{"data":{"id":13443,"title":"LORE BUILDER: NINE: SQUADRON NUMBERING & SATABALL","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/13443-LORE-BUILDER-NINE-SQUADRON-NUMBERING-SATABALL","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13443","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13443","channel":"Undefined","category":"Undefined","series":"Lore Builder","images":[{"id":966,"name":"LoreBuilderFI.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/uet01vnp422zfr\/source\/LoreBuilderFI.jpg","alt":"","size":1358647,"mime_type":"image\/jpeg","last_modified":"2013-10-18T00:04:30+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/966","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/966\/similar"},{"id":1143,"name":"FlightDivisions2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c9450kwue0l1ir\/source\/FlightDivisions2.jpg","alt":"","size":547830,"mime_type":"image\/jpeg","last_modified":"2013-12-20T01:19:23+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1143","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1143\/similar"}],"images_count":2,"translations":{"en_EN":"Hello everyone. Welcome to another installment of LORE BUILDER, where we flesh out the Star Citizen universe with you, the community. As always, if you\u2019re new to this feature and would like to participate, you should check out the caveats and background reading described at the beginning of the first issue.\n\nIn the previous issues, we\u2019ve been creating a sport from scratch, but this week, we\u2019re going to do something a little different and introduce a second topic to discuss alongside Sataball. Hopefully, this will appeal to those whose interests lie elsewhere.\n\nSo let\u2019s jump into the new topic first:\n\nNUMBERING SYSTEM FOR FLEETS\/SQUADRONS\/ETC.\nWhat\u2019s in a name? This question has been asked several times on my Ask A Dev thread, and this seemed like a great venue to create a system for numbering the various squadrons in the UEE military.\n\nAgain, this is a pretty sizeable topic to tackle. Let\u2019s start by quickly going over what we already know and the parameters we\u2019ve got to work with:\n\n1. Squadron 42 is the name of the game. Literally. We can\u2019t change that, so any system that we come up with has to account for the existence of a Squadron 42. I know it sounds obvious, but we need to keep it in mind. Moving on \u2026\n\n2. This is a retcon from earlier answers given by me indicating that squadrons were going to be of a much larger size. Sorry, that was my mistake. I will invoke my caveats. Anyway, in the current discussions we are using the RAF structure, as illustrated here:\n\n\nUnfortunately, additional information might spoil aspects of the game, so that\u2019s all we\u2019re going to start with. Please feel free to explore potential numbering systems in the comments below. You can mirror realistic flight\/squadron designations, build a unique and original system since it\u2019s the future, or come up with a hybrid of the two.\n\nHere are some suggestions from Anzig, Radivnal and Quintero in the Ask A Dev thread to get you started.\n\n\n\nNow, on to topic number two:\n\nSATABALL\nContinuing our discussion from last week, you all made some excellent points advocating each field style and goal type, making me realizing that I probably should have done a survey. Personally, I feel like the floor generators for the various fields make the most sense as the corresponding ceiling generator felt too constrictive on the playing field.\n\nWe\u2019re going to move on and bring the players and game dynamics into the mix. Hopefully that discussion will help narrow the decision for the other aspects.\n\nPLAYERS\/TEAMS\nKeeping the teams smaller feels like it lends itself to a faster paced, higher-scoring game. So for a starting discussion, say there are six players per team on the field. We could take a page from baseball\u2019s rules, add another ten on the bench and that could comprise the active roster. Major league players could then be pulled up from or sent down to the Sataball team\u2019s minor league system.\n\nPOSITIONS (if any)\nThis question becomes tied into the type of goal we have. A classic rectangular goal would almost require a goalie. Now whether that\u2019s a specified position or if any team member could step into that role could be an interesting question.\n\nEQUIPMENT\nUniforms: Light pads incorporated into the uniforms to allow for protection without sacrificing flexibility.\n\nHelmets: Zan\u2019s original write-up gave the helmets the ability to \u201cpredict ball\/player trajectories, identify team members\/opponents and visualize magnetic barriers\/fields,\u201d but I prefer for the helmets to function strictly as a protective\/aesthetic accessory. If we have the color-coded barriers, players won\u2019t need special optics to identify them; let\u2019s keep the uniforms simple and let the players\u2019 intuition and skill in the game dictate their actions, rather than being assisted by a computer.\n\nSataGlove: A large type of glove made out of a hard, inflexible material worn on the player\u2019s dominant hand (think a crossover between a baseball glove and a saucer) which allows players to hold\/catch the ball without making it possible for them to grip it. The other hand has to be tied in a closed fist. This description reminded me also of the cesta baskets of Jai Alai.\n\nThe Ball: 16\u201d\/41cm circumference (roughly the size of a 16-inch softball) but made out of an elastic polymer hull, necessary to create a ricochet effect.\n\nGENERAL PLAY\nHere is Zan\u2019s explanation of how he sees the game being played:\n\nMy view on Sataball was a game in which athleticism and quick passing\/shooting were more important than holding onto the ball and tackling \u2026based on the idea that you can use hands and feet to move the ball around, but are not allowed to hold it. While AFL does it with Umpires and rules, my idea was to make it impossible for the player to really grab the ball using the Sataglove.\n\nThat sounded good to me. So to combine elements of Zan\u2019s idea with Australian Rules Football:\n\nPlay begins at the center of the field when the ball is launched via eject barrier in center field and each team\u2019s center try to snatch the ball. Once in possession, the ball can be propelled in any direction by way of a foot, clenched fist (called a handball or handpass) or Sataglove pass\/throw.\n\nWhat about player movement when in possession of the Sataball; are they limited in steps, can they move freely, or can they not move at all?\n\nWe\u2019re going to stop here for discussion. Feel free to work on fleshing out the specific rules, but it\u2019s more important that we get the broad aspects of the game to provide a working foundation of the sport to incorporate into the Lore of the universe.\n\nThe office will be closed next week for the holidays, but we will have at least one more Lore Builder when we come back to review the Fleet Numbering Systems and wrap up Sataball before launching into a brand new serial.\n\nAs always, please submit your ideas and comments below. Have a wonderful holiday and New Year.\n\nUntil next time \u2026","de_DE":"Hallo zusammen. Willkommen zu einer weiteren Ausgabe von LORE BUILDER, wo wir das Universum des Sternenb\u00fcrgers mit euch, der Gemeinschaft, ausarbeiten. Wie immer, wenn du neu in diesem Feature bist und teilnehmen m\u00f6chtest, solltest du die Vorbehalte und Hintergrundinformationen lesen, die zu Beginn der ersten Ausgabe beschrieben wurden.\n\nIn den vorherigen Ausgaben haben wir einen Sport von Grund auf neu entwickelt, aber diese Woche werden wir etwas anderes machen und ein zweites Thema einf\u00fchren, das wir neben Sataball diskutieren werden. Hoffentlich wird dies diejenigen ansprechen, deren Interessen woanders liegen.\n\nAlso lassen Sie uns zuerst auf das neue Thema eingehen:\n\nNUMMERIERUNGSSYSTEM F\u00dcR FLOTTEN\/GESCHWADER\/ETC.\nWas ist ein Name? Diese Frage wurde mehrmals auf meinem Ask A Dev-Thread gestellt, und dies schien ein gro\u00dfartiger Ort zu sein, um ein System zur Nummerierung der verschiedenen Staffeln im UEE-Milit\u00e4r zu schaffen.\n\nAuch hier handelt es sich um ein ziemlich umfangreiches Thema. Beginnen wir mit einem kurzen \u00dcberblick \u00fcber das, was wir bereits wissen und mit welchen Parametern wir arbeiten m\u00fcssen:\n\n1. Staffel 42 ist der Name des Spiels. Buchst\u00e4blich. Wir k\u00f6nnen das nicht \u00e4ndern, also muss jedes System, das wir erfinden, die Existenz einer Staffel 42 ber\u00fccksichtigen. Ich wei\u00df, es klingt offensichtlich, aber wir m\u00fcssen es im Hinterkopf behalten. Weitermachen.....\n\n2. Dieses ist ein retcon von den fr\u00fcheren Antworten, die von mir gegeben wurden, der anzeigt, dass Geschwader im Begriff waren, von einer viel gr\u00f6\u00dferen Gr\u00f6\u00dfe zu sein. Tut mir leid, das war mein Fehler. Ich werde meine Vorbehalte geltend machen. Wie dem auch sei, in den aktuellen Diskussionen verwenden wir die RAF-Struktur, wie hier dargestellt:\n\n\nLeider k\u00f6nnen zus\u00e4tzliche Informationen die Aspekte des Spiels beeintr\u00e4chtigen, das ist also alles, womit wir beginnen werden. Bitte z\u00f6gern Sie nicht, in den folgenden Kommentaren nach m\u00f6glichen Nummerierungssystemen zu suchen. Sie k\u00f6nnen realistische Flug-\/Geschwaderbezeichnungen widerspiegeln, ein einzigartiges und originelles System bauen, da es die Zukunft ist, oder sich eine Mischung aus beidem ausdenken.\n\nHier sind einige Vorschl\u00e4ge von Anzig, Radivnal und Quintero im Ask A Dev Thread, um Ihnen den Einstieg zu erleichtern.\n\n\nNun zu Thema Nummer zwei:\n\nSATABALL\nIn Fortf\u00fchrung unserer Diskussion von letzter Woche haben Sie alle einige ausgezeichnete Punkte genannt, die sich f\u00fcr jeden Feldstil und jede Zielart aussprechen, was mich erkennen lie\u00df, dass ich wahrscheinlich eine Umfrage h\u00e4tte durchf\u00fchren sollen. Pers\u00f6nlich f\u00fchle ich mich, als w\u00e4ren die Bodengeneratoren f\u00fcr die verschiedenen Felder am sinnvollsten, da sich der entsprechende Deckengenerator auf dem Spielfeld zu eng anf\u00fchlte.\n\nWir werden weitermachen und die Spieler und die Spieldynamik in den Mix einbeziehen. Hoffentlich wird diese Diskussion dazu beitragen, die Entscheidung f\u00fcr die anderen Aspekte einzugrenzen.\n\nSPIELER\/TEAMS\nDie Teams kleiner zu halten, f\u00fchlt sich an, als ob es sich f\u00fcr ein schnelleres, torreicheres Spiel eignet. Also, f\u00fcr eine beginnende Diskussion, sagen wir, es gibt sechs Spieler pro Team auf dem Feld. Wir k\u00f6nnten eine Seite aus den Regeln des Baseballs nehmen, weitere zehn auf der Bank hinzuf\u00fcgen und das k\u00f6nnte den aktiven Dienstplan umfassen. Die Spieler der Oberliga k\u00f6nnten dann aus dem System der Unterliga des Sataball-Teams hochgezogen oder in das System der Unterliga heruntergeschickt werden.\n\nPOSITIONEN (falls vorhanden)\nDiese Frage wird mit der Art des Ziels verkn\u00fcpft, das wir haben. Ein klassisches rechteckiges Tor w\u00fcrde fast einen Torwart erfordern. Nun, ob es sich um eine bestimmte Position handelt oder ob ein Teammitglied in diese Rolle eintreten k\u00f6nnte, k\u00f6nnte eine interessante Frage sein.\n\nAUSR\u00dcSTUNG\nUniformen: In die Uniformen integrierte Lichtpads erm\u00f6glichen Schutz ohne die Flexibilit\u00e4t zu beeintr\u00e4chtigen.\n\nHelme: Zans Originalaufzeichnung gab den Helmen die M\u00f6glichkeit, \"Ball-\/Spielertrajektorien vorherzusagen, Teammitglieder\/-gegner zu identifizieren und magnetische Barrieren\/Felder zu visualisieren\", aber ich bevorzuge es, wenn die Helme ausschlie\u00dflich als sch\u00fctzende\/\u00e4sthetisches Accessoire fungieren. Wenn wir die farblich gekennzeichneten Barrieren haben, brauchen die Spieler keine spezielle Optik, um sie zu identifizieren; halten wir die Uniformen einfach und lassen wir die Intuition und die F\u00e4higkeiten der Spieler im Spiel ihre Handlungen bestimmen, anstatt uns von einem Computer unterst\u00fctzen zu lassen.\n\nSataGlove: Ein gro\u00dfer Handschuhtyp aus einem harten, unflexiblen Material, das auf der dominanten Hand des Spielers getragen wird (denken Sie an eine Kreuzung zwischen einem Baseballhandschuh und einer Untertasse), die es den Spielern erm\u00f6glicht, den Ball zu halten\/zufangen, ohne es ihnen zu erm\u00f6glichen, ihn zu greifen. Die andere Hand muss in einer geschlossenen Faust gebunden werden. Diese Beschreibung erinnerte mich auch an die Cesta-K\u00f6rbe von Jai Alai.\n\nDer Ball: 16\"\/41cm Umfang (ungef\u00e4hr die Gr\u00f6\u00dfe eines 16-Zoll-Softballs), aber aus einem elastischen Polymerrumpf gefertigt, notwendig, um einen Querschl\u00e4ger-Effekt zu erzeugen.\n\nALLGEMEINES SPIELEN\nHier ist Zans Erkl\u00e4rung, wie er das Spiel sieht, das gespielt wird:\n\nMeine Sicht auf Sataball war ein Spiel, in dem Athletik und schnelles Passieren\/Schie\u00dfen wichtiger waren als das Festhalten am Ball und das Anpacken.... basierend auf der Idee, dass man den Ball mit H\u00e4nden und F\u00fc\u00dfen bewegen kann, aber nicht halten darf. W\u00e4hrend AFL es mit Umpire und Regeln macht, war meine Idee, es dem Spieler unm\u00f6glich zu machen, den Ball mit dem Sataglove wirklich zu greifen.\n\nDas klang f\u00fcr mich gut. Um also Elemente von Zans Idee mit Australian Rules Football zu verbinden:\n\nDas Spiel beginnt in der Mitte des Feldes, wenn der Ball \u00fcber eine Auswurfschranke im Mittelfeld gestartet wird und die Mitte jeder Mannschaft versucht, den Ball zu schnappen. Sobald der Ball im Besitz ist, kann er mit dem Fu\u00df, der geballten Faust (genannt Handball oder Handpass) oder dem Sataglove-Pass\/Wurf in jede Richtung getrieben werden.\n\nWas ist mit der Spielerbewegung im Besitz des Sataballs; sind sie in Stufen begrenzt, k\u00f6nnen sie sich frei bewegen oder k\u00f6nnen sie sich \u00fcberhaupt nicht bewegen?\n\nWir werden hier zur Diskussion anhalten. Sie k\u00f6nnen gerne daran arbeiten, die spezifischen Regeln zu konkretisieren, aber es ist wichtiger, dass wir die allgemeinen Aspekte des Spiels verstehen, um eine funktionierende Grundlage f\u00fcr den Sport zu schaffen, die in die Lehre des Universums integriert werden kann.\n\nDas B\u00fcro wird n\u00e4chste Woche wegen der Feiertage geschlossen sein, aber wir werden mindestens einen weiteren Macher haben, wenn wir zur\u00fcckkommen, um die Flottennummerierungssysteme zu \u00fcberpr\u00fcfen und Sataball zu verpacken, bevor wir in eine brandneue Serie starten.\n\nWie immer, senden Sie uns bitte Ihre Ideen und Kommentare unten. Ich w\u00fcnsche dir einen sch\u00f6nen Urlaub und ein sch\u00f6nes neues Jahr.\n\nBis zum n\u00e4chsten Mal.....","zh_CN":"Hello everyone. Welcome to another installment of LORE BUILDER, where we flesh out the Star Citizen universe with you, the community. As always, if you\u2019re new to this feature and would like to participate, you should check out the caveats and background reading described at the beginning of the first issue.\n\nIn the previous issues, we\u2019ve been creating a sport from scratch, but this week, we\u2019re going to do something a little different and introduce a second topic to discuss alongside Sataball. Hopefully, this will appeal to those whose interests lie elsewhere.\n\nSo let\u2019s jump into the new topic first:\n\nNUMBERING SYSTEM FOR FLEETS\/SQUADRONS\/ETC.\nWhat\u2019s in a name? This question has been asked several times on my Ask A Dev thread, and this seemed like a great venue to create a system for numbering the various squadrons in the UEE military.\n\nAgain, this is a pretty sizeable topic to tackle. Let\u2019s start by quickly going over what we already know and the parameters we\u2019ve got to work with:\n\n1. Squadron 42 is the name of the game. Literally. We can\u2019t change that, so any system that we come up with has to account for the existence of a Squadron 42. I know it sounds obvious, but we need to keep it in mind. Moving on \u2026\n\n2. This is a retcon from earlier answers given by me indicating that squadrons were going to be of a much larger size. Sorry, that was my mistake. I will invoke my caveats. Anyway, in the current discussions we are using the RAF structure, as illustrated here:\n\n\nUnfortunately, additional information might spoil aspects of the game, so that\u2019s all we\u2019re going to start with. Please feel free to explore potential numbering systems in the comments below. You can mirror realistic flight\/squadron designations, build a unique and original system since it\u2019s the future, or come up with a hybrid of the two.\n\nHere are some suggestions from Anzig, Radivnal and Quintero in the Ask A Dev thread to get you started.\n\n\n\nNow, on to topic number two:\n\nSATABALL\nContinuing our discussion from last week, you all made some excellent points advocating each field style and goal type, making me realizing that I probably should have done a survey. Personally, I feel like the floor generators for the various fields make the most sense as the corresponding ceiling generator felt too constrictive on the playing field.\n\nWe\u2019re going to move on and bring the players and game dynamics into the mix. Hopefully that discussion will help narrow the decision for the other aspects.\n\nPLAYERS\/TEAMS\nKeeping the teams smaller feels like it lends itself to a faster paced, higher-scoring game. So for a starting discussion, say there are six players per team on the field. We could take a page from baseball\u2019s rules, add another ten on the bench and that could comprise the active roster. Major league players could then be pulled up from or sent down to the Sataball team\u2019s minor league system.\n\nPOSITIONS (if any)\nThis question becomes tied into the type of goal we have. A classic rectangular goal would almost require a goalie. Now whether that\u2019s a specified position or if any team member could step into that role could be an interesting question.\n\nEQUIPMENT\nUniforms: Light pads incorporated into the uniforms to allow for protection without sacrificing flexibility.\n\nHelmets: Zan\u2019s original write-up gave the helmets the ability to \u201cpredict ball\/player trajectories, identify team members\/opponents and visualize magnetic barriers\/fields,\u201d but I prefer for the helmets to function strictly as a protective\/aesthetic accessory. If we have the color-coded barriers, players won\u2019t need special optics to identify them; let\u2019s keep the uniforms simple and let the players\u2019 intuition and skill in the game dictate their actions, rather than being assisted by a computer.\n\nSataGlove: A large type of glove made out of a hard, inflexible material worn on the player\u2019s dominant hand (think a crossover between a baseball glove and a saucer) which allows players to hold\/catch the ball without making it possible for them to grip it. The other hand has to be tied in a closed fist. This description reminded me also of the cesta baskets of Jai Alai.\n\nThe Ball: 16\u201d\/41cm circumference (roughly the size of a 16-inch softball) but made out of an elastic polymer hull, necessary to create a ricochet effect.\n\nGENERAL PLAY\nHere is Zan\u2019s explanation of how he sees the game being played:\n\nMy view on Sataball was a game in which athleticism and quick passing\/shooting were more important than holding onto the ball and tackling \u2026based on the idea that you can use hands and feet to move the ball around, but are not allowed to hold it. While AFL does it with Umpires and rules, my idea was to make it impossible for the player to really grab the ball using the Sataglove.\n\nThat sounded good to me. So to combine elements of Zan\u2019s idea with Australian Rules Football:\n\nPlay begins at the center of the field when the ball is launched via eject barrier in center field and each team\u2019s center try to snatch the ball. Once in possession, the ball can be propelled in any direction by way of a foot, clenched fist (called a handball or handpass) or Sataglove pass\/throw.\n\nWhat about player movement when in possession of the Sataball; are they limited in steps, can they move freely, or can they not move at all?\n\nWe\u2019re going to stop here for discussion. Feel free to work on fleshing out the specific rules, but it\u2019s more important that we get the broad aspects of the game to provide a working foundation of the sport to incorporate into the Lore of the universe.\n\nThe office will be closed next week for the holidays, but we will have at least one more Lore Builder when we come back to review the Fleet Numbering Systems and wrap up Sataball before launching into a brand new serial.\n\nAs always, please submit your ideas and comments below. Have a wonderful holiday and New Year.\n\nUntil next time \u2026"},"links_count":4,"comment_count":131,"created_at":"2013-12-20T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-08 19:08:53","valid_relations":["images","links"],"prev_id":13442,"next_id":13444}}