{"data":{"id":19191,"title":"Loremakers: Community Questions","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/19191-Loremakers-Community-Questions","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19191","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19191","channel":"Feedback","category":"Undefined","series":"None","images":[{"id":30478,"name":"trash.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ec0e64524f6818a12732351947e5d8f92a462da9\/2YRZBi4FZVHeeMKXByr5zw8B9uRycN1DUSfvjtsZPPatKf6SGHNT68cVH5uM3QBVbKnjiJbMsWm9XrxoXW6LgakwTikAfAZpMxi\/trash.png","alt":"g-illustration","size":8007155,"mime_type":"image\/png","last_modified":"2023-04-28T10:27:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30478","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30478\/similar"},{"id":30482,"name":"riversv2rm.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0acfc01caaf1f6027458ce7fa09380d92d9bf8da\/mXkfdToSwHy8BngHH5HuABJdDap9mwH4ZFsfH3E1FFAzUZp9jy2z4epNaMko1Hv7xKnQBirAk2dNsbgK1zYprc47dMBFUHgjd789H4yFc\/riversv2rm.png","alt":"g-illustration","size":1345156,"mime_type":"image\/png","last_modified":"2023-04-28T10:27:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30482\/similar"}],"images_count":6,"translations":{"en_EN":"03\/21\/2023 - 12:00 PMWelcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. 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 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, June 20th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.\n\nMessers and the Name of the United Empire of Earth\nQuestion: Why is it still called the United Empire of Earth when the Messers, now widely seen as malevolent dictators, originally gave it that name? Is there some reason why they opted not to rename the UEE to something new, without the historical baggage, after the Messer Era?\n\nAnswer: The simple answer is democracy. On April 30, 2793, the Senate voted on the massive Governance Modernization Act (GMA) meant to repair and reform a system warped to the will of the Messer's for far too long. Within this piece of legislation was a provision that would've renamed the United Empire of Earth to the Democratic Stellar Union (DSU), while another would have moved the empire's capital from Earth to Terra. Following a spirited debate within the Senate, the GMA fell three votes short of passing.\n\nOf course, the real answer is much, much more complicated. It's a mixture of politics, optics, adoration for the past, and other factors. While the revolution was successful, not everyone supported it. Plenty of people and systems benefitted from the Messer regime and their policies, while others were happy to see the Messers go but believed the underlying institutions didn't need to be drastically overhauled. It could be argued that bundling the name change alongside other initiatives in the GMA, like the still controversial proposal to move the capital to Terra, forever tainted and politicized the idea. It made supporting a new name synonymous with moving the capital to Terra, an idea Earth-centric politicians and corporations strongly opposed.\n\nMeanwhile, others argued that renaming the empire would make Humanity look weak to the Xi'an Empire and immediately nullify trade treaties with the Banu, grinding vital inter-species trading to a halt. One anti-name change Senator even calculated the cost of updating the empire's name on buildings, ships, equipment, armor, stationary, and more. Though the astronomical sum and the methodology used to achieve it were widely disputed, the number became a cultural punchline, turning people off to the idea and onto the immensity of the issue it would be to rename the empire.\n\nChanging the name of the UEE has never come to a vote again after the failure of the GMA. Blame the politicization of the idea, or the Earth-centric entities desperate not to lose political, economic, or cultural cache. Blame the potential real world and political cost. All of these factors, and more, combined to keep the name United Empire of Earth around after the downfall of the Messers. Once it survived that turbulent time, the UEE worked hard to redefine itself so it would symbolize something other than the despotic regime that named it.\n\nHistoric Ship Hall at the IAE\nQuestion: Why doesn't the Intergalactic Aerospace Expo (IAE) have a historical ship hall? It would be great to have historical ships, like the Zeus, for players to see even if it's only the outside.\n\nAnswer: This is a fun idea but probably beyond the current scope for the IAE. Having a historical ship hall makes sense in lore, but would require extensive support from other teams. Even showing only the ship exteriors would necessitate that they go through the concept phase, which would include creating or reworking each ship's design language to be unique and era appropriate, before being modeled in-engine to meet our high standards. That would be a lot of work for an IAE hall. That said, there is interest in making flyable versions of historic ships. If we end up building enough of these, then there could potentially be such a hall at a future IAE expo.\n\nTrash and Recycling Options\nQuestion: How are we supposed to sort our trash and recycling? Based on the bins currently in-game, it doesn't make a lot of sense. It's sparked some serious discussions between me and my friends and kept me up at night. I even asked the Reddit SC Discord but everyone had different answers.\n\nPlease help us settle this important waste separation discussion! It's more relevant than ever and also has some potential gameplay around it. Cleaning up the trash could offer a small incentive, like improving your rep, reducing fines, lowering crimestats, and so forth.\n\nAnswer: Not only does litter make us bitter, it's also a potential issue for servers to handle. While the game could just magically make garbage disappear, the hope is that we can develop it as part of possible gameplay loops and allow players to help with properly discarding items. That's why Design has been tasked with figuring out how to handle things players want to throw away. The Narrative team has had an initial, broad discussion with them, but it's still very much a work in progress. While nothing is set in stone, one of the proposed ideas is that the player shouldn't have to sort anything. A player could place their unwanted items into any bin and it would be sorted behind the scenes. This would make it easy for players to help keep the servers from getting bogged down. If that path is chosen, the lore could lean into a bit of future tech, like a smart trash sorting system, to explain how it works.\n\nThere's also been discussions about how to incentivize players to toss things in the trash, but nothing has been settled on yet. Would certain kinds of trash offer higher incentives than others? One thing to keep in mind is that providing a perk, like improving rep or lowering a crimestat, ties into other systems and might lead to unintended consequences. For example, imagine a player who is focused on earning reputation with a particular gang. They take a few minutes to toss trash into the bins at Orison only to have the rep boost with Crusader mess with their outlaw status. However these issues get sorted, the Narrative team is definitely looking forward to the satisfaction of placing an empty Pips can where it belongs.\n\nDrama and Tension\nQuestion: How do you plan to introduce tension and suspense into the narrative of this universe? Everyone is functionally immortal. No one can die from anything but old age. How do you write around that?\n\nAnswer: The opportunities to introduce drama and tension into the narrative of the universe are limitless. There's tension in what system lies on the other side of a newly discovered jump. There's drama in a Hurston hiding from their family that they fell in love with a member of the United Workers of Hurston. Death is fertile ground for drama and tension but not the sole source.\n\nAlso, I wouldn't classify regen tech as functional immortality. It may currently feel that way in-game because the mechanic hasn't been fully implemented, but the regen system should have plenty of interesting wrinkles that create tension. For example, catastrophic deaths may result in injuries or affects that stick with your character. The loss of a ship or a frantic race to retrieve a precious or valuable item following a death is another. Plus, there's always the chance that this death might be the final one and result in that character passing on their stuff to an heir (new character).\n\nSince the full system isn't in-game yet, it's worth reading both the original Death of a Spaceman post and the Loremakers' Guide to Regeneration to better understand our goals. Within the lore, we've already explored drama and tensions around regen and death in posts like Far From Home: Regen Contemplation, Starwatch: Bo 2.0, and Crossroads. Death won't be without consequence, tension, and drama in the game. It'll just be different than what we're used to.\n\nDoes the UEE Have a Universal Date and Time System? How About Aliens?\nQuestion: How is time handled in the UEE? Is one year still 365 days? How is that counted when the length of a day can vary from planet to planet? Do alien species have a sense of time? If so, do they have a different year than ours and a completely different time? How do you talk about time between two different species?\n\nAnswer: You're right, it's very complicated to figure out time in a universe where we have multiple planets, each with their own day\/year cycle. How do you make plans to meet with someone, for example? The way we got around it was establishing Standard Earth Time (SET) as a standardized date\/time signature that's embraced around the UEE. That way everyone would adhere and could plan to a single clock, even though they would still potentially have their own local time.\n\nAliens would also use SET when dealing with Humans, but have their own sense and scale of time. 100 Xi'an years roughly equates to 128 Standard Earth Years, and rai.Hy\u2019\u016bm is their word for a Human year. Meanwhile, the Banu count time in \"beats,\" which they call umi and equates to five seconds in Human Standard time. As members of the UEE, Tevarins would use SET. Finally, anyone who\u2019s taken a moment to ask a Vanduul about their concept of time has died, so their perception and experience of it remains unknown.\n\nWhere is Gliese 667 Cc?\nQuestion: Do you have any information about this planet? I did not find any in the Galactapedia.\n\nAnswer: The Gliese system in-game is not meant to represent the real Gliese 667 triple-star system. Outside of Sol, all other systems in the game are fictional and, even if they share a name, are not intended to have a real world equivalent. As the old Star Citizen adage goes, \"space be crazy\" and Human knowledge of what lies out there is ever expanding. To save ourselves from constantly updating or retconning system information based on new discoveries, the Narrative team decided it would be best to keep them fictional.\n\nPlace Names?\nQuestion: I was wondering what the Narrative team's plans are for naming features in the 'verse? Names for things like the lakes, seas and oceans, and rivers. Larger craters on moons often have a distinct name, as do mountains and plains. This makes wayfinding easier and fleshes out the believability of the places. Colonized worlds would undoubtedly have named features, often given to them by the first person to discover or traverse them. I haven't seen any references to names or the naming convention, so I was just curious.\n\nAnswer: This topic pops up often, as we continue to build out and expand planetside locations. Much of the discussion around it is actually what or how much information should be given to the player. Does every mountain peak need a name? What about a small squatter's camp set up within the husk of a crashed ship? Would its name show up on the StarMap, and if so, would it be the name used by its residents? Is it weird that a group of ten who took to living in a crashed ship somehow got their name for the place on the StarMap? Should names of places only reveal themselves once players visit them? Should players be able to adjust the names of things on their own StarMap?\n\nFor now, Narrative has only named what's been deemed essential. How far we go with the naming of locations and environmental features is still to be seen, but one option would be to create a \"name generator\" that could kick out a bunch of distinct names that could then be assigned to locations. We already use one to generate names used in bounty missions and have messed around with one for businesses that could be used in building interiors. Such a location name generator would be very helpful if we need to name a bunch of places for the StarMap, because as fun as it sounds coming up with names for things, that fun fades fast and can become mentally exhausting once you have a couple hundred to tackle. While we'd still look to handcraft as many names as feasible, by utilizing a name generator for smaller locations we'd be able to quickly get a wide swath of options and can then spend our time picking and placing the good ones.\n\nEffects of Regeneration on Society\nQuestion: I\u2019m curious to hear from the Narrative team on the effects that regeneration has on a society. I was trying to think how such a fundamental shift would affect society, since many of our longstanding laws and morals would be deeply challenged by the fact that death is no longer final.\n\nWould execution as a punishment even exist? Would murder be as heavily punished as it is now? It would seem that in general, people would value life less as death would not be final. Assuming a person imprinted before a dangerous mission, non-traumatic suicide (i.e. cyanide pill) would be a mostly viable means of escaping capture. High-risk economic activity would be seen as more viable. In fact, it's likely that crime would explode for a period while society adjusts to the fact that being killed in the commission of a crime is no longer \"the end\". Resources once considered too dangerous to extract would be actively sought out by those with the means to imprint\/regen. Acts once considered extremely noble (i.e. captain going down with the ship) would be simply commonplace or even contractually required. Sorry, I know this has been kinda rambling, but it's something I've been wondering about more and more. I'd love to hear the lore team's take on regeneration and what it would mean for society.\n\nAnswer: We know this question comes around a lot and is of great interest to the community. The Narrative team actually dedicated one of our recent \"lore jams\" to elaborate on the subject of this question.\n\nFirst, the death penalty. This practice would be impacted by regeneration tech, but the death penalty itself has already been outlawed in the 'verse for hundreds of years. As for murder, the law has gone a simple route. It is the act of murder that is being punished. Whether someone successfully regenerates or not, the prosecution is the same.\n\nSecond, using Regeneration as an \"Out.\" It's not unheard of for criminals to use regenerating to escape a disadvantageous situation, but it's not all that common, either. It's important to remember that regeneration is not pleasant. Even if death itself is painless, regenerating is not. And then there's all the other side effects, like scarring, loss of memory, or being unable to use limbs you've previously lost even after they've been regenerated because the loss has deeply imprinted itself upon your consciousness. Using regeneration as an \"out\" is an extreme action - like sawing off your arm when you've been pinned under a rock - even if it's your only way out, how many people would actually go through with it?\n\nThird, the broader cultural impact. It's understandable that we want to try and explain the risk-embracing behavior of players as an indication of the broader cultural impact of regeneration. But people don't drive more recklessly because they have seat belts. A lot of the repercussions and limitations of regeneration aren't represented in the current iteration of the game so while some individuals might be more reckless, it's likely they were predisposed for that behavior regardless of the wide availability of regeneration. For companies and organizations like the UEE, regeneration is still a costly process, and it's almost always either cheaper, easier, or simply more moral, to focus on saving lives than it is to rely on this imperfect technology.\n\nRegeneration is a huge topic that we could explore for days on end. It is definitely part of the fabric of what makes Star Citizen unique as a science-fiction setting. Don't forget that in the lore of the universe regeneration is still very new technology. It was only released publicly in the UEE a few years ago, so the full extent of its impact hasn't been seen yet.\n\nLore About 323th Aggressor Squadron?\nQuestion: While searching for information about badges given at the first referral program level, I discovered the incredible stories of some squadrons, but found nothing related to the 323th. Is there any lore around the 323th? I'm really curious to know the notable actions of this squadron.\n\nAnswer: The UEEN Aggressor Squadron 323 was first introduced into lore as part of the announcement for the Esperia-manufactured Vanduul Glaive reproduction. Specializing in mimicking Vanduul tactics, the highly-skilled squadron was selected to be outfitted with the first production run of Human-made Glaives so they could operate training skirmishes to better prepare Navy pilots going up against Vanduul clans. Traditionally, an aggressor squadron is one that serves the role of being the \"enemy\" during training exercises and war games. In Star Citizen, this means that the 323 have become masters of Vanduul combat behavior and can fly with their unique aggressive flight style in a convincing manner. Before Esperia started making accurate reproductions, aggressor squadrons like the 323 would fly either normal military ships (frequently outfitted in special livery to make them seem more Vanduul), or the rare Vanduul salvaged ship; though the latter was infrequently used owing to impracticalities involved. Based out of MacArthur (Kilian V), the Navy's official headquarters, the 323 frequently recruit pilots who are near the end of their service commitment as a way to utilize their combat experience before they retire.\n\nAs mentioned in the question, Star Citizen's Referral Program features an Aggressor Squadron 323 \"No Quarter Given\" badge to display as part of the \"Badger and Badges\" reward given for obtaining the rank of Recruiter. However, in researching this question, the Narrative team discovered a typo in the description of this reward where the squadron was referred to incorrectly as the \"35th.\" It should now be correct.\n\nI Am Intrigued by S-Pop. What Does It Sound Like?\nQuestion: From the Galactapedia:\n\n\"S-pop (abbreviation of Saisei Pop) is a form of Human popular music originating on Saisei (Centauri III). Common characteristics of S-pop include the incorporation of relaxing organic-sourced sounds and traditional Saisei instruments. The term can refer either specifically to the popular music of Saisei or to any music functionally derived therefrom.\"\n\nWhat would be the closest contemporary equivalent to S-Pop? I've found some genres which might fit the description but without knowing what traditional Saisei instruments are or how they would sound I'd love to know more.\n\nAnswer: You asked this question at just the right time! We recently posted a Galactapedia article on S-pop that gets into what it generally sounds like. Check it out!\n\nMany S-pop songs incorporate synthesizers that source their sounds from organic noise, like crickets chirping, wind blowing through leaves, or water flowing. These aren't 1:1 replications, but baseline sounds that are used to build different notes (although directly sampled natural noises do pop up from time to time). The genre also utilizes instruments built from softwood trees that grow on Saisei. One mainstay, the s-guitar, is an all-softwood guitar that creates a deep, clear, and resonant sound. Look up an all-spruce guitar for a great example. Many songs use the chord progressions IV-V-iii-vi and vi\u2013IV\u2013V\u2013I, along with minor keys. There are a lot of subgenres within S-pop, so you will find styles like pop, rock, dance, hip hop, metal, etc. within the genre. Saisei band the Claw famously covered \"Moonlight\" by metal band Clover and kicked off the S-pop craze that dominated UEE charts from 2932 to 2934.","de_DE":"03\/21\/2023 - 12:00 PMWillkommen bei Loremakers: Community Questions, einer Serie, die sich auf die Beantwortung deiner Fragen und R\u00e4tsel 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 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 20. Juni, geplant. Bitte beteilige dich an der Diskussion und stelle alle Fragen, die du zum Universum hast, in unserem Ask A Dev Forum.\n\nMessers und der Name des Vereinigten Imperiums der Erde\nFrage: Warum hei\u00dft es immer noch Vereinigtes Imperium der Erde, obwohl die Messers, die heute weithin als b\u00f6swillige Diktatoren angesehen werden, ihm urspr\u00fcnglich diesen Namen gaben? Gibt es einen Grund, warum sie das UEE nach der \u00c4ra der Messer nicht in einen neuen Namen ohne den historischen Ballast umbenannt haben?\n\nAntwort: Die einfache Antwort lautet: Demokratie. Am 30. April 2793 stimmte der Senat \u00fcber den massiven Governance Modernization Act (GMA) ab, mit dem ein System repariert und reformiert werden sollte, das viel zu lange dem Willen der Messers gehorchte. Das Gesetz enthielt eine Bestimmung, die das Vereinigte Imperium der Erde in Demokratische Stellare Union (DSU) umbenannt h\u00e4tte, und eine weitere, die die Hauptstadt des Imperiums von der Erde nach Terra verlegt h\u00e4tte. Nach einer lebhaften Debatte im Senat wurde das GMA mit nur drei Stimmen abgelehnt.\n\nNat\u00fcrlich ist die wahre Antwort viel, viel komplizierter. Es ist eine Mischung aus Politik, Optik, Bewunderung f\u00fcr die Vergangenheit und anderen Faktoren. Die Revolution war zwar erfolgreich, aber nicht jeder hat sie unterst\u00fctzt. Viele Menschen und Systeme profitierten vom Messer-Regime und seiner Politik, w\u00e4hrend andere froh waren, dass die Messers gingen, aber glaubten, dass die zugrundeliegenden Institutionen nicht drastisch \u00fcberarbeitet werden mussten. Man k\u00f6nnte argumentieren, dass die B\u00fcndelung der Namens\u00e4nderung mit anderen Initiativen der GMA, wie dem immer noch umstrittenen Vorschlag, die Hauptstadt nach Terra zu verlegen, die Idee f\u00fcr immer befleckt und politisiert hat. Dadurch wurde die Bef\u00fcrwortung eines neuen Namens gleichbedeutend mit der Verlegung der Hauptstadt nach Terra - eine Idee, die von erdnahen Politikern und Unternehmen entschieden abgelehnt wurde.\n\nAndere wiederum argumentierten, dass die Umbenennung des Reiches die Menschheit gegen\u00fcber dem Xi'an-Reich schwach aussehen lassen und die Handelsvertr\u00e4ge mit den Banu sofort annullieren w\u00fcrde, wodurch der wichtige Handel zwischen den Spezies zum Erliegen k\u00e4me. Ein Senator, der sich gegen die Namens\u00e4nderung aussprach, berechnete sogar die Kosten f\u00fcr die Aktualisierung des Reichsnamens auf Geb\u00e4uden, Schiffen, Ausr\u00fcstung, R\u00fcstungen, Schreibwaren und vielem mehr. Obwohl die astronomische Summe und die Methode, mit der sie ermittelt wurde, weithin umstritten waren, wurde die Zahl zu einer kulturellen Pointe, die die Menschen von der Idee abbrachte und ihnen die Ungeheuerlichkeit des Problems vor Augen f\u00fchrte, das die Umbenennung des Imperiums mit sich bringen w\u00fcrde.\n\nNach dem Scheitern der GMA wurde nie wieder \u00fcber die Umbenennung der UEE abgestimmt. Schieb die Schuld auf die Politisierung der Idee oder auf die erdzentrischen Entit\u00e4ten, die verzweifelt versuchen, nicht an politischem, wirtschaftlichem oder kulturellem Ansehen zu verlieren. Schuld sind die m\u00f6glichen realen und politischen Kosten. All diese Faktoren und noch mehr trugen dazu bei, dass der Name United Empire of Earth nach dem Untergang der Messers weiterlebte. Nachdem die UEE diese turbulente Zeit \u00fcberstanden hatte, arbeitete sie hart daran, sich neu zu definieren, um etwas anderes zu symbolisieren als das despotische Regime, das ihr den Namen gab.\n\nHistorische Schiffshalle in der IAE\nFrage: Warum hat die Intergalactic Aerospace Expo (IAE) keine Halle f\u00fcr historische Schiffe? Es w\u00e4re toll, wenn historische Schiffe wie die Zeus f\u00fcr die Spieler\/innen zu sehen w\u00e4ren, auch wenn es nur das \u00c4u\u00dfere ist.\n\nAntwort: Das ist eine tolle Idee, die aber wahrscheinlich den Rahmen der IAE sprengen w\u00fcrde. Eine historische Schiffshalle ist zwar sinnvoll, w\u00fcrde aber umfangreiche Unterst\u00fctzung von anderen Teams erfordern. Selbst wenn man nur das \u00c4u\u00dfere der Schiffe zeigen w\u00fcrde, m\u00fcssten sie die Konzeptphase durchlaufen, in der die Designsprache jedes Schiffes erstellt oder \u00fcberarbeitet wird, um einzigartig und epochengerecht zu sein, bevor sie in der Engine modelliert werden, um unseren hohen Standards zu entsprechen. Das w\u00e4re eine Menge Arbeit f\u00fcr eine IAE-Halle. Dennoch gibt es Interesse daran, flugf\u00e4hige Versionen historischer Schiffe zu bauen. Wenn wir genug davon bauen, k\u00f6nnte es eine solche Halle auf einer zuk\u00fcnftigen IAE-Expo geben.\n\nM\u00fcll- und Recyclingoptionen\nFrage: Wie sollen wir unseren M\u00fcll und unser Recycling sortieren? Ausgehend von den M\u00fclleimern, die es im Spiel gibt, macht das nicht viel Sinn. Das hat bei mir und meinen Freunden zu einigen ernsthaften Diskussionen gef\u00fchrt und mich nachts wach gehalten. Ich habe sogar im Reddit SC Discord nachgefragt, aber jeder hatte eine andere Antwort.\n\nBitte hilf uns, diese wichtige Diskussion \u00fcber M\u00fclltrennung zu kl\u00e4ren! Sie ist aktueller denn je und birgt auch ein gewisses Spielpotenzial in sich. Das Aufr\u00e4umen des M\u00fclls k\u00f6nnte einen kleinen Anreiz bieten, wie z. B. die Verbesserung deines Ansehens, die Verringerung von Geldstrafen, die Senkung der Kriminalit\u00e4tsrate und so weiter.\n\nAntwort: M\u00fcll macht uns nicht nur verbittert, er ist auch ein potenzielles Problem f\u00fcr die Server. Auch wenn das Spiel den M\u00fcll auf magische Weise verschwinden lassen k\u00f6nnte, besteht die Hoffnung, dass wir es als Teil m\u00f6glicher Gameplay-Schleifen entwickeln und den Spielern die M\u00f6glichkeit geben k\u00f6nnen, bei der ordnungsgem\u00e4\u00dfen Entsorgung von Gegenst\u00e4nden zu helfen. Deshalb wurde das Design-Team damit beauftragt, herauszufinden, wie man mit Dingen umgeht, die die Spieler wegwerfen wollen. Das Narrative Team hat eine erste, umfassende Diskussion mit ihnen gef\u00fchrt, aber es ist noch sehr viel Arbeit. Es ist zwar noch nichts in Stein gemei\u00dfelt, aber eine der vorgeschlagenen Ideen ist, dass die Spieler\/innen nichts sortieren m\u00fcssen. Ein Spieler k\u00f6nnte seine unerw\u00fcnschten Gegenst\u00e4nde in eine beliebige Tonne legen und sie w\u00fcrden im Hintergrund sortiert. Das w\u00fcrde es den Spielern leicht machen, dazu beizutragen, dass die Server nicht \u00fcberlastet werden. Wenn du dich f\u00fcr diesen Weg entscheidest, k\u00f6nntest du in der Geschichte auf zuk\u00fcnftige Technologien eingehen, z. B. auf ein intelligentes M\u00fcllsortiersystem, um zu erkl\u00e4ren, wie es funktioniert.\n\nEs wurde auch dar\u00fcber diskutiert, wie man Spieler\/innen dazu anregen kann, Dinge in den M\u00fcll zu werfen, aber bisher ist noch nichts entschieden worden. W\u00fcrden bestimmte Arten von M\u00fcll h\u00f6here Anreize bieten als andere? Eine Sache, die man bedenken sollte, ist, dass eine Verg\u00fcnstigung, wie die Verbesserung der Reputation oder die Senkung der Kriminalit\u00e4tsrate, mit anderen Systemen verkn\u00fcpft ist und zu unbeabsichtigten Konsequenzen f\u00fchren kann. Stell dir zum Beispiel einen Spieler vor, der sich darauf konzentriert, bei einer bestimmten Bande Ansehen zu erlangen. Er nimmt sich ein paar Minuten Zeit, um M\u00fcll in die M\u00fclltonnen in Orison zu werfen, nur damit der Rufgewinn bei Crusader seinen Status als Ge\u00e4chteter zunichte macht. Wie auch immer diese Probleme gel\u00f6st werden, das Narrative Team freut sich auf jeden Fall auf die Genugtuung, eine leere Pips-Tonne dort zu platzieren, wo sie hingeh\u00f6rt.\n\nDrama und Spannung\nFrage: Wie wollt ihr Spannung und Dramatik in die Erz\u00e4hlung dieses Universums bringen? Alle Menschen sind funktionell unsterblich. Niemand kann an etwas anderem als am Alter sterben. Wie willst du das umgehen?\n\nAntwort: Die M\u00f6glichkeiten, Drama und Spannung in die Erz\u00e4hlung des Universums einzubringen, sind grenzenlos. Es gibt Spannung in dem System, das auf der anderen Seite eines neu entdeckten Sprungs liegt. Es ist dramatisch, wenn ein Hurston vor seiner Familie verheimlicht, dass er sich in ein Mitglied der United Workers of Hurston verliebt hat. Der Tod ist ein fruchtbarer Boden f\u00fcr Drama und Spannung, aber nicht die einzige Quelle.\n\nAu\u00dferdem w\u00fcrde ich die Regenerationstechnologie nicht als funktionale Unsterblichkeit bezeichnen. Im Spiel mag es sich derzeit so anf\u00fchlen, weil die Mechanik noch nicht vollst\u00e4ndig implementiert ist, aber das Regenerationssystem sollte viele interessante Wendungen haben, die f\u00fcr Spannung sorgen. Zum Beispiel k\u00f6nnen katastrophale Todesf\u00e4lle zu Verletzungen oder Beeintr\u00e4chtigungen f\u00fchren, die deinem Charakter anhaften. Der Verlust eines Schiffes oder ein verzweifeltes Rennen, um einen kostbaren oder wertvollen Gegenstand nach einem Todesfall zu bergen, ist eine weitere M\u00f6glichkeit. Au\u00dferdem besteht immer die M\u00f6glichkeit, dass dieser Tod der letzte ist und die Spielfigur ihre Sachen an einen Erben (eine neue Figur) weitergibt.\n\nDa das komplette System noch nicht im Spiel ist, lohnt es sich, sowohl den urspr\u00fcnglichen Beitrag Tod eines Raumfahrers als auch den Loremakers' Guide to Regeneration zu lesen, um unsere Ziele besser zu verstehen. In der Lore haben wir bereits das Drama und die Spannungen rund um Regeneration und Tod in Beitr\u00e4gen wie Far From Home: Regen Contemplation, Starwatch: Bo 2.0, und Crossroads. Der Tod wird im Spiel nicht ohne Folgen, Spannung und Drama sein. Es wird nur anders sein, als wir es gewohnt sind.\n\nHat die UEE ein universelles Datums- und Zeitsystem? Was ist mit den Aliens?\nFrage: Wie wird die Zeit in der UEE gehandhabt? Ist ein Jahr immer noch 365 Tage? Wie wird es gez\u00e4hlt, wenn die L\u00e4nge eines Tages von Planet zu Planet unterschiedlich sein kann? Haben au\u00dferirdische Spezies ein Gef\u00fchl f\u00fcr die Zeit? Wenn ja, haben sie ein anderes Jahr als wir und eine ganz andere Zeit? Wie kann man zwischen zwei verschiedenen Spezies \u00fcber Zeit sprechen?\n\nAntwort: Du hast Recht, es ist sehr kompliziert, die Zeit in einem Universum zu bestimmen, in dem es mehrere Planeten gibt, die alle ihren eigenen Tages- und Jahreszyklus haben. Wie kannst du zum Beispiel ein Treffen mit jemandem planen? Wir haben das Problem gel\u00f6st, indem wir die Standard-Erdzeit (SET) als standardisierte Datums- und Zeitsignatur eingef\u00fchrt haben, die in der gesamten UEE g\u00fcltig ist. Auf diese Weise k\u00f6nnen sich alle an eine einzige Uhr halten und planen, auch wenn sie m\u00f6glicherweise noch ihre eigene Ortszeit haben.\n\nDie Aliens w\u00fcrden im Umgang mit den Menschen ebenfalls SET verwenden, h\u00e4tten aber ihr eigenes Zeitgef\u00fchl und ihre eigene Zeitskala. 100 Xi'an-Jahre entsprechen ungef\u00e4hr 128 Standard-Erdjahren, und rai.Hy'\u016bm ist ihr Wort f\u00fcr ein Menschenjahr. Die Banu hingegen z\u00e4hlen die Zeit in \"Schl\u00e4gen\", die sie umi nennen und die in der menschlichen Standardzeit f\u00fcnf Sekunden entsprechen. Als Mitglieder der UEE w\u00fcrden die Tevarins SET verwenden. Jeder, der sich die Zeit genommen hat, einen Vanduul nach seinem Zeitbegriff zu fragen, ist bereits gestorben, so dass seine Wahrnehmung und Erfahrung mit der Zeit unbekannt bleibt.\n\nWo liegt Gliese 667 Cc?\nFrage: Habt ihr irgendwelche Informationen \u00fcber diesen Planeten? In der Galactapedia habe ich keine gefunden.\n\nAntwort: Das Gliese-System im Spiel soll nicht das reale Dreifach-Sternsystem Gliese 667 darstellen. Au\u00dfer Sol sind alle anderen Systeme im Spiel fiktiv und haben keine Entsprechung in der realen Welt, auch wenn sie einen gemeinsamen Namen haben. Wie ein altes Star Citizen-Sprichwort sagt: \"Der Weltraum ist verr\u00fcckt\", und das Wissen der Menschheit \u00fcber das, was dort drau\u00dfen liegt, wird st\u00e4ndig erweitert. Damit wir die Systeminformationen nicht st\u00e4ndig aufgrund neuer Entdeckungen aktualisieren oder umschreiben m\u00fcssen, hat das Narrative Team beschlossen, dass es am besten ist, sie fiktiv zu halten.\n\nOrtsnamen?\nFrage: Ich habe mich gefragt, was das Erz\u00e4hlteam f\u00fcr die Benennung von Orten im Verse plant? Namen f\u00fcr Dinge wie Seen, Meere, Ozeane und Fl\u00fcsse. Gr\u00f6\u00dfere Krater auf Monden haben oft einen eigenen Namen, ebenso wie Berge und Ebenen. Das macht es einfacher, sich zurechtzufinden, und macht die Orte glaubw\u00fcrdiger. Kolonisierte Welten haben zweifellos Namen, die oft von demjenigen vergeben werden, der sie als Erster entdeckt oder durchquert. Ich habe keine Hinweise auf Namen oder die Namenskonvention gesehen, deshalb war ich einfach neugierig.\n\nAntwort: Dieses Thema taucht oft auf, da wir die Orte auf dem Planeten immer weiter ausbauen und erweitern. Ein Gro\u00dfteil der Diskussion dreht sich darum, welche oder wie viele Informationen dem Spieler gegeben werden sollten. Braucht jeder Berggipfel einen Namen? Was ist mit einem kleinen Siedlerlager, das in der H\u00fclle eines abgest\u00fcrzten Schiffes errichtet wurde? W\u00fcrde sein Name auf der Sternenkarte auftauchen, und wenn ja, w\u00e4re es der Name, den seine Bewohner benutzen? Ist es nicht seltsam, dass eine Gruppe von zehn Leuten, die in einem abgest\u00fcrzten Schiff leben, ihren Namen f\u00fcr den Ort auf die Sternenkarte bekommen hat? Sollten die Namen von Orten erst bekannt werden, wenn die Spieler sie besuchen? Sollten Spieler\/innen die Namen von Dingen auf ihrer eigenen StarMap anpassen k\u00f6nnen?\n\nBis jetzt hat Narrative nur das benannt, was als wichtig erachtet wurde. Es bleibt abzuwarten, wie weit wir bei der Benennung von Orten und Umgebungsmerkmalen gehen, aber eine M\u00f6glichkeit w\u00e4re, einen \"Namensgenerator\" zu erstellen, der eine Reihe von Namen ausspuckt, die dann den Orten zugewiesen werden k\u00f6nnen. Wir verwenden bereits einen solchen Generator, um Namen f\u00fcr Kopfgeldmissionen zu generieren, und haben auch schon an einem Generator f\u00fcr Unternehmen herumgebastelt, der f\u00fcr die Inneneinrichtung von Geb\u00e4uden verwendet werden k\u00f6nnte. Ein solcher Generator f\u00fcr Ortsnamen w\u00e4re sehr hilfreich, wenn wir viele Orte f\u00fcr die Sternenkarte benennen m\u00fcssen, denn so lustig es auch klingt, sich Namen f\u00fcr Dinge auszudenken, so schnell vergeht der Spa\u00df und es kann mental anstrengend werden, wenn man erst einmal ein paar Hundert davon im Kopf hat. Wir w\u00fcrden zwar immer noch versuchen, so viele Namen wie m\u00f6glich selbst zu erfinden, aber mit einem Namensgenerator f\u00fcr kleinere Orte bekommen wir schnell eine gro\u00dfe Auswahl an M\u00f6glichkeiten und k\u00f6nnen dann die Zeit damit verbringen, die guten auszuw\u00e4hlen und zu platzieren.\n\nAuswirkungen der Regeneration auf die Gesellschaft\nFrage: Ich bin neugierig, was das Narrative Team \u00fcber die Auswirkungen der Regeneration auf die Gesellschaft zu sagen hat. Ich habe versucht, mir vorzustellen, wie sich eine solch grundlegende Ver\u00e4nderung auf die Gesellschaft auswirken w\u00fcrde, da viele unserer langj\u00e4hrigen Gesetze und Moralvorstellungen durch die Tatsache, dass der Tod nicht mehr endg\u00fcltig ist, stark in Frage gestellt werden w\u00fcrden.\n\nW\u00fcrde es die Hinrichtung als Strafe \u00fcberhaupt noch geben? W\u00fcrde Mord genauso hart bestraft werden wie heute? Es scheint, dass die Menschen das Leben im Allgemeinen weniger wertsch\u00e4tzen w\u00fcrden, da der Tod nicht endg\u00fcltig w\u00e4re. Angenommen, eine Person w\u00fcrde sich vor einer gef\u00e4hrlichen Mission pr\u00e4gen lassen, dann w\u00e4re ein nicht-traumatischer Selbstmord (z. B. eine Zyankali-Kapsel) ein gangbarer Weg, um der Gefangennahme zu entgehen. Eine risikoreiche wirtschaftliche T\u00e4tigkeit w\u00fcrde als praktikabler angesehen werden. Es ist sogar wahrscheinlich, dass die Kriminalit\u00e4t eine Zeit lang explodieren w\u00fcrde, w\u00e4hrend sich die Gesellschaft darauf einstellt, dass es nicht mehr \"das Ende\" ist, wenn man bei der Begehung eines Verbrechens get\u00f6tet wird. Ressourcen, die fr\u00fcher als zu gef\u00e4hrlich galten, um sie abzubauen, w\u00fcrden von denen, die \u00fcber die Mittel zur Pr\u00e4gung\/Regeneration verf\u00fcgen, aktiv gesucht werden. Handlungen, die fr\u00fcher als besonders edel galten (z. B. der Kapit\u00e4n, der mit dem Schiff untergeht), sind heute ganz allt\u00e4glich oder sogar vertraglich vorgeschrieben. Entschuldige, ich wei\u00df, dass ich etwas weitschweifig gesprochen habe, aber das ist etwas, \u00fcber das ich mich immer mehr wundere. Ich w\u00fcrde gerne wissen, was das Lore-Team \u00fcber die Regeneration denkt und was sie f\u00fcr die Gesellschaft bedeuten w\u00fcrde.\n\nAntwort: Wir wissen, dass diese Frage oft gestellt wird und f\u00fcr die Community von gro\u00dfem Interesse ist. Das Narrative Team hat einen unserer letzten \"Lore Jams\" dazu genutzt, um sich mit dieser Frage zu besch\u00e4ftigen.\n\nErstens, die Todesstrafe. Die Regenerationstechnologie w\u00fcrde sich auf diese Praxis auswirken, aber die Todesstrafe selbst ist im Vers schon seit Hunderten von Jahren verboten. Bei Mord hat das Gesetz einen einfachen Weg eingeschlagen. Es ist die Tat des Mordes, die bestraft wird. Ob sich jemand erfolgreich regeneriert oder nicht, die Strafverfolgung ist dieselbe.\n\nZweitens: Regeneration als \"Ausweg\" benutzen. Es ist nicht ungew\u00f6hnlich, dass Kriminelle die Regeneration nutzen, um einer unvorteilhaften Situation zu entkommen, aber es ist auch nicht allzu h\u00e4ufig. Es ist wichtig zu bedenken, dass Regeneration nicht angenehm ist. Auch wenn der Tod selbst schmerzlos ist, ist es die Regeneration nicht. Und dann sind da noch all die anderen Nebenwirkungen wie Narben, Ged\u00e4chtnisverlust oder die Unf\u00e4higkeit, verlorene Gliedma\u00dfen zu benutzen, selbst wenn sie regeneriert wurden, weil der Verlust sich tief in dein Bewusstsein eingepr\u00e4gt hat. Die Regeneration als \"Ausweg\" zu nutzen, ist eine extreme Aktion - als ob du dir den Arm abs\u00e4gen w\u00fcrdest, wenn du unter einem Felsen eingeklemmt bist - selbst wenn es dein einziger Ausweg w\u00e4re, wie viele Menschen w\u00fcrden das tats\u00e4chlich durchziehen?\n\nDrittens: Die kulturelle Auswirkung im Allgemeinen. Es ist verst\u00e4ndlich, dass wir versuchen wollen, das risikofreudige Verhalten der Spieler\/innen als Hinweis auf die allgemeinen kulturellen Auswirkungen der Regeneration zu erkl\u00e4ren. Aber die Leute fahren nicht r\u00fccksichtsloser, weil sie Sicherheitsgurte haben. Viele der Auswirkungen und Einschr\u00e4nkungen der Regeneration werden in der aktuellen Version des Spiels nicht dargestellt. Auch wenn einige Personen r\u00fccksichtsloser sind, ist es wahrscheinlich, dass sie unabh\u00e4ngig von der breiten Verf\u00fcgbarkeit der Regeneration zu diesem Verhalten veranlagt waren. F\u00fcr Unternehmen und Organisationen wie die UEE ist Regeneration immer noch ein kostspieliger Prozess, und es ist fast immer entweder billiger, einfacher oder einfach moralischer, sich darauf zu konzentrieren, Leben zu retten, als sich auf diese unvollkommene Technologie zu verlassen.\n\nRegeneration ist ein gro\u00dfes Thema, mit dem wir uns tagelang besch\u00e4ftigen k\u00f6nnten. Es ist definitiv ein Teil dessen, was Star Citizen als Science-Fiction-Setting einzigartig macht. Vergiss nicht, dass die Regeneration in der Geschichte des Universums noch eine sehr neue Technologie ist. Sie wurde erst vor ein paar Jahren in der UEE ver\u00f6ffentlicht, so dass das ganze Ausma\u00df ihrer Auswirkungen noch nicht bekannt ist.\n\n\u00dcberlieferungen \u00fcber die 323. Aggressor Squadron?\nFrage: Auf der Suche nach Informationen \u00fcber Abzeichen, die auf der ersten Stufe des Empfehlungsprogramms verliehen werden, bin ich auf die unglaublichen Geschichten einiger Geschwader gesto\u00dfen, habe aber nichts \u00fcber das 323. gefunden. Gibt es irgendwelche \u00dcberlieferungen \u00fcber die 323th? Ich bin wirklich neugierig auf die bemerkenswerten Aktionen dieses Geschwaders.\n\nAntwort: Das UEEN Aggressor Squadron 323 wurde erstmals im Rahmen der Ank\u00fcndigung des von Esperia hergestellten Vanduul Glaive-Nachbaus in die \u00dcberlieferung aufgenommen. Das hochqualifizierte Geschwader, das sich auf die Nachahmung der Vanduul-Taktiken spezialisiert hat, wurde ausgew\u00e4hlt, um mit der ersten Produktionsserie der von Menschen hergestellten Glaives ausgestattet zu werden, damit sie Trainingsgefechte austragen konnten, um die Navy-Piloten besser auf den Kampf gegen Vanduul-Clans vorzubereiten. Traditionell ist ein Aggressorgeschwader ein Geschwader, das bei Trainings\u00fcbungen und Kriegsspielen die Rolle des \"Feindes\" \u00fcbernimmt. In Star Citizen bedeutet das, dass die 323 Meister des Vanduul-Kampfverhaltens geworden sind und mit ihrem einzigartigen aggressiven Flugstil \u00fcberzeugend fliegen k\u00f6nnen. Bevor Esperia mit der Herstellung von originalgetreuen Nachbildungen begann, flogen Aggressorgeschwader wie die 323 entweder mit normalen Milit\u00e4rschiffen (die h\u00e4ufig mit einer speziellen Bemalung versehen wurden, um sie vanduulischer erscheinen zu lassen) oder mit einem seltenen geborgenen Vanduul-Schiff, wobei letzteres aufgrund der Unpraktikabilit\u00e4t nur selten eingesetzt wurde. Von MacArthur (Kilian V) aus, dem offiziellen Hauptquartier der Marine, rekrutieren die 323 h\u00e4ufig Piloten, die sich dem Ende ihrer Dienstzeit n\u00e4hern, um ihre Kampferfahrung zu nutzen, bevor sie in den Ruhestand gehen.\n\nWie in der Frage erw\u00e4hnt, gibt es im Empfehlungsprogramm von Star Citizen ein \"No Quarter Given\"-Abzeichen des Aggressor Squadron 323, das als Teil der \"Badger and Badges\"-Belohnung f\u00fcr die Erlangung des Ranges eines Rekruten verliehen wird. Bei der Recherche zu dieser Frage entdeckte das Narrative Team jedoch einen Tippfehler in der Beschreibung dieser Belohnung, in der das Geschwader f\u00e4lschlicherweise als \"35th\" bezeichnet wurde. Das sollte jetzt richtig sein.\n\nIch bin neugierig auf S-Pop. Wie h\u00f6rt sich das an?\nFrage: Aus der Galactapedia:\n\n\"S-Pop (Abk\u00fcrzung f\u00fcr Saisei Pop) ist eine Form der menschlichen Popmusik, die auf Saisei (Centauri III) entstanden ist. Zu den gemeinsamen Merkmalen von S-Pop geh\u00f6ren entspannende Kl\u00e4nge aus organischen Quellen und traditionelle Saisei-Instrumente. Der Begriff kann sich entweder speziell auf die popul\u00e4re Musik von Saisei beziehen oder auf jede Musik, die funktional davon abgeleitet ist.\"\n\nWas w\u00e4re das n\u00e4chste zeitgen\u00f6ssische \u00c4quivalent zu S-Pop? Ich habe einige Genres gefunden, auf die die Beschreibung passen k\u00f6nnte, aber ohne zu wissen, was traditionelle Saisei-Instrumente sind oder wie sie klingen w\u00fcrden, w\u00fcrde ich gerne mehr wissen.\n\nAntwort: Du hast diese Frage genau zum richtigen Zeitpunkt gestellt! Wir haben vor kurzem einen Galactapedia-Artikel \u00fcber S-Pop ver\u00f6ffentlicht, in dem es darum geht, wie er im Allgemeinen klingt. Schau ihn dir an!\n\nIn vielen S-Pop-Songs kommen Synthesizer zum Einsatz, die ihre Kl\u00e4nge aus organischen Ger\u00e4uschen beziehen, z. B. aus dem Zirpen der Grillen, dem Wind, der durch die Bl\u00e4tter weht, oder dem Flie\u00dfen des Wassers. Dabei handelt es sich nicht um 1:1-Nachbildungen, sondern um Basisger\u00e4usche, die zum Aufbau verschiedener Noten verwendet werden (obwohl ab und zu auch direkt gesampelte nat\u00fcrliche Ger\u00e4usche auftauchen). In diesem Genre werden auch Instrumente verwendet, die aus den auf Saisei wachsenden Weichholzb\u00e4umen gebaut werden. Ein Hauptinstrument, die S-Gitarre, ist eine reine Weichholzgitarre, die einen tiefen, klaren und resonanten Klang erzeugt. Ein gutes Beispiel daf\u00fcr ist eine Gitarre aus Fichtenholz. Viele Songs verwenden die Akkordfolgen IV-V-iii-vi und vi-IV-V-I sowie Molltonarten. Es gibt viele Subgenres innerhalb des S-Pop, so dass du Stile wie Pop, Rock, Dance, Hip-Hop, Metal usw. innerhalb des Genres finden wirst. Die Saisei-Band The Claw hat den Song \"Moonlight\" der Metal-Band Clover gecovert und damit den S-Pop-Wahn ausgel\u00f6st, der die UEE-Charts von 2932 bis 2934 dominierte.","zh_CN":"03\/21\/2023 - 12:00 PMWelcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. 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 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, June 20th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.\n\nMessers and the Name of the United Empire of Earth\nQuestion: Why is it still called the United Empire of Earth when the Messers, now widely seen as malevolent dictators, originally gave it that name? Is there some reason why they opted not to rename the UEE to something new, without the historical baggage, after the Messer Era?\n\nAnswer: The simple answer is democracy. On April 30, 2793, the Senate voted on the massive Governance Modernization Act (GMA) meant to repair and reform a system warped to the will of the Messer's for far too long. Within this piece of legislation was a provision that would've renamed the United Empire of Earth to the Democratic Stellar Union (DSU), while another would have moved the empire's capital from Earth to Terra. Following a spirited debate within the Senate, the GMA fell three votes short of passing.\n\nOf course, the real answer is much, much more complicated. It's a mixture of politics, optics, adoration for the past, and other factors. While the revolution was successful, not everyone supported it. Plenty of people and systems benefitted from the Messer regime and their policies, while others were happy to see the Messers go but believed the underlying institutions didn't need to be drastically overhauled. It could be argued that bundling the name change alongside other initiatives in the GMA, like the still controversial proposal to move the capital to Terra, forever tainted and politicized the idea. It made supporting a new name synonymous with moving the capital to Terra, an idea Earth-centric politicians and corporations strongly opposed.\n\nMeanwhile, others argued that renaming the empire would make Humanity look weak to the Xi'an Empire and immediately nullify trade treaties with the Banu, grinding vital inter-species trading to a halt. One anti-name change Senator even calculated the cost of updating the empire's name on buildings, ships, equipment, armor, stationary, and more. Though the astronomical sum and the methodology used to achieve it were widely disputed, the number became a cultural punchline, turning people off to the idea and onto the immensity of the issue it would be to rename the empire.\n\nChanging the name of the UEE has never come to a vote again after the failure of the GMA. Blame the politicization of the idea, or the Earth-centric entities desperate not to lose political, economic, or cultural cache. Blame the potential real world and political cost. All of these factors, and more, combined to keep the name United Empire of Earth around after the downfall of the Messers. Once it survived that turbulent time, the UEE worked hard to redefine itself so it would symbolize something other than the despotic regime that named it.\n\nHistoric Ship Hall at the IAE\nQuestion: Why doesn't the Intergalactic Aerospace Expo (IAE) have a historical ship hall? It would be great to have historical ships, like the Zeus, for players to see even if it's only the outside.\n\nAnswer: This is a fun idea but probably beyond the current scope for the IAE. Having a historical ship hall makes sense in lore, but would require extensive support from other teams. Even showing only the ship exteriors would necessitate that they go through the concept phase, which would include creating or reworking each ship's design language to be unique and era appropriate, before being modeled in-engine to meet our high standards. That would be a lot of work for an IAE hall. That said, there is interest in making flyable versions of historic ships. If we end up building enough of these, then there could potentially be such a hall at a future IAE expo.\n\nTrash and Recycling Options\nQuestion: How are we supposed to sort our trash and recycling? Based on the bins currently in-game, it doesn't make a lot of sense. It's sparked some serious discussions between me and my friends and kept me up at night. I even asked the Reddit SC Discord but everyone had different answers.\n\nPlease help us settle this important waste separation discussion! It's more relevant than ever and also has some potential gameplay around it. Cleaning up the trash could offer a small incentive, like improving your rep, reducing fines, lowering crimestats, and so forth.\n\nAnswer: Not only does litter make us bitter, it's also a potential issue for servers to handle. While the game could just magically make garbage disappear, the hope is that we can develop it as part of possible gameplay loops and allow players to help with properly discarding items. That's why Design has been tasked with figuring out how to handle things players want to throw away. The Narrative team has had an initial, broad discussion with them, but it's still very much a work in progress. While nothing is set in stone, one of the proposed ideas is that the player shouldn't have to sort anything. A player could place their unwanted items into any bin and it would be sorted behind the scenes. This would make it easy for players to help keep the servers from getting bogged down. If that path is chosen, the lore could lean into a bit of future tech, like a smart trash sorting system, to explain how it works.\n\nThere's also been discussions about how to incentivize players to toss things in the trash, but nothing has been settled on yet. Would certain kinds of trash offer higher incentives than others? One thing to keep in mind is that providing a perk, like improving rep or lowering a crimestat, ties into other systems and might lead to unintended consequences. For example, imagine a player who is focused on earning reputation with a particular gang. They take a few minutes to toss trash into the bins at Orison only to have the rep boost with Crusader mess with their outlaw status. However these issues get sorted, the Narrative team is definitely looking forward to the satisfaction of placing an empty Pips can where it belongs.\n\nDrama and Tension\nQuestion: How do you plan to introduce tension and suspense into the narrative of this universe? Everyone is functionally immortal. No one can die from anything but old age. How do you write around that?\n\nAnswer: The opportunities to introduce drama and tension into the narrative of the universe are limitless. There's tension in what system lies on the other side of a newly discovered jump. There's drama in a Hurston hiding from their family that they fell in love with a member of the United Workers of Hurston. Death is fertile ground for drama and tension but not the sole source.\n\nAlso, I wouldn't classify regen tech as functional immortality. It may currently feel that way in-game because the mechanic hasn't been fully implemented, but the regen system should have plenty of interesting wrinkles that create tension. For example, catastrophic deaths may result in injuries or affects that stick with your character. The loss of a ship or a frantic race to retrieve a precious or valuable item following a death is another. Plus, there's always the chance that this death might be the final one and result in that character passing on their stuff to an heir (new character).\n\nSince the full system isn't in-game yet, it's worth reading both the original Death of a Spaceman post and the Loremakers' Guide to Regeneration to better understand our goals. Within the lore, we've already explored drama and tensions around regen and death in posts like Far From Home: Regen Contemplation, Starwatch: Bo 2.0, and Crossroads. Death won't be without consequence, tension, and drama in the game. It'll just be different than what we're used to.\n\nDoes the UEE Have a Universal Date and Time System? How About Aliens?\nQuestion: How is time handled in the UEE? Is one year still 365 days? How is that counted when the length of a day can vary from planet to planet? Do alien species have a sense of time? If so, do they have a different year than ours and a completely different time? How do you talk about time between two different species?\n\nAnswer: You're right, it's very complicated to figure out time in a universe where we have multiple planets, each with their own day\/year cycle. How do you make plans to meet with someone, for example? The way we got around it was establishing Standard Earth Time (SET) as a standardized date\/time signature that's embraced around the UEE. That way everyone would adhere and could plan to a single clock, even though they would still potentially have their own local time.\n\nAliens would also use SET when dealing with Humans, but have their own sense and scale of time. 100 Xi'an years roughly equates to 128 Standard Earth Years, and rai.Hy\u2019\u016bm is their word for a Human year. Meanwhile, the Banu count time in \"beats,\" which they call umi and equates to five seconds in Human Standard time. As members of the UEE, Tevarins would use SET. Finally, anyone who\u2019s taken a moment to ask a Vanduul about their concept of time has died, so their perception and experience of it remains unknown.\n\nWhere is Gliese 667 Cc?\nQuestion: Do you have any information about this planet? I did not find any in the Galactapedia.\n\nAnswer: The Gliese system in-game is not meant to represent the real Gliese 667 triple-star system. Outside of Sol, all other systems in the game are fictional and, even if they share a name, are not intended to have a real world equivalent. As the old Star Citizen adage goes, \"space be crazy\" and Human knowledge of what lies out there is ever expanding. To save ourselves from constantly updating or retconning system information based on new discoveries, the Narrative team decided it would be best to keep them fictional.\n\nPlace Names?\nQuestion: I was wondering what the Narrative team's plans are for naming features in the 'verse? Names for things like the lakes, seas and oceans, and rivers. Larger craters on moons often have a distinct name, as do mountains and plains. This makes wayfinding easier and fleshes out the believability of the places. Colonized worlds would undoubtedly have named features, often given to them by the first person to discover or traverse them. I haven't seen any references to names or the naming convention, so I was just curious.\n\nAnswer: This topic pops up often, as we continue to build out and expand planetside locations. Much of the discussion around it is actually what or how much information should be given to the player. Does every mountain peak need a name? What about a small squatter's camp set up within the husk of a crashed ship? Would its name show up on the StarMap, and if so, would it be the name used by its residents? Is it weird that a group of ten who took to living in a crashed ship somehow got their name for the place on the StarMap? Should names of places only reveal themselves once players visit them? Should players be able to adjust the names of things on their own StarMap?\n\nFor now, Narrative has only named what's been deemed essential. How far we go with the naming of locations and environmental features is still to be seen, but one option would be to create a \"name generator\" that could kick out a bunch of distinct names that could then be assigned to locations. We already use one to generate names used in bounty missions and have messed around with one for businesses that could be used in building interiors. Such a location name generator would be very helpful if we need to name a bunch of places for the StarMap, because as fun as it sounds coming up with names for things, that fun fades fast and can become mentally exhausting once you have a couple hundred to tackle. While we'd still look to handcraft as many names as feasible, by utilizing a name generator for smaller locations we'd be able to quickly get a wide swath of options and can then spend our time picking and placing the good ones.\n\nEffects of Regeneration on Society\nQuestion: I\u2019m curious to hear from the Narrative team on the effects that regeneration has on a society. I was trying to think how such a fundamental shift would affect society, since many of our longstanding laws and morals would be deeply challenged by the fact that death is no longer final.\n\nWould execution as a punishment even exist? Would murder be as heavily punished as it is now? It would seem that in general, people would value life less as death would not be final. Assuming a person imprinted before a dangerous mission, non-traumatic suicide (i.e. cyanide pill) would be a mostly viable means of escaping capture. High-risk economic activity would be seen as more viable. In fact, it's likely that crime would explode for a period while society adjusts to the fact that being killed in the commission of a crime is no longer \"the end\". Resources once considered too dangerous to extract would be actively sought out by those with the means to imprint\/regen. Acts once considered extremely noble (i.e. captain going down with the ship) would be simply commonplace or even contractually required. Sorry, I know this has been kinda rambling, but it's something I've been wondering about more and more. I'd love to hear the lore team's take on regeneration and what it would mean for society.\n\nAnswer: We know this question comes around a lot and is of great interest to the community. The Narrative team actually dedicated one of our recent \"lore jams\" to elaborate on the subject of this question.\n\nFirst, the death penalty. This practice would be impacted by regeneration tech, but the death penalty itself has already been outlawed in the 'verse for hundreds of years. As for murder, the law has gone a simple route. It is the act of murder that is being punished. Whether someone successfully regenerates or not, the prosecution is the same.\n\nSecond, using Regeneration as an \"Out.\" It's not unheard of for criminals to use regenerating to escape a disadvantageous situation, but it's not all that common, either. It's important to remember that regeneration is not pleasant. Even if death itself is painless, regenerating is not. And then there's all the other side effects, like scarring, loss of memory, or being unable to use limbs you've previously lost even after they've been regenerated because the loss has deeply imprinted itself upon your consciousness. Using regeneration as an \"out\" is an extreme action - like sawing off your arm when you've been pinned under a rock - even if it's your only way out, how many people would actually go through with it?\n\nThird, the broader cultural impact. It's understandable that we want to try and explain the risk-embracing behavior of players as an indication of the broader cultural impact of regeneration. But people don't drive more recklessly because they have seat belts. A lot of the repercussions and limitations of regeneration aren't represented in the current iteration of the game so while some individuals might be more reckless, it's likely they were predisposed for that behavior regardless of the wide availability of regeneration. For companies and organizations like the UEE, regeneration is still a costly process, and it's almost always either cheaper, easier, or simply more moral, to focus on saving lives than it is to rely on this imperfect technology.\n\nRegeneration is a huge topic that we could explore for days on end. It is definitely part of the fabric of what makes Star Citizen unique as a science-fiction setting. Don't forget that in the lore of the universe regeneration is still very new technology. It was only released publicly in the UEE a few years ago, so the full extent of its impact hasn't been seen yet.\n\nLore About 323th Aggressor Squadron?\nQuestion: While searching for information about badges given at the first referral program level, I discovered the incredible stories of some squadrons, but found nothing related to the 323th. Is there any lore around the 323th? I'm really curious to know the notable actions of this squadron.\n\nAnswer: The UEEN Aggressor Squadron 323 was first introduced into lore as part of the announcement for the Esperia-manufactured Vanduul Glaive reproduction. Specializing in mimicking Vanduul tactics, the highly-skilled squadron was selected to be outfitted with the first production run of Human-made Glaives so they could operate training skirmishes to better prepare Navy pilots going up against Vanduul clans. Traditionally, an aggressor squadron is one that serves the role of being the \"enemy\" during training exercises and war games. In Star Citizen, this means that the 323 have become masters of Vanduul combat behavior and can fly with their unique aggressive flight style in a convincing manner. Before Esperia started making accurate reproductions, aggressor squadrons like the 323 would fly either normal military ships (frequently outfitted in special livery to make them seem more Vanduul), or the rare Vanduul salvaged ship; though the latter was infrequently used owing to impracticalities involved. Based out of MacArthur (Kilian V), the Navy's official headquarters, the 323 frequently recruit pilots who are near the end of their service commitment as a way to utilize their combat experience before they retire.\n\nAs mentioned in the question, Star Citizen's Referral Program features an Aggressor Squadron 323 \"No Quarter Given\" badge to display as part of the \"Badger and Badges\" reward given for obtaining the rank of Recruiter. However, in researching this question, the Narrative team discovered a typo in the description of this reward where the squadron was referred to incorrectly as the \"35th.\" It should now be correct.\n\nI Am Intrigued by S-Pop. What Does It Sound Like?\nQuestion: From the Galactapedia:\n\n\"S-pop (abbreviation of Saisei Pop) is a form of Human popular music originating on Saisei (Centauri III). Common characteristics of S-pop include the incorporation of relaxing organic-sourced sounds and traditional Saisei instruments. The term can refer either specifically to the popular music of Saisei or to any music functionally derived therefrom.\"\n\nWhat would be the closest contemporary equivalent to S-Pop? I've found some genres which might fit the description but without knowing what traditional Saisei instruments are or how they would sound I'd love to know more.\n\nAnswer: You asked this question at just the right time! We recently posted a Galactapedia article on S-pop that gets into what it generally sounds like. Check it out!\n\nMany S-pop songs incorporate synthesizers that source their sounds from organic noise, like crickets chirping, wind blowing through leaves, or water flowing. These aren't 1:1 replications, but baseline sounds that are used to build different notes (although directly sampled natural noises do pop up from time to time). The genre also utilizes instruments built from softwood trees that grow on Saisei. One mainstay, the s-guitar, is an all-softwood guitar that creates a deep, clear, and resonant sound. Look up an all-spruce guitar for a great example. Many songs use the chord progressions IV-V-iii-vi and vi\u2013IV\u2013V\u2013I, along with minor keys. There are a lot of subgenres within S-pop, so you will find styles like pop, rock, dance, hip hop, metal, etc. within the genre. Saisei band the Claw famously covered \"Moonlight\" by metal band Clover and kicked off the S-pop craze that dominated UEE charts from 2932 to 2934."},"links_count":0,"comment_count":0,"created_at":"2023-03-21T20:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-04-29 19:51:19","valid_relations":["images","links","translations"],"prev_id":19188,"next_id":19192}}