiffe besitzen, aber es gibt genauso viele fliegende Junk-Schiffe, die durch das Schwarze fahren.\n\nKommerzielle Raumfahrt\n\nDa wir festgestellt haben, dass nicht jeder ein Schiff besitzt, das in der Lage ist, zwischen Systemen zu fliegen, gibt es einen robusten kommerziellen Raumfahrtmarkt. Diese gro\u00dfen Transporte sind in der Lage, Personen, G\u00fcter oder eine Mischung aus beidem zu transportieren. Der gr\u00f6\u00dfte Anbieter ist Crusader Industries (der Crusader im Stanton System besitzt). Es gibt Fluggesellschaften, die sich auf alle Arten spezialisiert haben; einige richten sich an Siedler, die auf Grenzwelten beginnen wollen, w\u00e4hrend andere Luxuskreuzfahrten zum Goss-System anbieten.\n\nDer Earth-Pinecone Run war die erste kommerzielle Hauptverkehrsstrecke zwischen Sol und dem Ellis-System. Die Route selbst \u00e4nderte und erweiterte sich nach der Verbreitung von Terra, so dass der Lauf nun die Erde mit Terra verbindet (er hat immer noch einen Zwischenstopp in Ellis).\n\n\n\nJUMPEN-PUNKTE\n\nWie bereits im vorherigen Beitrag zur Technologie erw\u00e4hnt, ist der Wechsel zwischen den Systemen \u00fcber Sprungbretter m\u00f6glich. Jeder dieser Sprungbretter erm\u00f6glicht es, in kurzer Zeit gro\u00dfe Entfernungen zu \u00fcberwinden. Um es kurz zusammenzufassen: Das Gebiet um den ersten Sprungpunkt wurde als Neso-Dreieck bezeichnet, weil Schiffe immer wieder spurlos verschwanden. Nick Croshaw entdeckte, dass die Anomalie tats\u00e4chlich eine Zeit-\/Rauml\u00fccke war und navigierte erfolgreich durch, um der erste NavJumper zu werden und zu entdecken, was sp\u00e4ter als Croshaw-System bekannt werden w\u00fcrde.\n\nSprungbretter sind f\u00fcr das blo\u00dfe Auge unsichtbar. Sie werden in der Regel mit sehr schmalen und pr\u00e4zisen Scan-Sweeps entdeckt, aber diese Scans k\u00f6nnen sogar von einigen Sprungbrettpunkten get\u00e4uscht werden, die nur in bestimmten Winkeln erscheinen. Kurz gesagt, wir wollen, dass sie schwer zu erkennen sind; deshalb ist es ein Ereignis, eines zu entdecken.\n\nDer Bereich zwischen den beiden Sprungbrettern wird als Zwischenraum bezeichnet. W\u00e4hrend sich die wissenschaftliche Gemeinschaft oft gefragt hat, was dort existiert, ist jeder Versuch, Interspace zu erforschen oder zu studieren, gescheitert. Die Reise durch den Zwischenraum ist sehr gef\u00e4hrlich und viele M\u00f6chtegern-Navjumper sind bei der Durchquerung gestorben. In der Vergangenheit wurden sie als verschwommene Zeit beschrieben, wie z.B. schnell und langsam gleichzeitig zu bewegen, um Hindernisse zu umgehen, die gleichzeitig vor und hinter dir liegen. Letztendlich wird dies Teil der Spielmechanik sein, so dass diese im Zuge der Weiterentwicklung ge\u00e4ndert wird.\n\nWenn ein Pilot oder eine Crew erfolgreich durch einen neuen Sprungbrett navigiert, sollte sie die Route, die sie zu ihrem NavDrive genommen hat, aufzeichnen. Sie k\u00f6nnen diese Daten dann an die UEE (oder auf Wunsch auch privat) verkaufen, die die NavData kopiert (wobei sie die notwendigen Berechnungen vornehmen, um die Schiffsgr\u00f6\u00dfe anzupassen), so dass alle Schiffe den gleichen Weg wie der urspr\u00fcngliche NavJumper spiegeln und somit das neue System f\u00fcr alle zug\u00e4nglich machen.\n\nAu\u00dferirdische & Sprungbremsen\n\nVerwenden die Xi'An, Banu, Vanduul oder Kr'Thak alle die gleiche Technologie wie wir, um Sprungpunkte zu navigieren? W\u00e4hrend jede der Kulturen ihre eigene Methode hat, um sie zu durchqueren, zu entdecken und zu erhalten, sind Sprungbretter die Hauptleitung der interstellaren Reise f\u00fcr alle Zivilisationen. Dieser Abschnitt geht etwas in spielmechanisches Gebiet \u00fcber und wird derzeit ebenfalls diskutiert, so dass man davon ausgehen kann, dass dies in Zukunft gekl\u00e4rt und verfeinert wird.\n\n\n\n\nFRAGEN\n\nAculeus sagt: Ich habe mehrere Fragen: Wie sieht es mit der Industrietechnik aus? Sollten wir erwarten, dass die Fabriken mit futuristischer Mechatronik, Droiden\/Robotern, die Kisten bewegen, und nur wenigen Menschen oder Banu, die Anlagen \u00fcberwachen, gef\u00fcllt werden? Oder w\u00fcrde das vom Reichtum \/ Tech-Niveau eines Planeten abh\u00e4ngen?\n\nA: Es gibt einen gewissen Grad an Automatisierung auf allen Ebenen, aber ich denke, Sie haben Recht, die Anzahl der Humanarbeiter in der Fabrik h\u00e4ngt wahrscheinlich mit dem Reichtum des Planeten zusammen.\n\n\n\nAdamanter sagt:\n\nWas ist mit Kampfdroiden? Sind sie illegale Technologie oder nur eingeschr\u00e4nkt? Da es Droiden in SC mit einer grundlegenden KI gibt, ist der n\u00e4chste logische Schritt die Montage einer Waffe in einer einfachen Reinigungsdroide, um sie mit einer \"leichten\" \u00c4nderung ihrer grundlegenden KI-Programmierung, einem Kampfdroiden, zu machen.\n\nA: Gute Frage. Was deine Fiktion betrifft, so verstehe ich nicht, warum dein Charakter nicht einen Reparaturblock \u00e4ndern konnte, um Boarder mit einer L\u00f6tlampe zu verfolgen. Im Spiel, ich wei\u00df nicht.\n\n\n\n\nDas war's f\u00fcr diese Woche. Wie immer, z\u00f6gere nicht, Fragen oder Kommentare unten zu hinterlassen und schreibe weiter. Bis zum n\u00e4chsten Mal.....","zh_CN":"Welcome back, Citizens and Civs. Welcome to another installment of the Star Citizen Writer\u2019s Guide. Here are links to the previous installments and if you are new to this segment, please consult the caveats at the beginning of Issue #1.\nIssue 1 \u2013 UEE Structure\n\nIssue 2 \u2013 Timeline & Citizens\/Civilians\n\nIssue 3 \u2013 Local Government & Media\n\nIssue 4 \u2013 Corps\n\nIssue 5 \u2013 Criminals\n\n\nIssue 6 \u2013 Alien Civs (Banu & Xi\u2019An)\n\nIssue 7 \u2013 Alien Civs (Vanduul & Tevarin)\n\nIssue 8 \u2013 Technology ERRATA\nThe big discussion in the comments regarding last week\u2019s installment was 3D printing. While I stand by the lack of a technology similar to the replicator from Star Trek in the Star Citizen universe, it seemed that there was still discussion regarding a machine that accepts resources and is capable of fashioning parts or other non-complex pieces to minimize the need for a ship mechanic to have to send out for a replacement gear (for example). In this regard (if this is a correct summation), then I would amend the section in last week\u2019s 3D printing section to read as follows: 3D Printing\/Replicators\nWhen approaching the technology of Star Citizen, we wanted the universe to be filled with things. That\u2019s a weird statement, sure, but in order to have a dynamic economy with supply\/demand needs and resources to be mined\/transported, we couldn\u2019t have a universal box that could generate anything and everything. The classic example is the replicator from Star Trek (definition via Wiki: A replicator can create any inanimate matter, as long as the desired molecular structure is on file, but it cannot create antimatter, dilithium, latinum, or a living organism of any kind).\n\nIt\u2019s probably not realistic to ignore the inclusion of a replicator-type technology in the future, especially considering the massive applications 3D printing is already capable of offering \u2014 it\u2019s a stylistic and economic decision not to include it. As stated earlier, there\u2019s a dynamic economy to feed and it will be hungry. If the classic replicator existed, factories wouldn\u2019t need resources flown in; they would go to their industrial-sized Tech-In-A-Box and punch in whatever they needed.\n\nThere are however tools capable of fashioning replacement parts; this saves mechanics from having to stock or send away for ship-specific replacement coils, gears, pistons or other replacement parts. Due to their low cost, a version of these 3D printers can be found in almost every mechanic shop in the UEE. The lowest base-models will only accept one type of building resource and will make parts of cheap quality. The quality and flexibility goes up from there. The highest has attachments to accept all sorts of building materials and can even build out of hybrid mixtures.\n\nNow we\u2019re going to look at how the people of the UEE move around. We\u2019re talking about:\n\nTRANSPORTATION\nIn a space sim, this is a broad topic. Obviously the players are going to have ship transportation. (Otherwise it would be a walking sim?) Leaving the game itself aside, this will be an exploration of how transportation factors into the daily life of the Star Citizen universe. So we will start on the ground level and move our way up to the stars.\n\nPLANETSIDE\n\nGround-based transportation still exists in the 30th Century, but most of it tends to be for utility and industrial use. On the settler and frontier planets, you will find a large amount of ground-based transports. In the more populated systems, there are still roads and cars (for lack of a better word) that exist for private use, but they are no longer the dominant form of planetside transportation. That honor goes to:\n\nAir-based vehicles, also called hovers, are the main form of transportation within the atmosphere. You will see these in the more populated cities and less so on the frontier planets. As more money and people move to these smaller worlds, the number of hovers starts to increase.\n\nTraffic Lanes\n\nWith the masses of flying vehicles crisscrossing the cities in their arranged traffic patterns and the daily influx of interplanetary ships coming in and out of the atmosphere, you would think it would be a recipe for frequent mid-air collisions, raining fire and debris. To minimize this, transportation planners have effectively created traffic planes, local altitudes where air travel is allowed in a specific direction.\n\nFor spaceships, there are specific descent\/ascent paths to drop onto the planet. These paths usually lead to landing zones, but there are exits to merge with traffic planes.\n\nPublic Transportation\n\nAll of the large cities scattered throughout the UEE have multiple forms of public transportation. Prime, for example, has a subway system as well as an elevated monorail system. Don\u2019t feel like waiting for the tube? Hop in a hover taxi.\n\nSPACESIDE\n\nOne of the main questions that has been asked since beginning this feature is how common are spaceships? In these Guides, we have always stressed the desire for variety. To the general populace, spaceships and interplanetary travel may be a reality of daily life but that doesn\u2019t mean that everybody owns a ship. It\u2019s not as common as cars on modern-day Earth. However, space travel is not solely the province of the rich or the social elite. It\u2019s somewhere in the middle. A wide variety of people from all sorts of social and financial background have taken to the stars. Of course, there will be members of the rich who own the sleekest ships, but there are just as many flying junk-ships pushing through the black.\n\nCommercial Space Flight\n\nSince we\u2019ve established that everyone doesn\u2019t own a ship capable of inter-system flight, there is a robust commercial space flight market. These large transports are capable of transporting people, goods or a mixture of the two. The largest provider is Crusader Industries (who owns Crusader in Stanton System). There are carriers that specialize for all types; some cater to settlers who want to start over on frontier worlds while others offer luxury cruises to the Goss system.\n\nThe Earth-Pinecone Run was the first main commercial transport route between Sol and the Ellis system. The route itself changed and expanded after the proliferation of Terra, so now the Run links Earth and Terra (it still has a layover in Ellis).\n\nJUMP POINTS\n\nAs covered in the previous entry on Technology, moving between systems is possible through jump points. Each of these jump points allow crossing massive distances in a short time. To briefly recap, the area around the first jump point was nicknamed the Neso Triangle because ships kept disappearing without a trace. Nick Croshaw discovered that the anomaly was in fact a gap in time\/space and successfully navigated through to become the first NavJumper and discover what would come to be known as the Croshaw System.\n\nJump points are invisible to the naked eye. They are generally discovered using very narrow and precise scan sweeps, but these scans can even be fooled by some jump points that will only appear at certain angles. In short, we want them to be tough to spot; that\u2019s why discovering one is an event.\n\nThe area between the two jump points is known as Interspace. While the scientific community has often wondered what exists there, every attempt to explore or study Interspace has failed. Travelling through Interspace is very dangerous and many would-be NavJumpers have died attempting the traverse. In the past they\u2019ve been described as a blurring of time, like moving fast and slow at the same time, having to navigate around obstacles that are in front of and behind you at the same time. Ultimately, this will be part of the game mechanics, so this will be amended as it\u2019s designed further.\n\nIf a pilot or crew successfully navigate through a new jump point, they should record the route they took to their NavDrive. They can then sell this data to the UEE (or privately if they wish) who will copy the NavData (making necessary calculation adjustments to accommodate ship size) so all ships will mirror the same path as the original NavJumper and therefore open up the new system to everyone.\n\nAliens & Jump Points\n\nDo the Xi\u2019An, Banu, Vanduul or Kr\u2019Thak all use the same technology as us to navigate jump points? While each of the cultures has its own method of traversing\/discovering\/maintaining them, jump points are the main conduit of interstellar travel for all civilizations. This section crosses somewhat into game mechanic territory and also is currently under discussion, so expect this to be clarified and refined in the future.\n\nQUESTIONS\nAculeus says: I do have several questions: What about industrial technology? Should we expect factories to be filled with futuristic mechatronics, droids\/robots moving crates about and only a few Humans or Banu supervising facilities? Or would that depend on the wealth \/ tech level of a planet?\n\nA: There is a certain level of automation at all levels, but I think you\u2019re right, the number of Human workers in the factory is probably related to the wealth of the planet.\n\nAdamanter says:\n\nWhat about combat droids? Are they illegal technology or just restricted? Since there are droids in SC with a basic AI, the next logical step is mount a gun in a simple cleaning droid to make it, with a \u201cslight\u201d change of its basic AI programming, a combat droid.\n\nA: Good question. As far as your fiction goes, I don\u2019t see why your character couldn\u2019t alter a repair-bot to chase boarders with a blowtorch. In the game, I don\u2019t know.\n\nThat\u2019s it for this week. As always, feel free to leave questions or comments below and keep writing. Until next time \u2026"},"links_count":4,"comment_count":61,"created_at":"2013-05-30T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-16 23:25:01","valid_relations":["images","links"],"prev_id":13010,"next_id":13012}}