{"data":{"id":13462,"title":"LORE BUILDER: TEN: NUMBERING AND SATABALL WRAP-UP","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/13462-LORE-BUILDER-TEN-NUMBERING-AND-SATABALL-WRAP-UP","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13462","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13462","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"}],"images_count":1,"translations":{"en_EN":"Hello and welcome to another installment of LORE BUILDER, where we explore the fiction of the Star Citizen universe with you, the community. As always, if you\u2019re new to this feature, please consult the first issue for our caveats and background reading.\n\nI hope everyone had a great holiday and New Year\u2019s, but without further ado, let\u2019s jump back into it. First of all:\n\nSQUADRON NUMBERING SYSTEM\nYou all certainly outdid yourselves here. There were some well-thought-out systems for building a numbering system for the ships, making it very difficult to ultimately decide on an approach. Personally speaking, while an exclusively numerically based system would certainly be able to account for the vast numbers of the ships that the UEE Navy has (and has gone through), they generally felt difficult to decipher and not suited for clarity and quick identification.\n\nBefore we get into it, many of you brought up one element that was missing from the last post; Fleet designations (one step higher than group). Several of you had the great idea of tying the fleet designation to the area of operations. Assuming that there are roughly four zones for the Navy to operate in (Vanduul border, Xi\u2019An border, Banu border, and internal security), here\u2019s a system using colors that could be attached in front of the Group number as a single letter:\n\nRed (R ) = Vanduul Border\nGreen (G) = Xi\u2019An Border\nBlue (B) = Banu Border\nWhite (W) = Internal Security\n\nGroup = Numeric with Purpose\nNumbers based on the order in which the group was founded. These groups could potentially range in size. Quintero and Infidel offer some interesting ideas regarding their purposes. Sample purposes could be Operations, Combat, Expeditionary (more exploration than the older definition), Engineering\/Technical.\n\nWing = Phonetic Alphabet\n\nSquadron = Numeric\nLike Groups, Squadron numbers represent the order in which it was established. The only way for a Squadron to be disestablished is if the entire squadron is killed\/destroyed in action; so as long as there is one survivor, the squadron lives.\n\nFlight = Phonetic Alphabet for Role\nUsing the phonetic alphabet but in a system that would identify the flight\u2019s role\/purpose. Here\u2019s a list from Sengar\u2019s post:\n\nALPHA: Attack\/Fighter\n\nBRAVO: Bomber\n\nECHO: Electronic Warfare\/Countermeasures\n\nFROST: Fuel Ship\n\nGIZMO: Gunship\n\nHOTEL: Hospital\/Medical Ship\n\nION: Interceptor\/Interdiction\n\nLUNAR: Landing Ship\/Troop Transport\n\nORBIT: Observation\/Reconnaissance\/Stealth\/Infiltration\n\nPLASMA: Patrol\n\nROCKET: Rescue\/Repair\n\nSIERRA: Support\n\nTANGO: Transport\/Supply\n\nUPLINK: Utility\n\nIndividual ships could be numbered and can be referred to by their flight\/number or by pilot callsign. Shipboard computers would probably know the ships by their flight\/number combo, not the pilot.\n\nIn the event of multiple Attack\/Fighter wings (for example), the second Alpha Flight\u2019s numbers begin at 11 and increase, the third Alpha Flight\u2019s begin at 21. So communication to the third ship in the second Alpha flight would be \u201cAlpha-Two-Three.\u201d\n\nCaptain Aidenthor had a really interesting idea of naming the flights after the callsign of the wingleader, using the Wing Commander example of a flight being led by Paladin would have callsigns as \u201cPaladin 1,\u201d \u201cPaladin 2,\u201d etc. It would be a cool way to start to identify the personalities, but I did have one question. While this system works on a small scale (the flight designation is assigned before each mission based on who\u2019s leading the flight), is it too fluid of a system on a larger scale since the names would change so often?\n\nPutting all of it together, here\u2019s a quick example of the entire system:\n\nR321-A-42-A31\nRed Fleet, 321st Operational Group, Alpha Wing, Forty-Second Squadron, Third Alpha (Attack) Flight, First Ship\n\nNICKNAMES\n\nWhile the system described above would be the technical\/official name for the ship, many of you brought up a good point: it\u2019s the nicknames that really capture and inflame the imagination. The nicknames should be applicable at any level of the fleets, but are probably most common for squadrons or wings.\nSome rough examples:\n212th Expeditionary Group \u201cWayfarers\u201d\n31st Alpha Squadron \u201cFlying Vipers\u201d\n\nSo feel free to discuss in the comments what works or doesn\u2019t work with the above system and we\u2019ll keep refining it. Moving on, we\u2019re going to wrap up the other topic from the previous installment:\n\nSATABALL\nThis sport is starting to feel pretty good, but let\u2019s address some of the lingering questions from the last post:\n\nMOVEMENT\nThere were compelling points on both sides of this issue, but I think the players shouldn\u2019t be limited by steps or given a duration to hold\/control the ball. Upon reflection, one other change I would like to suggest: lose binding the player\u2019s free hand into a fist. I\u2019m not sure exactly what we gain by having that. It would still be illegal for players to grab and\/or carry the ball in their free hand, but they could still use the hand (open or as a fist) to slap or knock the ball down.\n\nSUBSTITUTIONS\nI really liked Blaze\u2019s idea of not stopping play to allow for substitutions. That felt like a great way to keep the momentum going.\n\nFOULS\/CONTACT\nPositron made a good point about the full-contact element of the Australian Rules Football being a little lost in Sataball\u2019s development.\nWhile the game seems to be lending itself towards a lot of passing, I think the free movement aspect will help contribute to more contact. Maybe it\u2019s a bit more restrictive \u2014 for example, only the carrier can be hit \u2014 but we could take the rules directly from the AFL:\n\n\u201cOpposition players may bump or tackle the player to obtain the ball and, when tackled, the player must dispose of the ball cleanly or risk being penalised for holding the ball. The ball carrier may only be tackled between the shoulders and knees.\u201d\n\nThat isn\u2019t to say that there isn\u2019t still jostling if you don\u2019t have the ball. It\u2019s a rough sport, after all.\n\nSo that will do it for Sataball. We have established a foundation and understanding of the basic rules and how it\u2019s played, certainly enough to refine the initial game description document. Next week, we will continue to explore the squadron numbering system and start discussing a new topic. Feel free to submit ideas for future Lore Builder installments in the comments below.\n\nUntil next time \u2026","de_DE":"Hallo und willkommen zu einer weiteren Folge von LORE BUILDER, wo wir mit Ihnen, der Gemeinschaft, die Fiktion des Star Citizen Universums erkunden. Wie immer, wenn Sie neu in dieser Funktion sind, lesen Sie bitte die erste Ausgabe f\u00fcr unsere Vorbehalte und Hintergrundinformationen.\n\nIch hoffe, alle hatten einen sch\u00f6nen Feiertag und Neujahr, aber ohne weiteres, lassen Sie uns wieder hinein springen. Zuerst einmal:\n\nSTAFFEL-NUMMERIERUNGSSYSTEM\nIhr alle habt euch hier sicherlich selbst \u00fcbertroffen. Es gab einige gut durchdachte Systeme zum Aufbau eines Nummerierungssystems f\u00fcr die Schiffe, was es sehr schwierig machte, sich letztendlich f\u00fcr einen Ansatz zu entscheiden. Pers\u00f6nlich gesprochen, w\u00e4hrend ein ausschlie\u00dflich numerisch basiertes System sicherlich in der Lage w\u00e4re, die gro\u00dfe Anzahl der Schiffe zu erkl\u00e4ren, die die UEE Navy hat (und durchlaufen hat), f\u00fchlten sie sich im Allgemeinen schwer zu entschl\u00fcsseln und waren nicht geeignet f\u00fcr eine klare und schnelle Identifizierung.\n\nBevor wir uns darauf einlassen, haben viele von euch ein Element angesprochen, das im letzten Beitrag fehlte: Flottenbezeichnungen (einen Schritt h\u00f6her als die Gruppe). Einige von Ihnen hatten die gro\u00dfartige Idee, die Flottenbezeichnung an das Einsatzgebiet zu binden. Unter der Annahme, dass es etwa vier Zonen f\u00fcr die Marine gibt (Vanduul-Grenze, Xi'An-Grenze, Banu-Grenze und innere Sicherheit), gibt es hier ein System mit Farben, die als ein einziger Buchstabe vor der Gruppennummer angebracht werden k\u00f6nnen:\n\nRot (R) = Vanduul Grenze\nGr\u00fcn (G) = Xi'An Grenze\nBlau (B) = Banu Grenze\nWei\u00df (W) = Innere Sicherheit\n\nGruppe = Numerisch mit Zweck\nZahlen basieren auf der Reihenfolge, in der die Gruppe gegr\u00fcndet wurde. Diese Gruppen k\u00f6nnten m\u00f6glicherweise in ihrer Gr\u00f6\u00dfe variieren. Quintero und Infidel bieten einige interessante Ideen f\u00fcr ihre Zwecke. Beispielhafte Zwecke k\u00f6nnten Operations, Kampf, Expeditionary (mehr Erforschung als die \u00e4ltere Definition), Engineering\/Technical sein.\n\nWing = Phonetisches Alphabet\n\nGeschwader = Numerisch\nWie bei Gruppen stellen die Geschwadernummern die Reihenfolge dar, in der sie aufgestellt wurden. Der einzige Weg f\u00fcr die Abschaffung einer Staffel ist, wenn die gesamte Staffel in Aktion get\u00f6tet\/zerst\u00f6rt wird; solange es einen \u00dcberlebenden gibt, lebt die Staffel.\n\nFlug = Phonetisches Alphabet f\u00fcr die Rolle\nMit dem phonetischen Alphabet, aber in einem System, das die Rolle und den Zweck des Fluges identifizieren w\u00fcrde. Hier ist eine Liste von Sengars Beitrag:\n\nALPHA: Angriff\/Jagdflugzeug BRAVO: Bomber ECHO: Elektronische Kriegsf\u00fchrung \/ Gegenma\u00dfnahmen FROST: Treibstoffschiff GIZMO: Gunship HOTEL: Krankenhaus\/Medizinschiff ION: Abfangj\u00e4ger\/Interdiktion LUNAR: Landungsschiff\/Truppentransport ORBIT: Beobachtung\/Aufkl\u00e4rung\/Stealth\/Infiltration PLASMA: Patrouille ROCKET: Rettung\/Reparatur SIERRA: Unterst\u00fctzung TANGO: Transport\/Versorgung UPLINK: Dienstprogramm Einzelne Schiffe k\u00f6nnen nummeriert werden und k\u00f6nnen durch ihren Flug\/Nummer oder durch das Rufzeichen des Piloten gekennzeichnet sein. Bordcomputer w\u00fcrden wahrscheinlich die Schiffe nach ihrer Flug-\/Nummernkombination erkennen, nicht nach dem Piloten.\n\nIm Falle mehrerer Angriffs-\/Kampffl\u00fcgel (z.B.) beginnen die Zahlen des zweiten Alpha-Fluges bei 11 und steigen, die des dritten Alpha-Fluges bei 21. Die Kommunikation mit dem dritten Schiff im zweiten Alpha-Flug w\u00e4re also \"Alpha-Zwei-Drei\".\n\nCaptain Aidenthor hatte eine wirklich interessante Idee, die Fl\u00fcge nach dem Rufzeichen des Wingleaders zu benennen, indem er das Wing Commander-Beispiel f\u00fcr einen von Paladin gef\u00fchrten Flug verwendete, der Rufzeichen wie \"Paladin 1\", \"Paladin 2\" usw. haben w\u00fcrde. Es w\u00e4re ein cooler Weg, um mit der Identifizierung der Pers\u00f6nlichkeiten zu beginnen, aber ich hatte eine Frage. W\u00e4hrend dieses System in kleinem Ma\u00dfstab funktioniert (die Flugbezeichnung wird vor jeder Mission vergeben, basierend darauf, wer den Flug leitet), ist es zu fl\u00fcssig f\u00fcr ein System in gr\u00f6\u00dferem Ma\u00dfstab, da sich die Namen so oft \u00e4ndern w\u00fcrden?\n\nZusammengefasst ist hier ein kurzes Beispiel f\u00fcr das gesamte System:\n\nR321-A-42-A31\nRote Flotte, 321. Einsatzgruppe, Alpha-Fl\u00fcgel, 42. Geschwader, Dritter Alpha-Flug (Angriff), Erstes Schiff\n\nNICKNAMEN\n\nW\u00e4hrend das oben beschriebene System der technische\/offizielle Name f\u00fcr das Schiff sein w\u00fcrde, haben viele von Ihnen einen guten Punkt angesprochen: Es sind die Spitznamen, die die Fantasie wirklich fesseln und anregen. Die Spitznamen sollten auf jeder Ebene der Flotten anwendbar sein, sind aber wahrscheinlich am h\u00e4ufigsten f\u00fcr Geschwader oder Fl\u00fcgel.\nEinige grobe Beispiele:\n212. Expeditionsgruppe \"Wanderer\".\n31. Alpha-Staffel \"Fliegende Viper\".\n\nAlso z\u00f6gere nicht, in den Kommentaren zu diskutieren, was mit dem obigen System funktioniert oder nicht, und wir werden es weiter verfeinern. Weiter geht's, wir werden das andere Thema aus der vorherigen Tranche aufgreifen:\n\nSATABALL\nDieser Sport f\u00e4ngt an, sich ziemlich gut zu f\u00fchlen, aber lassen Sie uns einige der verweilenden Fragen aus dem letzten Beitrag ansprechen:\n\nBEWEGUNG\nEs gab zwingende Punkte auf beiden Seiten dieses Themas, aber ich denke, die Spieler sollten nicht durch Schritte begrenzt werden oder eine Dauer erhalten, um den Ball zu halten\/kontrollieren. Nach reiflicher \u00dcberlegung m\u00f6chte ich noch eine weitere \u00c4nderung vorschlagen: Verlieren Sie die Bindung der freien Hand des Spielers an eine Faust. Ich bin mir nicht sicher, was genau wir davon haben. Es w\u00e4re immer noch illegal f\u00fcr Spieler, den Ball in der freien Hand zu greifen und\/oder zu tragen, aber sie k\u00f6nnten immer noch die Hand (offen oder als Faust) benutzen, um den Ball zu schlagen oder niederzuschlagen.\n\nSUBSTITUTIONEN\nIch mochte Blaze's Idee, das Spiel nicht zu stoppen, um Substitutionen zu erm\u00f6glichen. Das f\u00fchlte sich nach einer gro\u00dfartigen M\u00f6glichkeit an, den Schwung aufrechtzuerhalten.\n\nFOULS\/KONTAKT\nPositron betonte, dass das Vollkontakt-Element des Australian Rules Football in der Entwicklung von Sataball ein wenig verloren gegangen sei.\nW\u00e4hrend sich das Spiel offenbar f\u00fcr viele Passagen eignet, denke ich, dass der Aspekt der Freiz\u00fcgigkeit zu mehr Kontakt beitragen wird. Vielleicht ist es etwas restriktiver - zum Beispiel kann nur der Tr\u00e4ger getroffen werden - aber wir k\u00f6nnten die Regeln direkt von der AFL \u00fcbernehmen:\n\n\"Oppositionsspieler k\u00f6nnen den Spieler sto\u00dfen oder anpacken, um den Ball zu erhalten, und wenn sie ihn in Angriff nehmen, muss der Spieler den Ball sauber entsorgen, da er sonst Gefahr l\u00e4uft, f\u00fcr das Halten des Balls bestraft zu werden. Der Balltr\u00e4ger darf nur zwischen Schulter und Knie angefasst werden.\"\n\nDas hei\u00dft nicht, dass es kein Dr\u00e4ngeln mehr gibt, wenn man den Ball nicht hat. Es ist schlie\u00dflich ein harter Sport.\n\nDas wird es also f\u00fcr Sataball tun. Wir haben eine Grundlage und ein Verst\u00e4ndnis f\u00fcr die Grundregeln und deren Anwendung geschaffen, sicherlich genug, um das erste Dokument zur Spielbeschreibung zu verfeinern. N\u00e4chste Woche werden wir das Staffel-Nummerierungssystem weiter erforschen und mit der Diskussion \u00fcber ein neues Thema beginnen. Z\u00f6gern Sie nicht, Ideen f\u00fcr zuk\u00fcnftige Lore Builder-Raten in den Kommentaren unten einzureichen.\n\nBis zum n\u00e4chsten Mal.....","zh_CN":"Hello and welcome to another installment of LORE BUILDER, where we explore the fiction of the Star Citizen universe with you, the community. As always, if you\u2019re new to this feature, please consult the first issue for our caveats and background reading.\n\nI hope everyone had a great holiday and New Year\u2019s, but without further ado, let\u2019s jump back into it. First of all:\n\nSQUADRON NUMBERING SYSTEM\nYou all certainly outdid yourselves here. There were some well-thought-out systems for building a numbering system for the ships, making it very difficult to ultimately decide on an approach. Personally speaking, while an exclusively numerically based system would certainly be able to account for the vast numbers of the ships that the UEE Navy has (and has gone through), they generally felt difficult to decipher and not suited for clarity and quick identification.\n\nBefore we get into it, many of you brought up one element that was missing from the last post; Fleet designations (one step higher than group). Several of you had the great idea of tying the fleet designation to the area of operations. Assuming that there are roughly four zones for the Navy to operate in (Vanduul border, Xi\u2019An border, Banu border, and internal security), here\u2019s a system using colors that could be attached in front of the Group number as a single letter:\n\nRed (R ) = Vanduul Border\nGreen (G) = Xi\u2019An Border\nBlue (B) = Banu Border\nWhite (W) = Internal Security\n\nGroup = Numeric with Purpose\nNumbers based on the order in which the group was founded. These groups could potentially range in size. Quintero and Infidel offer some interesting ideas regarding their purposes. Sample purposes could be Operations, Combat, Expeditionary (more exploration than the older definition), Engineering\/Technical.\n\nWing = Phonetic Alphabet\n\nSquadron = Numeric\nLike Groups, Squadron numbers represent the order in which it was established. The only way for a Squadron to be disestablished is if the entire squadron is killed\/destroyed in action; so as long as there is one survivor, the squadron lives.\n\nFlight = Phonetic Alphabet for Role\nUsing the phonetic alphabet but in a system that would identify the flight\u2019s role\/purpose. Here\u2019s a list from Sengar\u2019s post:\n\nALPHA: Attack\/Fighter\n\nBRAVO: Bomber\n\nECHO: Electronic Warfare\/Countermeasures\n\nFROST: Fuel Ship\n\nGIZMO: Gunship\n\nHOTEL: Hospital\/Medical Ship\n\nION: Interceptor\/Interdiction\n\nLUNAR: Landing Ship\/Troop Transport\n\nORBIT: Observation\/Reconnaissance\/Stealth\/Infiltration\n\nPLASMA: Patrol\n\nROCKET: Rescue\/Repair\n\nSIERRA: Support\n\nTANGO: Transport\/Supply\n\nUPLINK: Utility\n\nIndividual ships could be numbered and can be referred to by their flight\/number or by pilot callsign. Shipboard computers would probably know the ships by their flight\/number combo, not the pilot.\n\nIn the event of multiple Attack\/Fighter wings (for example), the second Alpha Flight\u2019s numbers begin at 11 and increase, the third Alpha Flight\u2019s begin at 21. So communication to the third ship in the second Alpha flight would be \u201cAlpha-Two-Three.\u201d\n\nCaptain Aidenthor had a really interesting idea of naming the flights after the callsign of the wingleader, using the Wing Commander example of a flight being led by Paladin would have callsigns as \u201cPaladin 1,\u201d \u201cPaladin 2,\u201d etc. It would be a cool way to start to identify the personalities, but I did have one question. While this system works on a small scale (the flight designation is assigned before each mission based on who\u2019s leading the flight), is it too fluid of a system on a larger scale since the names would change so often?\n\nPutting all of it together, here\u2019s a quick example of the entire system:\n\nR321-A-42-A31\nRed Fleet, 321st Operational Group, Alpha Wing, Forty-Second Squadron, Third Alpha (Attack) Flight, First Ship\n\nNICKNAMES\n\nWhile the system described above would be the technical\/official name for the ship, many of you brought up a good point: it\u2019s the nicknames that really capture and inflame the imagination. The nicknames should be applicable at any level of the fleets, but are probably most common for squadrons or wings.\nSome rough examples:\n212th Expeditionary Group \u201cWayfarers\u201d\n31st Alpha Squadron \u201cFlying Vipers\u201d\n\nSo feel free to discuss in the comments what works or doesn\u2019t work with the above system and we\u2019ll keep refining it. Moving on, we\u2019re going to wrap up the other topic from the previous installment:\n\nSATABALL\nThis sport is starting to feel pretty good, but let\u2019s address some of the lingering questions from the last post:\n\nMOVEMENT\nThere were compelling points on both sides of this issue, but I think the players shouldn\u2019t be limited by steps or given a duration to hold\/control the ball. Upon reflection, one other change I would like to suggest: lose binding the player\u2019s free hand into a fist. I\u2019m not sure exactly what we gain by having that. It would still be illegal for players to grab and\/or carry the ball in their free hand, but they could still use the hand (open or as a fist) to slap or knock the ball down.\n\nSUBSTITUTIONS\nI really liked Blaze\u2019s idea of not stopping play to allow for substitutions. That felt like a great way to keep the momentum going.\n\nFOULS\/CONTACT\nPositron made a good point about the full-contact element of the Australian Rules Football being a little lost in Sataball\u2019s development.\nWhile the game seems to be lending itself towards a lot of passing, I think the free movement aspect will help contribute to more contact. Maybe it\u2019s a bit more restrictive \u2014 for example, only the carrier can be hit \u2014 but we could take the rules directly from the AFL:\n\n\u201cOpposition players may bump or tackle the player to obtain the ball and, when tackled, the player must dispose of the ball cleanly or risk being penalised for holding the ball. The ball carrier may only be tackled between the shoulders and knees.\u201d\n\nThat isn\u2019t to say that there isn\u2019t still jostling if you don\u2019t have the ball. It\u2019s a rough sport, after all.\n\nSo that will do it for Sataball. We have established a foundation and understanding of the basic rules and how it\u2019s played, certainly enough to refine the initial game description document. Next week, we will continue to explore the squadron numbering system and start discussing a new topic. Feel free to submit ideas for future Lore Builder installments in the comments below.\n\nUntil next time \u2026"},"links_count":7,"comment_count":191,"created_at":"2014-01-03T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-08 04:20:38","valid_relations":["images","links"],"prev_id":13461,"next_id":13463}}