{"data":{"id":18574,"title":"Loremakers: Community Questions","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/18574-Loremakers-Community-Questions","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18574","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18574","channel":"Feedback","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"}],"images_count":7,"translations":{"en_EN":"Welcome to Loremakers: Community Questions, a series focused on answering your lore questions. We\u2019ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were slightly edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, May 3rd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.\n\nHow Could Harper Nguyen Have Discovered the Jump From Ellis to Taranis?\nQuestion: I have a question regarding the article Discovered: Journals of Harper Nguyen portraying the discovery of an unknown jump point to Taranis. Taranis was discovered in 2478 by the Mythic Horizon, and based on the discovery dates of the other systems connected to it, Taranis could\u2019ve only been discovered from Ellis. So how is it possible for Harper Nguyen to get credit for making the discovery of the jump from Ellis to Taranis jump point in 2795?\n\nAnswer: Thanks for bringing this to our attention. This dispatch was written prior to a reshuffling of some system discovery dates. Since the current discovery dates mean Taranis could only be discovered from Ellis, we've updated the article to reflect that Harper Nguyen first traversed the jump from Terra to Taranis instead.\n\nWhat Would the Air at Orison Smell Like?\nQuestion: For reference, here\u2019s a description regarding the outer layers of Jupiter.\n\n\"Jupiter, that giant planet of swirling gas, smells different depending on which layer you're inhaling. The lighter layers of gas smell like ammonia (think cleaning products and urine), and a little deeper, it's ammonia as well as rotten egg.\"\n\nDo you imagine that Orison would smell rather stinky or pleasant?\n\nAnswer: Orison smells like fresh baked waffles cones! Wait, that might be my custom Sweet Smell Helmet that I equip for a waste disposal mission. Anyways, we've not established a particular scent associated with Crusader's atmosphere at that elevation but there's some in-game and in-lore clues that point in a direction.\n\nThe open-air design of Orison indicates there isn't a repugnant smell constantly floating around. If it was rotten egg terrible, then those platforms would be enclosed to make it bearable. Plus, Orison fancies itself a tourist destination, so if sickly smells were a factor, you would see signage saying that the stink is normal and recommending that one wear a helmet to avoid the stench. Meanwhile, Orison also probably doesn't have some magical pleasant smell either. The Hosanna tree, which Crusader specially cultivated to grow in Orison, is described as having \"delicately scented pink flowers.\" If their scent can be picked up on the platforms, then I'd venture to guess there isn't a strong prevailing smell that's either pleasant or repugnant at that level of the gas giant.\n\nWhat I can say with some certainty is that Hurston has to be the worst smelling planet in Stanton. Why else would Bag Head have become such a popular helmet?\n\nWhat is the Process for Designing A Star System and Its Aesthetics?\nQuestion: I was recently poking around the lore\/galactapedia and looked up the Vega system. I saw the sections I'd expect, including information on the planetary system and star, but noticed that it said that Vega was 80% the size of Earth's sun Sol. The star currently called Vega actually has a radius of 2.3 to 2.8 times the size of Sol and is 2.1 times more massive. So that had me wondering:\n\nIs this the same Vega (fifth brightest star seen from Earth in the night sky) that we colloquially know?\n\nDo your design teams look up real information on real celestial bodies to provide a starting point for laying out features and objects such as stars within star systems?\n\nAnswer: Let's start with your first question. No, the star at the center of the Vega system is not the Vega star seen from Earth, which explains the difference in size. Same goes for any other system in-game that shares a name with a star in our sky. None are meant to represent the star we\u2019re familiar with.\n\nNext, creating a system is an extremely collaborative endeavor between Narrative, Art, and Design. We'll focus on the Narrative side here but if you're interested in other aspects of the process check out this recent episode of Star Citizen Live with the Planet Content Team. On the Narrative side, we first brainstormed details for each system and then worked extensively with astronomers on the science behind each one. Sometimes we bent the science a bit to make something work for the game, and sometimes we changed our original idea to match the science. This process led to a massive spreadsheet that includes a tab dedicated to the stars in-game that tracks details like Stellar Classification, Solar Mass, Surface Temperature, and much, much more. That way when Art and Design begin to do their thing we can deliver details that guide them on everything from how the star should look and exactly where the habitable planets should be placed within the green band to a moon\u2019s temperature range and Beaufort Wind Scale.\n\nSimply, part of Narrative's job is to provide a scientific foundation for these systems and then collaborate with Art and Design. While these details provide a good starting point for other teams, and are based on current scientific thinking, there still may be adjustments due to art or gameplay requirements. This is still a game, so at the end of the day, what looks and plays best might sometimes win out over hard science.\n\nWhat's the Most Dangerous UEE System?\nQuestion: What UEE system is the most dangerous for an ordinary civilian or Citizen to live in? In terms of overall crime levels & risk of piracy.\n\nAnswer: Hmmm.... not a suspicious question at all. Sure this is all part of your research into the best places to raise a family in the UEE? Since player actions will also ultimately factor into exactly how dangerous a system will be, we haven't planted a flag and said with certainty that this one system has the most criminal activity. That said, as a simple hauler who prefers stunning vistas to combat operations, here's a few systems I'll be avoiding unless absolutely necessary.\n\nLet's start with Nexus, which is called the \"Crossroads of Crime'' for a reason. Currently, it has four jump points and three of them lead into unclaimed systems that outlaws can easily escape into. Some of the most infamous criminal actions of the past few decades (Kellar's Run and the Walzer Massacre) occurred in Nexus. Criminality became so rampant that the UEE launched a major operation to reclaim Nexus III in 2934. An event that inspired the appropriately named Theaters of War map \"Crossroads of Crime.\" Even though the UEE military now controls Nexus III, Lago (Nexus IV) remains so dangerous that most cities and outposts are heavily fortified. To get a feel for what that means for its residents, check out the short story Sid & Cyrus about an aging couple forced to venture into the untamed planetside in search of their daughter.\n\nFollowing Nexus, Charon might not seem like an obvious choice, but a brutal civil war has been raging on Charon III since 2944. That means its local governments are unstable and more concerned with their survival than safety in the system. In addition, Charon owns the unique distinction of being the only UEE system to revoke their representation in the UEE Senate in protest over horrors committed there during the Messer regime. This means the Advocacy and other UEE forces are probably less likely to come to your defense here than elsewhere in the Empire.\n\nNext, Magnus, Ferron, and Fora all have a long history of outlaw activity due to a variety of factors, including ineffectual local government and law enforcement forces. Kruger Intergalactic left Magnus for Castra in 2789 after a key shipment of parts was hijacked by outlaws, threatening their extremely lucrative and important contract with RSI. Meanwhile in Fora, a terraforming mishap on Hyperion (Fora III), the only potentially habitable planet, left this system on the edge of Banu space largely ignored by the rest of the empire. The Starmap even claims \"Informal censuses of the area indicate that visitors are more likely to encounter a smuggler, outlaw or Banu settler than a UEE Citizen while in this five-planet system.\" Finally, Ferron was once a thriving system until manufacturers fled due to political pressure from the Messer regime and the system's easily accessible resources being mostly depleted. Things have gotten so bad that the police force in Tram, Asura (Ferron III) has gone on strike in the past in protest of the overwhelming dangers they face on the job.\n\nLastly, for completion's sake, two of the UEE\u2019s most dangerous systems are that way due to natural phenomena. Banshee system has at its center a pulsar spewing so much radiation that too much exposure is a death sentence, leading to the system's only habitable areas being underground. Finally, the recently discovered Tamsa system is still technically off-limits to people while the UEE surveys and studies the black hole found there.\n\nWhat's to Keep People From Using Regen as a Method of FTL Communication?\nQuestion: The current regen tech seems to lend itself to FTL Communication. How do you see it impacting more traditional data running?\n\nAnswer: Since faster than light (FTL) communication doesn't exist in the Star Citizen universe, it's easy to see why dying and immediately regening elsewhere seems like a tempting data running option. That said, we've done our best to make it an ineffective one. When doing a mission, data would probably have to be stored on a physical device, which would either remain on the deceased's body or the server aboard their now abandoned ship. Needing a physical device or ship server to store and transfer the data should negate regen as a viable FTL option for missions.\n\nNarratively, it does get a little trickier when it comes to general knowledge about stuff like the location of an enemy encampment or extremely valuable mineral lode. As a player, you could regen with the knowledge still fresh and share it with others to your advantage. We address this in-lore with the concept of gap, which refers to the length of time between an imprint being made and when someone is regenerated. The longer the gap, the more memories and experiences will be lost, which is why frequent imprinting is strongly encouraged. Regen making people's short term memory a bit hazy reduces the reliability of this method of data running. In addition, the regen process degrades that person's imprint and makes it less viable going forward. While some might try to exploit the tech for communication, it'll come at the cost of degrading their imprint and bringing them a step closer to being wiped, which means that character will not be able to regen.\n\n\n\nWhat Can You Tell Us About the Terran Cities of New Austin and Quasi?\nQuestion: What information is out there regarding the cities of New Austin or Quasi? Looking to know more about how these cities are designed and the atmosphere surrounding them, including living conditions, available work and cultures.\n\nAnswer: Happy to fill in some details on New Austin and Quasi. Let's start with the obvious. Like Prime, both cities are located on Terra III, an oxygen rich Super-Earth that was naturally habitable for Humans. Quasi is the planet's second largest city after Prime and located in the southern hemisphere in the shadow of the Nessay Mountains. Summers there are relatively cool and it gets more than 200 mm of snow per season. The city is a tourist destination in part due to the large and mysterious ancient ruins located nearby. Esperia founders the Ingstrom brothers grew up in Quasi and became fascinated with the ruins.\n\nMeanwhile, New Austin is a smaller and more industrial city, though there's been a concerted effort to integrate factories into the natural environment instead of destroying it. Compared to Prime and Quasi, New Austin has more of a \"blue collar\" vibe with the city center's most famous landmark being the Old Hall where members of the United Resource Workers would meet. Generally less expensive than Terra's other major cities, New Austin has become an increasingly popular spot for people and companies to move to. The Sataball Territorial League has their headquarters there, and most famously, Jennifer Friskers moved the headquarters of Origin Jumpworks from Earth to New Austin in 2913. A move that still stings some Earth-centric forces, who some suspect were behind the hack of Origin in 2944 that released details of their \"Goldfinch\" ship prototype. Despite being smaller and less of a tourist destination than Prime and Quasi, New Austin still boasts impressive infrastructure and enough prestige to have hosted CitizenCon in 2948.\n\nWhat Happened to These Two Old Anvil Ships Mentioned in Lore?\nQuestion: The Anvil Aerospace portfolio claims:\n\n\"The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladiator.\"\n\nI have a few questions regarding the Osprey and the Devastator. Were these ships renamed, and if so what are their current names? What were the proposed classifications of these ships? Will players be able to buy\/acquire these ships in-game, and if not why?\n\nAnswer: When world building we often include names of ships, items, people, places and other things that aren't an immediate focus for the lore or game. This flavor text enriches the world by creating a sense of history and mystery. Plus, having a few names like this sitting around helps when the Ship Team presents a new craft in need of one. In fact, that's exactly how the Hurricane got its name. While the Hornet and Gladiator were part of Anvil's original ship line-up, the Hurricane was not. When the Ship Team brought us the idea for an Anvil heavy fighter featuring six powerful ballistic guns, the Hurricane name fit perfectly.\n\nThe Osprey has already shown up in lore as part of a fleet of security ships in an episode of Lost Squad, a spectrum show focused on the fateful days before the fall of Caliban to the Vanduul in 2884. The call out is intentionally lean on specifics but the ship is being used by a security force and engaging hostiles, so there's a strong chance it's a fighter. However, the Devastator has not been mentioned outside of the Anvil portfolio. With all that said, we'll avoid getting into anything more specific, so the Osprey and Devastator names could be used if the right Anvil ship design presents itself in the future.\n\nWill Gangs Have Identifying Colors?\nQuestion: Do the Nine Tails and the gangs of Pyro have a color scheme? If so, will the armor and gear they wear show that, and is that a lore or character team decision?\n\nAnswer: Yes, you will be seeing these visual distinctions between gangs in Pyro. The look of each gang is definitely taken into consideration during their development and is something we hope to keep improving for the current outlaws in-game. A gang's colors or other distinct visual traits are part of the kick-off process with the Character team. We also consider what type of armor they would wear and how it could distinguish between different ranks within the gang. Then there's the question of if the gang has a symbol, identifying tattoos or even, like the insane Pyro gang the Fire Rats, if members have severe burns or scars from initiation rights. A lot of these visual details are worked out together with the Character team. We provide them the palette and then let them work their magic on the specifics.\n\nYet, it doesn't stop there on the Narrative side. When creating these gangs we also consider factors like their area of influence, organization structure, approximate wealth, allies, rivals, and more. Answering such questions often leads us to ways to best visually present them. For example, a wealthy gang with a strict hierarchy and penchant for combat might have good gear and clear visual distinctions between ranks. Meanwhile, a shipjacking gang more focused on survival than riches might not have a cohesive look and instead mix and match whatever armor and equipment they find after a successful mission. There might even be a gang or two who avoid identifying colors and marks so they can remain mysterious and harder to track down. Simply, our goal is a diversity of looks for gangs and it's a very collaborative process between Narrative and Characters.\n\nWill There Ever Be a New Tevarin Ship Manufacturer?\nQuestion: Is there any possibility of a new Tevarin ship manufacturer? One that takes cues from what designs they have available to create their own new series of non-combat related ships?\n\nAnswer: This is an interesting two-part question that could potentially play out several ways. Let's start with the idea of there being a new Tevarin ship manufacturer. Currently there aren't any plans for one, but if ever needed, there are two obvious candidates. So let's do a little hypothetical worldbuilding for how we'd justify one if the Ship Team was inspired to create such a ship.\n\nThe first option would be a bold new aerospace start-up based on Jalan, Elysium system, formerly the Tevarin's homeworld of Kaleeth. Could see the company lean into the Tevarin cultural resurgence and want to make an initial splash with a non-combat ship. Their ships probably wouldn't be replicas but instead blend Tevarin design and aesthetic with some Human flourishes.\n\nAnother option would be the emergence of a new ship manufacturer in the Branaugh system, which is currently home to the largest concentration of Tevarin people. These ships would have originally been built for practical purposes and primarily used by the Tevarin within the system, thus a focus on producing non-combat craft. Compared to major UEE manufacturers, they would probably be a bit low tech and maybe use more modular designs, like a modern Tevarin take on the Drake aesthetic. Justifying why and how these ships have made their way into the wider UEE would definitely take a little more Narrative shoe leather but could be done. Like the company above, these ships wouldn't be straight replicas but modern ships designed for Tevarins that also incorporate elements from their past in interesting new ways.\n\nFinally, if there's ever a desire to create an old school Tevarin hauler or other non-combat ship, there's always Esperia and their access to the Tevarin ships abandoned in the Kabal system. Wouldn't be surprised if some of the ships found there were geared toward the more practical and non-combat needs of the species.\n\nEntertainment Options in 2952\nQuestion: Would people in 2952 still have access to entertainment from the 20th century?\n\nAnswer: Yes, cultural touchstones from our era and even earlier are still around in 2952. Works of art that speak to the Human condition transcend time and cultural differences. Not to say that Romeo and Juliet is as well known in 2952 as it is today, but I'd bet there's an ancient literature course at Rhetor University where it's still studied and even performed. In addition, the influence of Human culture from preceding eras is readily apparent in the names of ships. Companies wouldn't call a ship Hercules, Vulcan, Valkyrie, Kraken, and so forth if people in the people in 2952 didn't understand the reference.\n\nIt is safe to suppose a lot of art and entertainment that we're familiar with would still be around in 2952, but not be as universally known and available as it is today. Don\u2019t expect 2001: A Space Odyssey to be regularly broadcast on spectrum, but there would probably be a copy of it (film nerd aside: ideally a 70mm print that archivists have figured out how to preserve perfectly) at the Ark that scholars could check out when researching how Humans first represented space travel. And of course, on a meta-level, don\u2019t be surprised if the people of the 30th century tend to gravitate towards 20th century media in the public domain.","de_DE":"Willkommen bei Loremakers: Community Questions, einer Serie, die sich auf die Beantwortung eurer Fragen zur Geschichte konzentriert. Wir haben den Bereich \"Fragen an einen Entwickler\" durchforstet und zehn Fragen zum Star Citizen Universum ausgew\u00e4hlt, die wir beantworten. Alle Fragen wurden leicht bearbeitet, um den Kontext und die Klarheit zu verbessern, aber du kannst auf das Thema klicken, um direkt zum Originalbeitrag zu gelangen und dich an der Diskussion zu beteiligen. Das Narrative Team plant au\u00dferdem, jedes Quartal eine Folge von Loremakers zu ver\u00f6ffentlichen: Die n\u00e4chste Ausgabe ist f\u00fcr Dienstag, den 3. Mai, geplant. Also beteilige dich an der Diskussion und stelle weitere Fragen zum Universum in unserem Ask A Dev Forum.\n\nWie k\u00f6nnte Harper Nguyen den Sprung von Ellis nach Taranis entdeckt haben?\nFrage: Ich habe eine Frage zu dem Artikel Discovered: Journals of Harper Nguyen, in dem die Entdeckung eines unbekannten Sprungpunktes nach Taranis beschrieben wird. Taranis wurde 2478 von der Mythic Horizon entdeckt, und wenn man die Entdeckungsdaten der anderen Systeme, die mit Taranis verbunden sind, zugrunde legt, kann Taranis nur von Ellis aus entdeckt worden sein. Wie ist es also m\u00f6glich, dass Harper Nguyen f\u00fcr die Entdeckung des Sprungpunkts von Ellis nach Taranis im Jahr 2795 belohnt wird?\n\nAntwort: Danke, dass du uns darauf aufmerksam gemacht hast. Diese Meldung wurde verfasst, bevor die Daten f\u00fcr die Entdeckung einiger Systeme neu festgelegt wurden. Da die aktuellen Entdeckungsdaten bedeuten, dass Taranis nur von Ellis aus entdeckt werden konnte, haben wir den Artikel aktualisiert und geben nun an, dass Harper Nguyen den Sprung von Terra nach Taranis als Erster \u00fcberquert hat.\n\nWie w\u00fcrde die Luft in Orison riechen?\nFrage: Als Referenz findest du hier eine Beschreibung der \u00e4u\u00dferen Schichten des Jupiters.\n\n\"Jupiter, der riesige Planet aus wirbelndem Gas, riecht unterschiedlich, je nachdem, welche Schicht du gerade einatmest. Die leichteren Gasschichten riechen nach Ammoniak (man denke an Putzmittel und Urin), und etwas tiefer riecht es nach Ammoniak und faulen Eiern.\"\n\nKannst du dir vorstellen, dass Orison eher stinkend oder angenehm riecht?\n\nAntwort: Orison riecht wie frisch gebackene Waffelt\u00fcten! Warte, das k\u00f6nnte mein spezieller \"Sweet Smell\"-Helm sein, den ich f\u00fcr eine M\u00fcllentsorgungsmission ausr\u00fcste. Wie auch immer, wir haben keinen bestimmten Geruch gefunden, der mit der Atmosph\u00e4re von Crusader in dieser H\u00f6he verbunden ist, aber es gibt einige Hinweise im Spiel und in der \u00dcberlieferung, die in eine bestimmte Richtung weisen.\n\nDas Open-Air-Design von Orison deutet darauf hin, dass nicht st\u00e4ndig ein widerlicher Geruch in der Luft liegt. Wenn es nach faulen Eiern riechen w\u00fcrde, w\u00e4ren die Plattformen geschlossen, um es ertr\u00e4glich zu machen. Au\u00dferdem ist Orison ein beliebtes Reiseziel. Wenn der Gestank ein Faktor w\u00e4re, w\u00fcrde man auf Schildern lesen, dass der Gestank normal ist und dass man einen Helm tragen sollte, um den Gestank zu vermeiden. Au\u00dferdem hat Orison wahrscheinlich auch keinen magischen, angenehmen Geruch. Der Hosanna-Baum, den Crusader speziell f\u00fcr Orison kultiviert hat, hat laut Beschreibung \"zart duftende rosa Bl\u00fcten\". Wenn ihr Duft auf den Plattformen wahrgenommen werden kann, w\u00fcrde ich vermuten, dass es auf dieser Ebene des Gasriesen keinen starken Geruch gibt, der entweder angenehm oder absto\u00dfend ist.\n\nWas ich mit Sicherheit sagen kann, ist, dass Hurston der am schlechtesten riechende Planet in Stanton sein muss. Warum sonst w\u00e4re Bag Head ein so beliebter Helm geworden?\n\nWie gestaltet man ein Sternensystem und seine \u00c4sthetik?\nFrage: Ich habe k\u00fcrzlich in der Lore\/Galactapedia gest\u00f6bert und das Wega-System nachgeschlagen. Ich sah die Abschnitte, die ich erwarten w\u00fcrde, einschlie\u00dflich Informationen \u00fcber das Planetensystem und den Stern, aber mir fiel auf, dass Vega 80% der Gr\u00f6\u00dfe der Sonne Sol hat. Der Stern, den wir heute Vega nennen, hat einen Radius, der 2,3 bis 2,8 Mal so gro\u00df ist wie der von Sol und ist 2,1 Mal massiver. Das hat mich stutzig gemacht:\n\nIst das die gleiche Wega (der f\u00fcnfthellste Stern, der von der Erde aus am Nachthimmel zu sehen ist), die wir umgangssprachlich kennen?\n\nSchauen deine Designteams nach echten Informationen \u00fcber reale Himmelsk\u00f6rper, um einen Ausgangspunkt f\u00fcr die Gestaltung von Merkmalen und Objekten wie Sternen in Sternensystemen zu haben?\n\nAntwort: Fangen wir mit deiner ersten Frage an. Nein, der Stern im Zentrum des Wega-Systems ist nicht der Wega-Stern, den man von der Erde aus sieht, was den Unterschied in der Gr\u00f6\u00dfe erkl\u00e4rt. Das Gleiche gilt f\u00fcr jedes andere System im Spiel, das den gleichen Namen wie ein Stern an unserem Himmel tr\u00e4gt. Keines davon soll den Stern darstellen, den wir kennen.\n\nDie Erstellung eines Systems ist ein \u00e4u\u00dferst kollaboratives Unterfangen zwischen Erz\u00e4hlung, Kunst und Design. Wir werden uns hier auf den erz\u00e4hlerischen Teil konzentrieren, aber wenn du dich f\u00fcr andere Aspekte des Prozesses interessierst, schau dir die letzte Folge von Star Citizen Live mit dem Planet Content Team an. Auf der erz\u00e4hlerischen Seite haben wir uns zuerst Details f\u00fcr jedes System ausgedacht und dann ausf\u00fchrlich mit Astronomen an der Wissenschaft dahinter gearbeitet. Manchmal haben wir die Wissenschaft ein wenig verbogen, damit etwas f\u00fcr das Spiel funktioniert, und manchmal haben wir unsere urspr\u00fcngliche Idee ge\u00e4ndert, um sie an die Wissenschaft anzupassen. Dieser Prozess f\u00fchrte zu einer umfangreichen Tabellenkalkulation mit einer Registerkarte, die den Sternen im Spiel gewidmet ist und Details wie Stellarklassifizierung, Sonnenmasse, Oberfl\u00e4chentemperatur und vieles mehr enth\u00e4lt. Auf diese Weise k\u00f6nnen wir den Grafikern und Designern Details liefern, die ihnen bei allem helfen - vom Aussehen des Sterns \u00fcber die genaue Position der bewohnbaren Planeten im gr\u00fcnen Band bis hin zum Temperaturbereich eines Mondes und der Beaufort-Windskala.\n\nEin Teil der Aufgabe von Narrative ist es, eine wissenschaftliche Grundlage f\u00fcr diese Systeme zu liefern und dann mit Art und Design zusammenzuarbeiten. Auch wenn diese Details einen guten Ausgangspunkt f\u00fcr andere Teams darstellen und auf dem aktuellen Stand der Wissenschaft beruhen, kann es dennoch zu Anpassungen aufgrund von k\u00fcnstlerischen oder spielerischen Anforderungen kommen. Da es sich immer noch um ein Spiel handelt, kann es sein, dass das, was am besten aussieht und sich am besten spielt, am Ende des Tages \u00fcber die Wissenschaft siegt.\n\nWelches ist das gef\u00e4hrlichste UEE-System?\nFrage: Welches UEE-System ist das gef\u00e4hrlichste f\u00fcr einen normalen B\u00fcrger oder eine B\u00fcrgerin, um dort zu leben? In Bezug auf die allgemeine Kriminalit\u00e4tsrate und das Risiko von Piraterie.\n\nAntwort: Hmmm.... das ist \u00fcberhaupt keine verd\u00e4chtige Frage. Bist du sicher, dass das alles Teil deiner Recherche \u00fcber die besten Orte ist, um eine Familie in der UEE zu gr\u00fcnden? Da die Handlungen der Spieler\/innen letztendlich auch dazu beitragen, wie gef\u00e4hrlich ein System ist, haben wir nicht mit Sicherheit gesagt, dass dieses eine System die meisten kriminellen Aktivit\u00e4ten aufweist. Als einfacher Spediteur, der atemberaubende Aussichten den Kampfeins\u00e4tzen vorzieht, werde ich jedoch einige Systeme meiden, wenn es nicht unbedingt notwendig ist.\n\nBeginnen wir mit dem Nexus, der nicht umsonst \"Kreuzung des Verbrechens\" genannt wird. Derzeit gibt es dort vier Sprungpunkte und drei davon f\u00fchren in unbewohnte Systeme, in die Gesetzlose leicht entkommen k\u00f6nnen. Einige der ber\u00fcchtigtsten kriminellen Handlungen der letzten Jahrzehnte (Kellar's Run und das Walzer-Massaker) fanden auf Nexus statt. Die Kriminalit\u00e4t wucherte so sehr, dass die UEE im Jahr 2934 eine gro\u00dfe Operation zur R\u00fcckeroberung von Nexus III startete. Ein Ereignis, das die passend benannte Kriegsschauplatzkarte \"Crossroads of Crime\" inspirierte. Auch wenn das UEE-Milit\u00e4r jetzt Nexus III kontrolliert, bleibt Lago (Nexus IV) so gef\u00e4hrlich, dass die meisten St\u00e4dte und Au\u00dfenposten stark befestigt sind. Um ein Gef\u00fchl daf\u00fcr zu bekommen, was das f\u00fcr die Bewohner\/innen bedeutet, schau dir die Kurzgeschichte Sid & Cyrus an, in der es um ein alterndes Paar geht, das sich auf der Suche nach seiner Tochter in die ungez\u00e4hmten Weiten des Planeten wagt.\n\nNach Nexus ist Charon vielleicht nicht die naheliegendste Wahl, aber auf Charon III tobt seit 2944 ein brutaler B\u00fcrgerkrieg. Das bedeutet, dass die lokalen Regierungen instabil sind und sich mehr um ihr \u00dcberleben als um die Sicherheit im System sorgen. Au\u00dferdem ist Charon das einzige UEE-System, das seine Vertretung im UEE-Senat aus Protest gegen die Gr\u00e4ueltaten, die dort w\u00e4hrend des Messer-Regimes begangen wurden, aufgegeben hat. Das bedeutet, dass die Advocacy und andere UEE-Kr\u00e4fte dir hier wahrscheinlich seltener zu Hilfe kommen werden als anderswo im Imperium.\n\nMagnus, Ferron und Fora haben alle eine lange Geschichte von gesetzlosen Aktivit\u00e4ten, die auf eine Vielzahl von Faktoren zur\u00fcckzuf\u00fchren sind, wie z. B. ineffiziente lokale Regierungen und Strafverfolgungsbeh\u00f6rden. Kruger Intergalactic verlie\u00df Magnus 2789 in Richtung Castra, nachdem eine wichtige Ersatzteillieferung von Gesetzlosen entf\u00fchrt worden war, wodurch der \u00e4u\u00dferst lukrative und wichtige Vertrag mit RSI bedroht wurde. In Fora sorgte ein Terraforming-Fehler auf Hyperion (Fora III), dem einzigen potenziell bewohnbaren Planeten, daf\u00fcr, dass dieses System am Rande des Banu-Raums vom Rest des Imperiums weitgehend ignoriert wurde. Die Starmap behauptet sogar: \"Inoffizielle Z\u00e4hlungen in diesem Gebiet zeigen, dass Besucher in diesem F\u00fcnf-Planeten-System eher auf Schmuggler, Gesetzlose oder Banu-Siedler treffen als auf UEE-B\u00fcrger.\" Schlie\u00dflich war Ferron einst ein bl\u00fchendes System, bis die Hersteller aufgrund des politischen Drucks des Messer-Regimes und der leicht zug\u00e4nglichen Ressourcen des Systems geflohen sind und die meisten davon aufgebraucht wurden. Die Lage ist so schlimm geworden, dass die Polizei in Tram, Asura (Ferron III) in der Vergangenheit gestreikt hat, um gegen die \u00fcberw\u00e4ltigenden Gefahren zu protestieren, denen sie bei ihrer Arbeit ausgesetzt ist.\n\nDer Vollst\u00e4ndigkeit halber sei noch erw\u00e4hnt, dass zwei der gef\u00e4hrlichsten Systeme der UEE aufgrund von Naturph\u00e4nomenen so sind. Das Banshee-System hat in seinem Zentrum einen Pulsar, der so viel Strahlung ausst\u00f6\u00dft, dass eine zu hohe Strahlenbelastung ein Todesurteil ist, was dazu f\u00fchrt, dass die einzigen bewohnbaren Gebiete des Systems unter der Erde liegen. Das k\u00fcrzlich entdeckte Tamsa-System schlie\u00dflich ist technisch gesehen f\u00fcr Menschen immer noch tabu, w\u00e4hrend die UEE das dort gefundene Schwarze Loch untersucht und erforscht.\n\nWas h\u00e4lt die Menschen davon ab, Regen als Methode der FTL-Kommunikation zu nutzen?\nFrage: Die aktuelle Regenerations-Technologie scheint f\u00fcr die FTL-Kommunikation geeignet zu sein. Wie wirkt sie sich deiner Meinung nach auf den traditionellen Datenverkehr aus?\n\nAntwort: Da es im Star Citizen-Universum keine \u00dcberlichtgeschwindigkeitskommunikation (FTL) gibt, ist es verst\u00e4ndlich, dass das Sterben und sofortige Regenerieren an anderer Stelle eine verlockende Option zum Datenlauf ist. Allerdings haben wir unser Bestes getan, um diese Option uneffektiv zu machen. Bei einer Mission m\u00fcssen die Daten wahrscheinlich auf einem physischen Ger\u00e4t gespeichert werden, das sich entweder im K\u00f6rper des Verstorbenen oder auf dem Server an Bord des verlassenen Schiffs befindet. Die Notwendigkeit eines physischen Ger\u00e4ts oder eines Schiffsservers zum Speichern und \u00dcbertragen der Daten d\u00fcrfte die Regeneration als praktikable FTL-Option f\u00fcr Missionen ausschlie\u00dfen.\n\nErz\u00e4hlerisch wird es etwas schwieriger, wenn es um allgemeines Wissen geht, z. B. um die Lage eines feindlichen Lagers oder einer extrem wertvollen Mineralienader. Als Spieler\/in k\u00f6nntest du dich mit diesem Wissen regenerieren und es zu deinem Vorteil mit anderen teilen. Das Konzept der L\u00fccke bezieht sich auf die Zeitspanne, die zwischen der Erstellung eines Abdrucks und der Regeneration einer Person liegt. Je l\u00e4nger die L\u00fccke ist, desto mehr Erinnerungen und Erfahrungen gehen verloren, weshalb h\u00e4ufiges Pr\u00e4gen dringend empfohlen wird. Wenn das Kurzzeitged\u00e4chtnis von Menschen durch Regenerierung etwas getr\u00fcbt wird, verringert sich die Zuverl\u00e4ssigkeit dieser Methode des Datenaustauschs. Au\u00dferdem verschlechtert der Regenerationsprozess die Pr\u00e4gung der Person und macht sie f\u00fcr die Zukunft unbrauchbar. Manche versuchen vielleicht, die Technologie f\u00fcr die Kommunikation zu nutzen, aber das geht auf Kosten der Verschlechterung ihrer Pr\u00e4gung und bringt sie einen Schritt n\u00e4her an die Ausl\u00f6schung heran, was bedeutet, dass die Person nicht mehr regenerieren kann.\n\n\n\nWas kannst du uns \u00fcber die terranischen St\u00e4dte New Austin und Quasi erz\u00e4hlen?\nFrage: Welche Informationen gibt es \u00fcber die St\u00e4dte New Austin und Quasi? Ich m\u00f6chte mehr dar\u00fcber erfahren, wie diese St\u00e4dte aufgebaut sind und wie die Atmosph\u00e4re dort ist, einschlie\u00dflich Lebensbedingungen, Arbeitsm\u00f6glichkeiten und Kulturen.\n\nAntwort: Ich erz\u00e4hle dir gerne ein paar Details \u00fcber New Austin und Quasi. Fangen wir mit dem Offensichtlichen an. Wie Prime befinden sich beide St\u00e4dte auf Terra III, einer sauerstoffreichen Super-Erde, die von Natur aus f\u00fcr Menschen bewohnbar war. Quasi ist nach Prime die zweitgr\u00f6\u00dfte Stadt des Planeten und liegt in der s\u00fcdlichen Hemisph\u00e4re im Schatten des Nessay-Gebirges. Die Sommer dort sind relativ k\u00fchl und es fallen mehr als 200 mm Schnee pro Saison. Die Stadt ist ein Touristenziel, auch wegen der gro\u00dfen und geheimnisvollen alten Ruinen in der N\u00e4he. Die Gr\u00fcnder von Esperia, die Br\u00fcder Ingstrom, wuchsen in Quasi auf und waren von den Ruinen fasziniert.\n\nNew Austin ist eine kleinere und industriellere Stadt, obwohl man sich bem\u00fcht, die Fabriken in die nat\u00fcrliche Umgebung zu integrieren, anstatt sie zu zerst\u00f6ren. Im Vergleich zu Prime und Quasi herrscht in New Austin eher eine \"Arbeiteratmosph\u00e4re\". Das bekannteste Wahrzeichen der Stadt ist die Alte Halle, in der sich die Mitglieder der United Resource Workers treffen. New Austin ist in der Regel g\u00fcnstiger als die anderen Gro\u00dfst\u00e4dte Terras und wird immer beliebter bei Menschen und Unternehmen, die sich hier niederlassen wollen. Die Sataball Territorial League hat dort ihren Hauptsitz, und Jennifer Friskers verlegte 2913 den Hauptsitz von Origin Jumpworks von der Erde nach New Austin. Ein Umzug, der einigen erdnahen Kr\u00e4ften immer noch sauer aufst\u00f6\u00dft, denn einige vermuten, dass sie hinter dem Hack von Origin im Jahr 2944 steckten, bei dem Details \u00fcber den Prototyp ihres \"Goldfinch\"-Schiffs ver\u00f6ffentlicht wurden. Obwohl New Austin kleiner und weniger touristisch ist als Prime und Quasi, verf\u00fcgt es dennoch \u00fcber eine beeindruckende Infrastruktur und genug Prestige, um 2948 die CitizenCon auszurichten.\n\nWas geschah mit den beiden alten Amboss-Schiffen, die in der \u00dcberlieferung erw\u00e4hnt werden?\nFrage: Das Anvil Aerospace Portfolio behauptet:\n\n\"Das Unternehmen hat im Laufe der Jahre Dutzende erfolgreicher und kultiger milit\u00e4rischer Raumfahrzeuge hergestellt, darunter die Hurricane, Osprey, Devastator, Hornet und Gladiator.\"\n\nIch habe ein paar Fragen zur Osprey und zur Devastator. Wurden diese Schiffe umbenannt, und wenn ja, wie lauten ihre aktuellen Namen? Welche Klassifizierungen waren f\u00fcr diese Schiffe vorgesehen? Werden die Spieler diese Schiffe im Spiel kaufen\/erwerben k\u00f6nnen und wenn nicht, warum?\n\nAntwort: Beim Aufbau der Welt f\u00fcgen wir oft Namen von Schiffen, Gegenst\u00e4nden, Menschen, Orten und anderen Dingen ein, die nicht unmittelbar im Mittelpunkt der Geschichte oder des Spiels stehen. Dieser Text bereichert die Welt, indem er ein Gef\u00fchl von Geschichte und Geheimnissen vermittelt. Au\u00dferdem ist es hilfreich, ein paar solcher Namen parat zu haben, wenn das Schiffsteam ein neues Schiff vorstellt, das einen Namen braucht. Genau so hat der Hurricane seinen Namen bekommen. W\u00e4hrend die Hornet und die Gladiator zur urspr\u00fcnglichen Schiffsreihe von Anvil geh\u00f6rten, war die Hurricane nicht dabei. Als das Schiffsteam uns die Idee f\u00fcr einen schweren Anvil-J\u00e4ger mit sechs m\u00e4chtigen ballistischen Kanonen vorlegte, passte der Name Hurricane perfekt.\n\nDie Osprey tauchte in der \u00dcberlieferung bereits als Teil einer Flotte von Sicherheitsschiffen in einer Episode von Lost Squad auf, einer Spektrumssendung, die sich auf die schicksalhaften Tage vor dem Fall Calibans an die Vanduul im Jahr 2884 konzentriert. Der Aufruf ist absichtlich knapp gehalten, aber das Schiff wird von einer Sicherheitstruppe eingesetzt und k\u00e4mpft gegen Feinde, also ist die Wahrscheinlichkeit gro\u00df, dass es sich um ein Kampfschiff handelt. Allerdings wurde die Devastator au\u00dferhalb des Anvil-Portfolios nicht erw\u00e4hnt. Die Namen Osprey und Devastator k\u00f6nnten also verwendet werden, wenn sich in Zukunft das richtige Anvil-Schiffsdesign ergibt.\n\nWerden Gangs Erkennungsfarben haben?\nFrage: Haben die Nine Tails und die Gangs von Pyro ein Farbschema? Wenn ja, werden die R\u00fcstungen und Ausr\u00fcstungsgegenst\u00e4nde, die sie tragen, das zeigen und ist das eine Entscheidung des Teams oder der Geschichte?\n\nAntwort: Ja, du wirst diese visuellen Unterschiede zwischen den Gangs in Pyro sehen. Das Aussehen jeder Bande wird bei ihrer Entwicklung ber\u00fccksichtigt und ist etwas, das wir f\u00fcr die aktuellen Outlaws im Spiel weiter verbessern wollen. Die Farben einer Bande oder andere markante visuelle Merkmale sind Teil des Kick-off-Prozesses mit dem Charakterteam. Wir \u00fcberlegen auch, welche Art von R\u00fcstung sie tragen w\u00fcrden und wie sie die verschiedenen R\u00e4nge innerhalb der Bande unterscheiden k\u00f6nnten. Dann gibt es noch die Frage, ob die Gang ein Symbol hat, identifizierende Tattoos oder sogar, wie bei der verr\u00fcckten Pyro-Gang der Fire Rats, ob die Mitglieder schwere Verbrennungen oder Narben von Initiationsrechten haben. Viele dieser visuellen Details werden zusammen mit dem Charakterteam ausgearbeitet. Wir stellen ihnen die Farbpalette zur Verf\u00fcgung und lassen sie dann an den Details arbeiten.\n\nAber das ist noch nicht alles, was die Erz\u00e4hlung betrifft. Bei der Erschaffung dieser Banden ber\u00fccksichtigen wir auch Faktoren wie ihren Einflussbereich, ihre Organisationsstruktur, ihren ungef\u00e4hren Reichtum, ihre Verb\u00fcndeten, ihre Rivalen und vieles mehr. Die Beantwortung solcher Fragen f\u00fchrt uns oft dazu, wie wir sie am besten visuell darstellen k\u00f6nnen. Eine wohlhabende Bande mit einer strengen Hierarchie und einer Vorliebe f\u00fcr den Kampf k\u00f6nnte zum Beispiel eine gute Ausr\u00fcstung und klare visuelle Unterscheidungen zwischen den R\u00e4ngen haben. Eine Bande von Schiffsentf\u00fchrern, der es mehr ums \u00dcberleben als um Reichtum geht, hat dagegen vielleicht keinen einheitlichen Look und mischt stattdessen alles zusammen, was sie nach einer erfolgreichen Mission an R\u00fcstung und Ausr\u00fcstung findet. Vielleicht gibt es sogar ein oder zwei Banden, die bestimmte Farben und Zeichen vermeiden, damit sie geheimnisvoll bleiben und schwerer aufzusp\u00fcren sind. Unser Ziel ist es einfach, dass die Gangs unterschiedlich aussehen, und das ist ein sehr kooperativer Prozess zwischen Erz\u00e4hlung und Charakteren.\n\nWird es jemals einen neuen Tevarin-Schiffshersteller geben?\nFrage: Besteht die M\u00f6glichkeit, dass es einen neuen Tevarin-Schiffshersteller gibt? Einer, der sich an den verf\u00fcgbaren Designs orientiert, um eine eigene Serie von nicht kampfbezogenen Schiffen zu entwickeln?\n\nAntwort: Das ist eine interessante zweiteilige Frage, die auf verschiedene Weise beantwortet werden k\u00f6nnte. Beginnen wir mit der Idee, dass es einen neuen Tevarin-Schiffshersteller gibt. Zurzeit gibt es keine Pl\u00e4ne f\u00fcr einen solchen, aber falls er jemals gebraucht wird, gibt es zwei offensichtliche Kandidaten. Lasst uns also ein wenig hypothetisches Worldbuilding betreiben, um herauszufinden, wie wir ein solches Schiff rechtfertigen w\u00fcrden, wenn das Schiffsteam inspiriert w\u00e4re, ein solches Schiff zu bauen.\n\nDie erste Option w\u00e4re ein k\u00fchnes neues Raumfahrtunternehmen mit Sitz auf Jalan im Elysium-System, der ehemaligen Heimatwelt der Tevarin, Kaleeth. Das Unternehmen k\u00f6nnte sich an die kulturelle Wiedergeburt der Tevarin anlehnen und mit einem kampffreien Schiff f\u00fcr Aufsehen sorgen wollen. Ihre Schiffe w\u00e4ren wahrscheinlich keine Nachbauten, sondern w\u00fcrden das Design und die \u00c4sthetik der Tevarin mit einigen menschlichen Verzierungen kombinieren.\n\nEine andere M\u00f6glichkeit w\u00e4re das Auftauchen eines neuen Schiffsherstellers im Branaugh-System, in dem sich derzeit die gr\u00f6\u00dfte Konzentration von Tevarin-V\u00f6lkern befindet. Diese Schiffe w\u00e4ren urspr\u00fcnglich f\u00fcr praktische Zwecke gebaut worden und w\u00fcrden haupts\u00e4chlich von den Tevarin innerhalb des Systems genutzt, weshalb der Schwerpunkt auf der Herstellung von Nicht-Kampfschiffen liegt. Im Vergleich zu den gro\u00dfen UEE-Herstellern w\u00e4ren sie wahrscheinlich etwas weniger technologisch und w\u00fcrden vielleicht mehr modulare Designs verwenden, wie eine moderne Tevarin-Version der Drake-\u00c4sthetik. Um zu begr\u00fcnden, warum und wie diese Schiffe ihren Weg in die UEE gefunden haben, br\u00e4uchte man definitiv etwas mehr erz\u00e4hlerisches Schuhleder, aber es w\u00e4re machbar. Wie das oben genannte Unternehmen w\u00e4ren diese Schiffe keine direkten Nachbauten, sondern moderne Schiffe, die f\u00fcr die Tevarins entworfen wurden und Elemente aus ihrer Vergangenheit auf interessante neue Art und Weise einbeziehen.\n\nUnd falls du jemals einen Tevarin-Schlepper oder ein anderes nicht kampff\u00e4higes Schiff bauen m\u00f6chtest, gibt es immer noch Esperia und deren Zugang zu den verlassenen Tevarin-Schiffen im Kabal-System. Es w\u00fcrde mich nicht \u00fcberraschen, wenn einige der dort gefundenen Schiffe auf die eher praktischen und kampffreien Bed\u00fcrfnisse der Spezies ausgerichtet w\u00e4ren.\n\nUnterhaltungsm\u00f6glichkeiten im Jahr 2952\nFrage: H\u00e4tten die Menschen im Jahr 2952 noch Zugang zu Unterhaltungsangeboten aus dem 20. Jahrhundert?\n\nAntwort: Ja, kulturelle Pr\u00fcfsteine aus unserer Zeit und sogar noch fr\u00fcher gibt es auch noch im Jahr 2952. Kunstwerke, die den Zustand der Menschheit ansprechen, \u00fcberdauern Zeit und kulturelle Unterschiede. Ich will nicht sagen, dass Romeo und Julia im Jahr 2952 so bekannt ist wie heute, aber ich wette, dass es an der Rhetorik-Universit\u00e4t einen Kurs f\u00fcr alte Literatur gibt, in dem das St\u00fcck immer noch studiert und sogar aufgef\u00fchrt wird. Au\u00dferdem l\u00e4sst sich der Einfluss der menschlichen Kultur aus den vorangegangenen Epochen leicht an den Schiffsnamen ablesen. Unternehmen w\u00fcrden ein Schiff nicht Herkules, Vulkan, Walk\u00fcre, Krake und so weiter nennen, wenn die Menschen im Jahr 2952 den Bezug nicht verstehen w\u00fcrden.\n\nMan kann davon ausgehen, dass viele Kunstwerke und Unterhaltungsangebote, die wir heute kennen, im Jahr 2952 immer noch existieren w\u00fcrden, aber nicht so allgemein bekannt und verf\u00fcgbar w\u00e4ren wie heute. Erwarte nicht, dass 2001: Odyssee im Weltraum regelm\u00e4\u00dfig auf Spektrum ausgestrahlt wird, aber es g\u00e4be wahrscheinlich eine Kopie davon (Filmfreaks beiseite: idealerweise eine 70-mm-Kopie, die Archivare perfekt konservieren k\u00f6nnen) in der Arche, die sich Wissenschaftler ansehen k\u00f6nnten, wenn sie erforschen, wie die Menschen die Raumfahrt zum ersten Mal dargestellt haben. Und nat\u00fcrlich darfst du dich nicht wundern, wenn die Menschen des 30. Jahrhunderts dazu neigen, sich f\u00fcr die \u00f6ffentlich zug\u00e4nglichen Medien des 20.","zh_CN":"Welcome to Loremakers: Community Questions, a series focused on answering your lore questions. We\u2019ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were slightly edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, May 3rd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.\n\nHow Could Harper Nguyen Have Discovered the Jump From Ellis to Taranis?\nQuestion: I have a question regarding the article Discovered: Journals of Harper Nguyen portraying the discovery of an unknown jump point to Taranis. Taranis was discovered in 2478 by the Mythic Horizon, and based on the discovery dates of the other systems connected to it, Taranis could\u2019ve only been discovered from Ellis. So how is it possible for Harper Nguyen to get credit for making the discovery of the jump from Ellis to Taranis jump point in 2795?\n\nAnswer: Thanks for bringing this to our attention. This dispatch was written prior to a reshuffling of some system discovery dates. Since the current discovery dates mean Taranis could only be discovered from Ellis, we've updated the article to reflect that Harper Nguyen first traversed the jump from Terra to Taranis instead.\n\nWhat Would the Air at Orison Smell Like?\nQuestion: For reference, here\u2019s a description regarding the outer layers of Jupiter.\n\n\"Jupiter, that giant planet of swirling gas, smells different depending on which layer you're inhaling. The lighter layers of gas smell like ammonia (think cleaning products and urine), and a little deeper, it's ammonia as well as rotten egg.\"\n\nDo you imagine that Orison would smell rather stinky or pleasant?\n\nAnswer: Orison smells like fresh baked waffles cones! Wait, that might be my custom Sweet Smell Helmet that I equip for a waste disposal mission. Anyways, we've not established a particular scent associated with Crusader's atmosphere at that elevation but there's some in-game and in-lore clues that point in a direction.\n\nThe open-air design of Orison indicates there isn't a repugnant smell constantly floating around. If it was rotten egg terrible, then those platforms would be enclosed to make it bearable. Plus, Orison fancies itself a tourist destination, so if sickly smells were a factor, you would see signage saying that the stink is normal and recommending that one wear a helmet to avoid the stench. Meanwhile, Orison also probably doesn't have some magical pleasant smell either. The Hosanna tree, which Crusader specially cultivated to grow in Orison, is described as having \"delicately scented pink flowers.\" If their scent can be picked up on the platforms, then I'd venture to guess there isn't a strong prevailing smell that's either pleasant or repugnant at that level of the gas giant.\n\nWhat I can say with some certainty is that Hurston has to be the worst smelling planet in Stanton. Why else would Bag Head have become such a popular helmet?\n\nWhat is the Process for Designing A Star System and Its Aesthetics?\nQuestion: I was recently poking around the lore\/galactapedia and looked up the Vega system. I saw the sections I'd expect, including information on the planetary system and star, but noticed that it said that Vega was 80% the size of Earth's sun Sol. The star currently called Vega actually has a radius of 2.3 to 2.8 times the size of Sol and is 2.1 times more massive. So that had me wondering:\n\nIs this the same Vega (fifth brightest star seen from Earth in the night sky) that we colloquially know?\n\nDo your design teams look up real information on real celestial bodies to provide a starting point for laying out features and objects such as stars within star systems?\n\nAnswer: Let's start with your first question. No, the star at the center of the Vega system is not the Vega star seen from Earth, which explains the difference in size. Same goes for any other system in-game that shares a name with a star in our sky. None are meant to represent the star we\u2019re familiar with.\n\nNext, creating a system is an extremely collaborative endeavor between Narrative, Art, and Design. We'll focus on the Narrative side here but if you're interested in other aspects of the process check out this recent episode of Star Citizen Live with the Planet Content Team. On the Narrative side, we first brainstormed details for each system and then worked extensively with astronomers on the science behind each one. Sometimes we bent the science a bit to make something work for the game, and sometimes we changed our original idea to match the science. This process led to a massive spreadsheet that includes a tab dedicated to the stars in-game that tracks details like Stellar Classification, Solar Mass, Surface Temperature, and much, much more. That way when Art and Design begin to do their thing we can deliver details that guide them on everything from how the star should look and exactly where the habitable planets should be placed within the green band to a moon\u2019s temperature range and Beaufort Wind Scale.\n\nSimply, part of Narrative's job is to provide a scientific foundation for these systems and then collaborate with Art and Design. While these details provide a good starting point for other teams, and are based on current scientific thinking, there still may be adjustments due to art or gameplay requirements. This is still a game, so at the end of the day, what looks and plays best might sometimes win out over hard science.\n\nWhat's the Most Dangerous UEE System?\nQuestion: What UEE system is the most dangerous for an ordinary civilian or Citizen to live in? In terms of overall crime levels & risk of piracy.\n\nAnswer: Hmmm.... not a suspicious question at all. Sure this is all part of your research into the best places to raise a family in the UEE? Since player actions will also ultimately factor into exactly how dangerous a system will be, we haven't planted a flag and said with certainty that this one system has the most criminal activity. That said, as a simple hauler who prefers stunning vistas to combat operations, here's a few systems I'll be avoiding unless absolutely necessary.\n\nLet's start with Nexus, which is called the \"Crossroads of Crime'' for a reason. Currently, it has four jump points and three of them lead into unclaimed systems that outlaws can easily escape into. Some of the most infamous criminal actions of the past few decades (Kellar's Run and the Walzer Massacre) occurred in Nexus. Criminality became so rampant that the UEE launched a major operation to reclaim Nexus III in 2934. An event that inspired the appropriately named Theaters of War map \"Crossroads of Crime.\" Even though the UEE military now controls Nexus III, Lago (Nexus IV) remains so dangerous that most cities and outposts are heavily fortified. To get a feel for what that means for its residents, check out the short story Sid & Cyrus about an aging couple forced to venture into the untamed planetside in search of their daughter.\n\nFollowing Nexus, Charon might not seem like an obvious choice, but a brutal civil war has been raging on Charon III since 2944. That means its local governments are unstable and more concerned with their survival than safety in the system. In addition, Charon owns the unique distinction of being the only UEE system to revoke their representation in the UEE Senate in protest over horrors committed there during the Messer regime. This means the Advocacy and other UEE forces are probably less likely to come to your defense here than elsewhere in the Empire.\n\nNext, Magnus, Ferron, and Fora all have a long history of outlaw activity due to a variety of factors, including ineffectual local government and law enforcement forces. Kruger Intergalactic left Magnus for Castra in 2789 after a key shipment of parts was hijacked by outlaws, threatening their extremely lucrative and important contract with RSI. Meanwhile in Fora, a terraforming mishap on Hyperion (Fora III), the only potentially habitable planet, left this system on the edge of Banu space largely ignored by the rest of the empire. The Starmap even claims \"Informal censuses of the area indicate that visitors are more likely to encounter a smuggler, outlaw or Banu settler than a UEE Citizen while in this five-planet system.\" Finally, Ferron was once a thriving system until manufacturers fled due to political pressure from the Messer regime and the system's easily accessible resources being mostly depleted. Things have gotten so bad that the police force in Tram, Asura (Ferron III) has gone on strike in the past in protest of the overwhelming dangers they face on the job.\n\nLastly, for completion's sake, two of the UEE\u2019s most dangerous systems are that way due to natural phenomena. Banshee system has at its center a pulsar spewing so much radiation that too much exposure is a death sentence, leading to the system's only habitable areas being underground. Finally, the recently discovered Tamsa system is still technically off-limits to people while the UEE surveys and studies the black hole found there.\n\nWhat's to Keep People From Using Regen as a Method of FTL Communication?\nQuestion: The current regen tech seems to lend itself to FTL Communication. How do you see it impacting more traditional data running?\n\nAnswer: Since faster than light (FTL) communication doesn't exist in the Star Citizen universe, it's easy to see why dying and immediately regening elsewhere seems like a tempting data running option. That said, we've done our best to make it an ineffective one. When doing a mission, data would probably have to be stored on a physical device, which would either remain on the deceased's body or the server aboard their now abandoned ship. Needing a physical device or ship server to store and transfer the data should negate regen as a viable FTL option for missions.\n\nNarratively, it does get a little trickier when it comes to general knowledge about stuff like the location of an enemy encampment or extremely valuable mineral lode. As a player, you could regen with the knowledge still fresh and share it with others to your advantage. We address this in-lore with the concept of gap, which refers to the length of time between an imprint being made and when someone is regenerated. The longer the gap, the more memories and experiences will be lost, which is why frequent imprinting is strongly encouraged. Regen making people's short term memory a bit hazy reduces the reliability of this method of data running. In addition, the regen process degrades that person's imprint and makes it less viable going forward. While some might try to exploit the tech for communication, it'll come at the cost of degrading their imprint and bringing them a step closer to being wiped, which means that character will not be able to regen.\n\n\n\nWhat Can You Tell Us About the Terran Cities of New Austin and Quasi?\nQuestion: What information is out there regarding the cities of New Austin or Quasi? Looking to know more about how these cities are designed and the atmosphere surrounding them, including living conditions, available work and cultures.\n\nAnswer: Happy to fill in some details on New Austin and Quasi. Let's start with the obvious. Like Prime, both cities are located on Terra III, an oxygen rich Super-Earth that was naturally habitable for Humans. Quasi is the planet's second largest city after Prime and located in the southern hemisphere in the shadow of the Nessay Mountains. Summers there are relatively cool and it gets more than 200 mm of snow per season. The city is a tourist destination in part due to the large and mysterious ancient ruins located nearby. Esperia founders the Ingstrom brothers grew up in Quasi and became fascinated with the ruins.\n\nMeanwhile, New Austin is a smaller and more industrial city, though there's been a concerted effort to integrate factories into the natural environment instead of destroying it. Compared to Prime and Quasi, New Austin has more of a \"blue collar\" vibe with the city center's most famous landmark being the Old Hall where members of the United Resource Workers would meet. Generally less expensive than Terra's other major cities, New Austin has become an increasingly popular spot for people and companies to move to. The Sataball Territorial League has their headquarters there, and most famously, Jennifer Friskers moved the headquarters of Origin Jumpworks from Earth to New Austin in 2913. A move that still stings some Earth-centric forces, who some suspect were behind the hack of Origin in 2944 that released details of their \"Goldfinch\" ship prototype. Despite being smaller and less of a tourist destination than Prime and Quasi, New Austin still boasts impressive infrastructure and enough prestige to have hosted CitizenCon in 2948.\n\nWhat Happened to These Two Old Anvil Ships Mentioned in Lore?\nQuestion: The Anvil Aerospace portfolio claims:\n\n\"The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladiator.\"\n\nI have a few questions regarding the Osprey and the Devastator. Were these ships renamed, and if so what are their current names? What were the proposed classifications of these ships? Will players be able to buy\/acquire these ships in-game, and if not why?\n\nAnswer: When world building we often include names of ships, items, people, places and other things that aren't an immediate focus for the lore or game. This flavor text enriches the world by creating a sense of history and mystery. Plus, having a few names like this sitting around helps when the Ship Team presents a new craft in need of one. In fact, that's exactly how the Hurricane got its name. While the Hornet and Gladiator were part of Anvil's original ship line-up, the Hurricane was not. When the Ship Team brought us the idea for an Anvil heavy fighter featuring six powerful ballistic guns, the Hurricane name fit perfectly.\n\nThe Osprey has already shown up in lore as part of a fleet of security ships in an episode of Lost Squad, a spectrum show focused on the fateful days before the fall of Caliban to the Vanduul in 2884. The call out is intentionally lean on specifics but the ship is being used by a security force and engaging hostiles, so there's a strong chance it's a fighter. However, the Devastator has not been mentioned outside of the Anvil portfolio. With all that said, we'll avoid getting into anything more specific, so the Osprey and Devastator names could be used if the right Anvil ship design presents itself in the future.\n\nWill Gangs Have Identifying Colors?\nQuestion: Do the Nine Tails and the gangs of Pyro have a color scheme? If so, will the armor and gear they wear show that, and is that a lore or character team decision?\n\nAnswer: Yes, you will be seeing these visual distinctions between gangs in Pyro. The look of each gang is definitely taken into consideration during their development and is something we hope to keep improving for the current outlaws in-game. A gang's colors or other distinct visual traits are part of the kick-off process with the Character team. We also consider what type of armor they would wear and how it could distinguish between different ranks within the gang. Then there's the question of if the gang has a symbol, identifying tattoos or even, like the insane Pyro gang the Fire Rats, if members have severe burns or scars from initiation rights. A lot of these visual details are worked out together with the Character team. We provide them the palette and then let them work their magic on the specifics.\n\nYet, it doesn't stop there on the Narrative side. When creating these gangs we also consider factors like their area of influence, organization structure, approximate wealth, allies, rivals, and more. Answering such questions often leads us to ways to best visually present them. For example, a wealthy gang with a strict hierarchy and penchant for combat might have good gear and clear visual distinctions between ranks. Meanwhile, a shipjacking gang more focused on survival than riches might not have a cohesive look and instead mix and match whatever armor and equipment they find after a successful mission. There might even be a gang or two who avoid identifying colors and marks so they can remain mysterious and harder to track down. Simply, our goal is a diversity of looks for gangs and it's a very collaborative process between Narrative and Characters.\n\nWill There Ever Be a New Tevarin Ship Manufacturer?\nQuestion: Is there any possibility of a new Tevarin ship manufacturer? One that takes cues from what designs they have available to create their own new series of non-combat related ships?\n\nAnswer: This is an interesting two-part question that could potentially play out several ways. Let's start with the idea of there being a new Tevarin ship manufacturer. Currently there aren't any plans for one, but if ever needed, there are two obvious candidates. So let's do a little hypothetical worldbuilding for how we'd justify one if the Ship Team was inspired to create such a ship.\n\nThe first option would be a bold new aerospace start-up based on Jalan, Elysium system, formerly the Tevarin's homeworld of Kaleeth. Could see the company lean into the Tevarin cultural resurgence and want to make an initial splash with a non-combat ship. Their ships probably wouldn't be replicas but instead blend Tevarin design and aesthetic with some Human flourishes.\n\nAnother option would be the emergence of a new ship manufacturer in the Branaugh system, which is currently home to the largest concentration of Tevarin people. These ships would have originally been built for practical purposes and primarily used by the Tevarin within the system, thus a focus on producing non-combat craft. Compared to major UEE manufacturers, they would probably be a bit low tech and maybe use more modular designs, like a modern Tevarin take on the Drake aesthetic. Justifying why and how these ships have made their way into the wider UEE would definitely take a little more Narrative shoe leather but could be done. Like the company above, these ships wouldn't be straight replicas but modern ships designed for Tevarins that also incorporate elements from their past in interesting new ways.\n\nFinally, if there's ever a desire to create an old school Tevarin hauler or other non-combat ship, there's always Esperia and their access to the Tevarin ships abandoned in the Kabal system. Wouldn't be surprised if some of the ships found there were geared toward the more practical and non-combat needs of the species.\n\nEntertainment Options in 2952\nQuestion: Would people in 2952 still have access to entertainment from the 20th century?\n\nAnswer: Yes, cultural touchstones from our era and even earlier are still around in 2952. Works of art that speak to the Human condition transcend time and cultural differences. Not to say that Romeo and Juliet is as well known in 2952 as it is today, but I'd bet there's an ancient literature course at Rhetor University where it's still studied and even performed. In addition, the influence of Human culture from preceding eras is readily apparent in the names of ships. Companies wouldn't call a ship Hercules, Vulcan, Valkyrie, Kraken, and so forth if people in the people in 2952 didn't understand the reference.\n\nIt is safe to suppose a lot of art and entertainment that we're familiar with would still be around in 2952, but not be as universally known and available as it is today. Don\u2019t expect 2001: A Space Odyssey to be regularly broadcast on spectrum, but there would probably be a copy of it (film nerd aside: ideally a 70mm print that archivists have figured out how to preserve perfectly) at the Ark that scholars could check out when researching how Humans first represented space travel. And of course, on a meta-level, don\u2019t be surprised if the people of the 30th century tend to gravitate towards 20th century media in the public domain."},"links_count":0,"comment_count":0,"created_at":"2022-03-02T02:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-07 19:29:49","valid_relations":["images","links"],"prev_id":18573,"next_id":18575}}