Loremakers: Community Questions

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Welcome to Loremakers: Community Questions, a series focused on answering your lore questions. We’ve 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, March 1st, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

UEE "Nails"
Question: The Jump Point portfolio on the UEE Marines mentions a drop pod called a "nail." I was curious if this will ever be expanded upon, or if we will ever see something like this in game? The idea of this is SUPER intriguing for obvious reasons. I mean, seriously, who won’t want to be fired from a ship in essentially a metal coffin?

Answer: "Nails" technology remains classified and is only used by the Marines to deploy troops swiftly into hot zones. Since the tech isn't available for commercial ships, players currently won't be able to experience such a ride. But there's always a chance you might someday be in the wrong place at the right time to see, hear, and experience such a deployment of Marines. Or you might come across "Nails" in-game in another unexpected way, such as in this installment of Untold Tales.

You might also come across tech similar to “Nails” used as a tactic to overtake your ship. The Vanduul often use boarding spikes to damage then quickly deploy warriors into a ship. While the Marines were using “Nails” prior to encountering the Vanduul, it’s believed that the “Nails” tech was upgraded after scientists and engineers examined the boarding spikes deployed against Navy ships.

Tevarin Predators
Question: An earlier LoreMakers mentioned the Tevarin homeworld contained large, dangerous predators. Are any of these Predators still around or did they go extinct? If they’re still around, what can you tell us about them? Are they a threat to Humans?

Answer: We haven't delved into details about exactly what creatures preyed upon the Tevarin. Their existence was created to explain why the Tevarin culture developed around the Rijora, a sacred warrior code, and why the species specialized in defensive technologies and tactics. Both elements essential to a species that began low on the food chain but evolved into the dominant force on their homeworld of Kaleeth (Jalan, Elysium IV).

Most of these predators were probably driven to extinction as the Tevarin species evolved over the millennia, much like most of the megafauna that roamed Earth. Overhunting, ecological disturbance due to Tevarin ascendance, and other evolutionary and geological factors would've played a role in these species vanishing. Still, there's a chance some of these predators survived, though probably in reduced numbers and locations. Since Humans and Tevarin breathe similar atmospheres, the world was never terraformed and the planet's original environment remains intact. Of course, such species would've also had to survive the destruction brought upon the planet during the Tevarin Wars and other changes (increased population, agricultural production, resource extraction, etc.) that accompanied Human occupation.

So while there are no predators developed at the moment, there's enough wiggle room in the lore to make a trip into remote parts of Jalan potentially dangerous, if we determine it to be a fun addition to the world. Who knows? Maybe a species or two could've even been transported off world and taken hold elsewhere. Essentially, if the Character team creates a scary, bloodthirsty creature, having established such predators in lore gives us a built-in backstory to explain their existence.

Name Overlaps
Question: I've noticed two names used in recent lore posts that replaced names from older ones; i.e. two characters are named as doing the same thing. Which ones should be considered canon?

'Perry' of the Perry Line:

High Naval Commander Jianna Perry

Navy General Armistead Perry

Costigan's Ambassador to the Xi'an who negotiated HuXa:

Ambassador Yanna Coso

Ambassador Jennica Awasthi

Answer: Thanks for bringing these to our attention. Often the first step when writing a new piece is researching years of published lore to see exactly what's been established and named, which becomes a task in and of itself with hundreds lore posts, Galactapedia articles, Jump Point issues, ship brochures, and more containing lore tidbits to bring the universe alive. Sometimes details like this slip through the crack, and sometimes details change due to the nature of the game being in development. We love that we have an engaged community here to help us identify such issues.

Regarding these two examples, Armistead Perry is the official namesake of the Perry line, and Yanna Coso the Ambassador to the Xi'an Empire during the HuXa negotiations. We've adjusted the articles accordingly to reflect this.

Regeneration
Question: How has regen tech affected UEE society now that death doesn’t mean the end? With the majority of society having an imprint, premature death is at least somewhat delayed.

And how has that affected the military? Sure they’re not supersoldiers or clones with endless "lives'' but UEE forces now have a few "tries." They might be more experienced and lack the fear troops formerly had, making them more risky and aggressive and... less humane as a result. Same factors might affect everyone involved in armed conflict on a regular basis, including outlaws. Does this decrease the value of life as some might assume everyone has an imprint now, so they care less about the wellbeing of others and are more prone to violence?

Finally, what do the Xi'an and Banu think of such tech and can they use it?

Answer: With lots of regen questions out there, we picked this question because it hits upon several points often brought up on the forum. Some of this ground was covered in Star Citizen Live: Regeneration Elaboration, which we highly recommend watching if you’re interested in the topic, but wanted to address it here too so as many people see it as possible.

To begin, it’s probably too early to say exactly how regen rewriting the rules of death will affect UEE society. Making this tech revolution contemporary to the PU timeline means it’s something we all get to figure out together. It will be interesting to see how, or if, people’s playstyles change. Will players be more aggressive or cautious? Will outlaws be more willing to fight a bounty hunter instead of running if death means the loss of items and a regen at Grim HEX instead of capture? The Narrative possibilities are endless so there’s probably no significant cultural shifts to call out right now. Sure, some people may become more aggressive and dehumanize life because folks can just regen, but there’s also some deeply humanistic areas regen tech opens us up to also, as explored in this Far From Home.

Regarding changes to the military, not permanently losing soldiers is definitely a boon but costly in many other ways. Soldiers will regen with scarring and potential mental trauma that may compromise their effectiveness. Crazy, careless tactics would also be costly when considering medical facilities and rehabilitation costs, plus the destruction of vital equipment like ships and weapons.

Finally, how the other alien species feel about this tech is something we’ll be exploring going forward. The Xi’an and Banu haven’t created similar tech themselves so they would be reliant on Humanity for it. Whether they use it or not, and how they feel about it, is still to be seen. This should be a fun and fertile area to explore going forward, as it provides a great window into how both species view death.

Why Is Imperator Addison Getting Credit for Regen?
Question: Why does the 'Loremakers Guide To Regeneration' say Imperator Addison in 2949? Addison didn't become Imperator till 2951. Was there some implied time between the sentences?

Answer: Yes, regen tech was in development prior to the election of Imperator Addison, but she pushed for its quick adoption across the empire by allocating trillions to make the tech widespread and releasing the Ibrahim Sphere blueprints so any manufacturer could produce it. Without Imperator Addison's aggressive push to make regen tech available to all, it might've remained limited to only the military and/or the most exclusive medical facilities in the empire.

How "Deep" Is ArcCorp?
Question: A common sci-fi trope with ecumenopolis planets is stacks on stacks of construction where populations in lower levels might never see natural sky in their lifetime and only the most affluent live on the top levels. ArcCorp has some degree of vertical construction already, so are residents finding themselves being pushed "lower" by more construction above them? Do most residents and workers on ArcCorp still have access to sky?

As an aside, do any of the Commlink fiction and lore posts have a particular focus on ArcCorp?

Answer: While certain areas of ArcCorp have blocks of skyscrapers that could block the sun from reaching lower levels, people who work and live there wouldn't be restricted to those areas. They would be allowed to travel to spots, like Area18, that'd allow them to soak up the sun. Restrictive worker conditions is more Hurston's thing. ArcCorp actually leases out a lot of the planet to other businesses for offices and manufacturing facilities, so it'd be to their financial benefit if those locations are appealing and contain natural light.

There's been a fair amount of lore around ArcCorp. Here are a few pieces that prominently feature the planet:

Portfolio: ArcCorp - Company profile that addresses how they came to own the planet.

The Observist: Area18, ArcCorp, Stanton - Guide to the Area18 landing zone.

IO-North Tower - Profile of one of the massive skyscrapers located in Area18.

The Shakedown - Short story that takes place on ArcCorp.

Purpose and Tech Behind Hydrogel Injection
Question: The short story Sojourner Travelogue mentioned that Captain Ezura was injected with hydrogel when he "looked sick". As a medical engineer this sentence caught my attention. What is the idea behind a hydrogel injection?

Hydrogel today is a biocompatible material with many promises, apparently including the idea of injections already today [1,2]. Other applications include for example scaffolds (e.g. application to a wound either outside or inside of the body) with ideas of continuously delivering drugs/medication towards the wounded tissue and potentially dissolving/removing itself once healing is done.

How is hydrogel used in Star Citizen relating to injections and what is the technological idea behind them? Are perhaps MedPens also a kind of hydrogel? Are hydrogels injected with the goal of reaching the bloodstream? I doubt injection into the bloodstream would be a great idea. One would more likely inject it into a stable location where potentially drugs can be released into the bloodstream from it. However, I suppose there is quite some room for hypothesizing medical applications and technology. I would love to see some elaboration on this matter.

Answer: The information and ideas about hydrogel that you brought up are super interesting. Can only imagine what medical advancements could come from injecting hydrogel into the body to continuously deliver medication, aid tissue formation, and more. While those potential real world applications are incredible, the hydrogel referenced in Sojourner Travelogue is actually a hydration gel. So the Sojourner crew essentially gave Captain Ezura fluids to replace what he'd lost and put him to bed. Considering the confusion with this current tech, "hydro-gel" might be a better way for us to write it.

When doing the initial pass on healing tech, we also created a number of medicines that you'd find over the counter. So you may encounter hydro-gel someday at a local Kel-To or hospital pharmacy. The brand created for it is Deutrioxate, which is described as an oral hydro-gel and marketed as an extremely concentrated water replacement.

Pyro System Vegetation
Question: Given that the Pyro system is described as "a desolate lifeless star system crippled by a prolonged nova phase" how come there are trees and/or vegetation on 5 of 6 planets? It would be weird if all star systems had life, water and vegetation because of how rare it is in the universe.

Answer: When it comes to locations we strive to balance realism with environments that also provide potential gameplay. Sometimes things swing more towards the "rule of cool" or simply to make a more interesting and visually arresting environment for the players to explore, so it's Narrative's job to fill in the gaps. Hypothetically, we could say some of this vegetation is not native to Pyro but was brought in by Humans over the years, either intentionally or accidentally, and happened to take to that environment. Also, there's the great conceit that space and its inhabitants are probably way weirder than we could ever imagine. There's a good chance that there are lifeforms out there that defy the conventions we're all familiar with. So there's room in these locations for sci-fi plants that'll add to the mystique of the location and help give each system a unique look and feel.

Of course, this means Narrative will have to retcon stuff as we go along. In this case, the cited Pyro description is from a Galactic Guide that was written early in our development process, back before we discovered that we would have tech that would enable planet-wide landings. Players were expected to spend most of their planet-side time in specific areas or landing zones, so part of our job was to justify why people weren't scouring certain planets for resources. Once Pyro is realized in-game, we'll revisit the lore established in the Galactic Guide and adjust accordingly to match what's been developed, much like what we've already done for the Stanton system.

Discovered: Vanguard System
Question: Discovered: Vanguard System features journal entries of a pilot investigating the Vanguard System and finding a Kingship under construction. The story starts off with the pilot in Orion and jumping to Vanguard in a single jump. Later on the Clan is described as disappearing “into the jump point back to Orion.” Problem is the Starmap only shows a jump point between Orion and Viking. Can you confirm what system the story is depicting?

Answer: Thanks for bringing this to our attention. Several adjustments to the Starmap were made after this article was written, so we’ve updated the article to reflect the current connections. Since the story occurs in Vanguard, we've updated the article to reflect that Christian Meyer's journey began in Elysium instead of Orion. We’ve also removed the language suggesting the Vanduul clan jumped into Orion and made their disappearance more mysterious. Wonder where they went?

Dangerous Goods
Question: So I ship hazardous chemicals both domestically and internationally out of the US, and anyone who has shipped dangerous goods knows about the efforts needed to get permission to actually ship them. Will there be any lore based organizations similar to what we have today that work to regulate it intersystem or interplanetary? Also can we expect the need for some form of license to "legally" ship dangerous goods?

Answer: Currently, players can haul hazardous cargo across Stanton. I've attempted it a few times myself only to die in fiery explosions after rubbernecking exquisite vistas instead of rushing to the drop. If it's decided that less responsible pilots, like myself, shouldn't get their hands on such dangerous cargo out of the gate, those hauls could potentially be gated behind rep tiers within hauling organizations, so it'd be less about earning the right permits and more about proving your hauling expertise before being trusted with hazardous cargo. Also, the Trade & Development Division (TDD), the government division that oversees cargo coming and going from landing zones, could potentially be used in an enforcement capacity. Maybe to restrict or arrest haulers bringing hazard cargo into landing zones where it's not allowed. This is only speculation at the moment, but since this is ultimately gameplay, it would be up for design to decide whether they wanted to adjust the logistics of hauling hazardous materials. We already have these orgs in lore, so they could be used to justify changes to the gameplay.
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 ausgewählt, 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 außerdem, jedes Quartal eine Folge von Loremakers zu veröffentlichen: Die nächste Ausgabe ist für Dienstag, den 1. März, geplant. Also beteilige dich an der Diskussion und stelle alle anderen Fragen, die du zum Universum hast, in unserem Ask A Dev Forum.

UEE "Nägel"
Frage: Im Jump Point Portfolio der UEE Marines wird eine Abwurfkapsel namens "Nagel" erwähnt. Ich wollte wissen, ob das jemals erweitert wird oder ob wir so etwas jemals im Spiel sehen werden? Die Idee ist aus offensichtlichen Gründen SUPER faszinierend. Ich meine, wer würde nicht gerne in einem Metallsarg von einem Schiff aus gefeuert werden?

Antwort: Die "Nails"-Technologie ist nach wie vor geheim und wird nur von den Marines eingesetzt, um Truppen schnell in Krisengebiete zu bringen. Da die Technologie nicht für kommerzielle Schiffe verfügbar ist, können die Spieler/innen derzeit nicht in den Genuss einer solchen Fahrt kommen. Aber es besteht immer die Chance, dass du eines Tages zur richtigen Zeit am falschen Ort bist, um einen solchen Einsatz der Marines zu sehen, zu hören und zu erleben. Oder du begegnest "Nails" im Spiel auf eine andere unerwartete Weise, wie zum Beispiel in dieser Folge von Untold Tales.

Vielleicht triffst du auch auf eine ähnliche Technologie wie "Nails", die als Taktik eingesetzt wird, um dein Schiff zu überholen. Die Vanduul benutzen oft "Boarding Spikes", um Schaden anzurichten und dann schnell Krieger in ein Schiff zu schicken. Während die Marines bereits vor der Begegnung mit den Vanduul "Nails" einsetzten, wird angenommen, dass die "Nails"-Technologie verbessert wurde, nachdem Wissenschaftler und Ingenieure die gegen Navy-Schiffe eingesetzten Boarding Spikes untersucht hatten.

Tevarin-Raubtiere
Frage: In einem früheren LoreMakers-Artikel wurde erwähnt, dass es auf der Heimatwelt der Tevarin große, gefährliche Raubtiere gibt. Gibt es diese Raubtiere noch oder sind sie ausgerottet worden? Wenn es sie noch gibt, was kannst du uns über sie erzählen? Sind sie eine Bedrohung für die Menschen?

Antwort: Wir haben uns nicht näher mit den Kreaturen befasst, die die Tevarin bejagt haben. Ihre Existenz wurde geschaffen, um zu erklären, warum sich die Tevarin-Kultur rund um den Rijora, einen heiligen Kriegerkodex, entwickelt hat und warum sich die Spezies auf Verteidigungstechnologien und -taktiken spezialisiert hat. Beides sind wichtige Elemente für eine Spezies, die in der Nahrungskette ganz unten begann und sich zur dominierenden Kraft auf ihrer Heimatwelt Kaleeth (Jalan, Elysium IV) entwickelte.

Die meisten dieser Raubtiere wurden wahrscheinlich ausgerottet, als sich die Tevarin-Spezies im Laufe der Jahrtausende weiterentwickelte, ähnlich wie die meisten der Megafauna, die auf der Erde lebte. Überjagung, ökologische Störungen durch den Aufstieg der Tevarin und andere evolutionäre und geologische Faktoren dürften eine Rolle beim Aussterben dieser Arten gespielt haben. Es besteht jedoch die Möglichkeit, dass einige dieser Raubtiere überlebt haben, wenn auch wahrscheinlich in geringerer Zahl und an weniger Orten. Da Menschen und Tevarin eine ähnliche Atmosphäre atmen, wurde die Welt nie terraformiert und die ursprüngliche Umwelt des Planeten ist noch intakt. Natürlich hätten diese Arten auch die Zerstörung des Planeten während der Tevarin-Kriege und andere Veränderungen (Bevölkerungswachstum, landwirtschaftliche Produktion, Rohstoffabbau usw.) überleben müssen, die mit der menschlichen Besetzung einhergingen.

Auch wenn im Moment keine Raubtiere entwickelt werden, gibt es genug Spielraum in der Geschichte, um eine Reise in die abgelegenen Teile von Jalan gefährlich zu machen, wenn wir entscheiden, dass dies eine lustige Ergänzung der Welt ist. Wer weiß? Vielleicht wurde sogar die eine oder andere Spezies aus der Welt transportiert und hat sich woanders niedergelassen. Wenn das Charakterteam eine furchterregende, blutrünstige Kreatur erschafft, haben wir durch die Existenz solcher Raubtiere in den Überlieferungen eine Hintergrundgeschichte, um ihre Existenz zu erklären.

Namensüberschneidungen
Frage: Mir sind zwei Namen aufgefallen, die in den letzten Beiträgen verwendet wurden und die Namen aus älteren Beiträgen ersetzt haben, d.h. zwei Charaktere, die dasselbe tun. Welche davon sollten als kanonisch gelten?

Perry" aus der Perry-Linie:

Oberbefehlshaberin der Marine Jianna Perry

Marinegeneral Armistead Perry

Costigans Botschafter in Xi'an, der mit HuXa verhandelte:

Botschafterin Yanna Coso

Botschafterin Jennica Awasthi

Antwort: Danke, dass du uns darauf aufmerksam gemacht hast. Oft ist der erste Schritt beim Schreiben eines neuen Artikels, jahrelang veröffentlichte Überlieferungen zu recherchieren, um zu sehen, was genau festgelegt und benannt wurde. Das ist eine Aufgabe für sich, denn es gibt Hunderte von Überlieferungen, Galactapedia-Artikel, Jump-Point-Ausgaben, Schiffsbroschüren und vieles mehr, das Überlieferungen enthält, die das Universum lebendig machen. Manchmal fallen solche Details unter den Tisch, und manchmal ändern sie sich, weil das Spiel noch in der Entwicklung ist. Wir sind froh, dass wir hier eine engagierte Community haben, die uns hilft, solche Probleme zu erkennen.

Was diese beiden Beispiele angeht, so ist Armistead Perry der offizielle Namensgeber der Perry-Linie und Yanna Coso die Botschafterin des Xi'an-Reiches während der HuXa-Verhandlungen. Wir haben die Artikel entsprechend angepasst, um dies zu berücksichtigen.

Regeneration
Frage: Wie hat sich die Regenerationstechnologie auf die Gesellschaft der UEE ausgewirkt, da der Tod nicht mehr das Ende bedeutet? Da der Großteil der Gesellschaft eine Prägung hat, wird der vorzeitige Tod zumindest etwas verzögert.

Und wie hat sich das auf das Militär ausgewirkt? Natürlich sind sie keine Supersoldaten oder Klone mit endlosen "Leben", aber die UEE-Streitkräfte haben jetzt ein paar "Versuche". Sie sind vielleicht erfahrener und haben nicht mehr die Angst, die die Truppen früher hatten, was sie riskanter und aggressiver und damit weniger menschlich macht. Dieselben Faktoren könnten jeden betreffen, der regelmäßig an bewaffneten Konflikten beteiligt ist, einschließlich Geächteter. Verringert sich dadurch der Wert des Lebens, da einige annehmen könnten, dass jetzt jeder eine Prägung hat, so dass er sich weniger um das Wohlergehen anderer kümmert und anfälliger für Gewalt ist?

Und was halten die Xi'an und Banu von dieser Technologie und können sie sie nutzen?

Antwort: Da es viele Fragen zum Thema Regeneration gibt, haben wir diese Frage ausgewählt, weil sie mehrere Punkte anspricht, die oft im Forum angesprochen werden. Einige dieser Punkte wurden in Star Citizen Live behandelt: Regeneration Elaboration behandelt, was wir sehr empfehlen, wenn du dich für das Thema interessierst, aber wir wollten es auch hier ansprechen, damit es so viele Leute wie möglich sehen.

Zu Beginn ist es wahrscheinlich noch zu früh, um genau zu sagen, wie die Regeneration die Regeln des Todes auf die Gesellschaft der UEE auswirken wird. Dadurch, dass diese technische Revolution in der PU-Zeitlinie stattfindet, müssen wir sie alle gemeinsam herausfinden. Es wird interessant sein zu sehen, ob und wie sich der Spielstil der Menschen verändert. Werden die Spieler aggressiver oder vorsichtiger sein? Werden Geächtete eher bereit sein, gegen einen Kopfgeldjäger zu kämpfen, anstatt zu fliehen, wenn ihr Tod den Verlust von Gegenständen und eine Wiederbelebung in Grim HEX bedeutet, anstatt gefangen genommen zu werden? Die narrativen Möglichkeiten sind endlos, also gibt es wahrscheinlich keine signifikanten kulturellen Veränderungen, die man jetzt schon benennen könnte. Sicher, manche Menschen werden aggressiver und entmenschlichen das Leben, weil sie sich einfach regenerieren können, aber es gibt auch einige zutiefst humanistische Bereiche, für die uns die Regenerations-Technologie öffnet, wie in diesem Far From Home.

Was die Veränderungen beim Militär angeht, so ist es ein Segen, dass die Soldaten nicht dauerhaft verloren gehen, aber es ist auch in vielerlei Hinsicht kostspielig. Die Soldaten werden sich mit Narben und potenziellen psychischen Traumata regenerieren, die ihre Effektivität beeinträchtigen können. Verrückte, unvorsichtige Taktiken wären ebenfalls kostspielig, wenn man die Kosten für medizinische Einrichtungen und Rehabilitationsmaßnahmen sowie die Zerstörung wichtiger Ausrüstung wie Schiffe und Waffen bedenkt.

Wie die anderen außerirdischen Spezies über diese Technologie denken, werden wir im weiteren Verlauf erforschen. Die Xi'an und die Banu haben selbst keine ähnliche Technologie entwickelt und sind daher auf die Menschen angewiesen. Ob sie sie nutzen oder nicht und wie sie darüber denken, bleibt abzuwarten. Das ist ein interessantes und fruchtbares Gebiet, das man in Zukunft erforschen kann, denn es bietet einen guten Einblick in die Sichtweise beider Arten auf den Tod.

Warum wird Imperator Addison die Regeneration angerechnet?
Frage: Warum steht im "Loremakers Guide To Regeneration" Imperator Addison im Jahr 2949? Addison wurde erst 2951 zum Imperator. Gab es eine angedeutete Zeitspanne zwischen den beiden Sätzen?

Antwort: Ja, die Regenerationstechnologie befand sich bereits vor der Wahl von Imperator Addison in der Entwicklung, aber sie drängte auf eine schnelle Verbreitung im ganzen Imperium, indem sie Billionen für die Verbreitung der Technologie bereitstellte und die Blaupausen für die Ibrahim-Sphäre freigab, damit jeder Hersteller sie produzieren konnte. Ohne Imperator Addisons aggressiven Vorstoß, die Regenerationstechnologie für alle zugänglich zu machen, wäre sie vielleicht nur dem Militär und/oder den exklusivsten medizinischen Einrichtungen des Reiches vorbehalten geblieben.

Wie "tief" ist ArcCorp?
Frage: Ein gängiger Science-Fiction-Tropen mit Ökumenopolis-Planeten sind stapelweise Bauten, bei denen die Bevölkerung in den unteren Ebenen vielleicht nie in ihrem Leben den natürlichen Himmel sieht und nur die Wohlhabendsten in den oberen Ebenen leben. ArcCorp hat bereits ein gewisses Maß an vertikaler Bebauung, werden die Bewohner also durch weitere Bauten über ihnen "nach unten" gedrückt? Haben die meisten Bewohner und Arbeiter auf ArcCorp noch Zugang zum Himmel?

Nebenbei bemerkt: Gibt es in den Commlink-Beiträgen zu Fiktion und Geschichte einen besonderen Fokus auf ArcCorp?

Antwort: In bestimmten Gebieten von ArcCorp gibt es zwar Wolkenkratzer, die die Sonne davon abhalten könnten, die unteren Ebenen zu erreichen, aber die Menschen, die dort arbeiten und leben, wären nicht auf diese Gebiete beschränkt. Sie dürfen an Orte wie Area18 reisen, an denen sie die Sonne genießen können. Restriktive Arbeitsbedingungen sind eher Hurstons Sache. ArcCorp verpachtet einen großen Teil des Planeten an andere Unternehmen für Büros und Produktionsstätten. Es wäre also von finanziellem Vorteil, wenn diese Orte attraktiv wären und natürliches Licht hätten.

Es gibt eine ganze Reihe von Überlieferungen über ArcCorp. Hier sind ein paar Artikel, in denen der Planet eine wichtige Rolle spielt:

Portfolio: ArcCorp - Ein Unternehmensprofil, in dem es darum geht, wie sie in den Besitz des Planeten gekommen sind.

The Observist: Area18, ArcCorp, Stanton - Leitfaden für die Landezone der Area18.

IO-North Tower - Profil eines der riesigen Wolkenkratzer in der Area18.

The Shakedown - Kurzgeschichte, die auf ArcCorp spielt.

Zweck und Technik der Hydrogel-Injektion
Frage: In der Kurzgeschichte Sojourner Travelogue wird erwähnt, dass Captain Ezura Hydrogel injiziert wurde, als er "krank aussah". Als Medizintechniker erregte dieser Satz meine Aufmerksamkeit. Was ist die Idee hinter einer Hydrogel-Injektion?

Hydrogel ist heute ein biokompatibles Material mit vielen Versprechungen, zu denen offenbar auch die Idee der Injektionen gehört [1,2]. Andere Anwendungen sind z. B. Gerüste (z. B. zum Aufbringen auf eine Wunde außerhalb oder innerhalb des Körpers), die kontinuierlich Medikamente an das verletzte Gewebe abgeben und sich nach der Heilung möglicherweise selbst auflösen/entfernen.

Wie wird Hydrogel in Star Citizen im Zusammenhang mit Injektionen verwendet und welche technische Idee steckt dahinter? Sind MedPens vielleicht auch eine Art Hydrogel? Werden Hydrogele mit dem Ziel injiziert, in die Blutbahn zu gelangen? Ich bezweifle, dass eine Injektion in den Blutkreislauf eine gute Idee wäre. Man würde es eher an einer stabilen Stelle injizieren, von der aus potenzielle Medikamente in den Blutkreislauf gelangen können. Ich nehme jedoch an, dass es viel Raum für Hypothesen über medizinische Anwendungen und Technologien gibt. Ich würde mich freuen, wenn du dieses Thema weiter ausarbeitest.

Antwort: Die Informationen und Ideen über Hydrogel, die du angesprochen hast, sind super interessant. Man kann sich nur vorstellen, welche medizinischen Fortschritte die Injektion von Hydrogel in den Körper bringen könnte, um kontinuierlich Medikamente zu verabreichen, die Gewebebildung zu unterstützen und vieles mehr. Während diese potenziellen Anwendungen in der realen Welt unglaublich sind, ist das im Sojourner-Reisebericht erwähnte Hydrogel eigentlich ein Hydratationsgel. Die Sojourner-Besatzung gab Captain Ezura also Flüssigkeit, um den Verlust zu ersetzen, und brachte ihn ins Bett. In Anbetracht der Verwirrung, die diese Technologie derzeit stiftet, wäre "Hydrogel" vielleicht der bessere Ausdruck für uns.

Beim ersten Durchlauf der Heilungstechnologie haben wir auch eine Reihe von Medikamenten entwickelt, die man im Supermarkt kaufen kann. So wirst du Hydro-Gel vielleicht eines Tages in einer örtlichen Kel-To oder Krankenhausapotheke finden. Die dafür geschaffene Marke ist Deutrioxat, das als orales Hydro-Gel beschrieben und als extrem konzentrierter Wasserersatz vermarktet wird.

Pyro System Vegetation
Frage: Wenn das Pyro-System als "ein trostloses, lebloses Sternensystem, das durch eine lang anhaltende Nova-Phase verkrüppelt wurde" beschrieben wird, wie kommt es dann, dass es auf 5 von 6 Planeten Bäume und/oder Vegetation gibt? Es wäre seltsam, wenn es in allen Sternensystemen Leben, Wasser und Vegetation gäbe, weil das im Universum so selten ist.

Antwort: Bei der Auswahl der Schauplätze bemühen wir uns um ein Gleichgewicht zwischen Realismus und einer Umgebung, die auch Spielmöglichkeiten bietet. Manchmal geht es mehr um die "Regel des Coolen" oder einfach darum, den Spielern eine interessantere und visuell ansprechende Umgebung zu bieten. Hypothetisch könnten wir sagen, dass ein Teil der Vegetation nicht in Pyro heimisch ist, sondern von den Menschen im Laufe der Jahre absichtlich oder versehentlich eingeschleppt wurde und sich zufällig an diese Umgebung angepasst hat. Außerdem sind der Weltraum und seine Bewohner wahrscheinlich viel verrückter, als wir es uns je vorstellen könnten. Es ist gut möglich, dass es dort draußen Lebensformen gibt, die sich den Konventionen widersetzen, die wir alle kennen. An diesen Orten ist also Platz für Sci-Fi-Pflanzen, die die Mystik des Ortes verstärken und jedem System ein einzigartiges Aussehen und Gefühl verleihen.

Das bedeutet natürlich, dass Narrative im Laufe der Zeit einige Dinge neu definieren müssen. In diesem Fall stammt die zitierte Pyro-Beschreibung aus einem Galaktischen Leitfaden, der zu Beginn unseres Entwicklungsprozesses verfasst wurde, als wir noch nicht wussten, dass wir über eine Technologie verfügen würden, die planetenweite Landungen ermöglicht. Es wurde erwartet, dass die Spieler/innen die meiste Zeit auf dem Planeten in bestimmten Gebieten oder Landezonen verbringen würden, also bestand ein Teil unserer Aufgabe darin, zu begründen, warum die Spieler/innen nicht auf bestimmten Planeten nach Ressourcen suchen. Sobald Pyro im Spiel umgesetzt ist, werden wir die im Galaktischen Handbuch festgelegte Geschichte überprüfen und entsprechend anpassen, ähnlich wie wir es bereits für das Stanton-System getan haben.

Entdeckt: Vanguard System
Frage: Entdeckt: Vanguard System enthält Tagebucheinträge eines Piloten, der das Vanguard System erforscht und ein im Bau befindliches Königsschiff findet. Die Geschichte beginnt damit, dass der Pilot im Orion ist und in einem einzigen Sprung nach Vanguard springt. Später wird beschrieben, dass der Clan "im Sprungpunkt zurück nach Orion" verschwindet. Das Problem ist, dass die Starmap nur einen Sprungpunkt zwischen Orion und Viking anzeigt. Kannst du bestätigen, um welches System es sich in der Geschichte handelt?

Antwort: Danke, dass du uns auf dieses Problem aufmerksam gemacht hast. Nachdem dieser Artikel verfasst wurde, wurden einige Anpassungen an der Sternenkarte vorgenommen, daher haben wir den Artikel aktualisiert, um die aktuellen Verbindungen wiederzugeben. Da die Geschichte in Vanguard spielt, haben wir den Artikel dahingehend aktualisiert, dass Christian Meyers Reise in Elysium und nicht in Orion begann. Außerdem haben wir die Formulierung entfernt, die darauf hindeutet, dass der Vanduul-Clan nach Orion gesprungen ist, um ihr Verschwinden mysteriöser zu machen. Wohin sie wohl gegangen sind?

Gefährliche Güter
Frage: Ich verschicke gefährliche Chemikalien aus den USA ins In- und Ausland, und jeder, der schon einmal gefährliche Güter verschickt hat, weiß, welche Anstrengungen nötig sind, um eine Genehmigung für den Transport zu bekommen. Wird es ähnliche Organisationen geben, wie wir sie heute haben, die den Transport zwischen Systemen oder Planeten regeln? Können wir auch damit rechnen, dass wir eine Art Lizenz brauchen, um Gefahrgut "legal" zu transportieren?

Antwort: Derzeit können Spieler gefährliche Güter durch Stanton transportieren. Ich habe es selbst schon ein paar Mal versucht, nur um dann in feurigen Explosionen zu sterben, weil ich mich mit der Aussicht begnügt habe, anstatt zum Abwurf zu eilen. Wenn man beschließt, dass weniger verantwortungsbewusste Piloten wie ich nicht von Anfang an mit gefährlichen Gütern handeln dürfen, könnte man diese Transporte auf bestimmte Ränge innerhalb der Transportorganisationen beschränken, so dass es weniger darum geht, die richtigen Genehmigungen zu erhalten, sondern vielmehr darum, deine Erfahrung im Transportwesen zu beweisen, bevor man dir gefährliche Güter anvertraut. Auch die Trade & Development Division (TDD), die Regierungsabteilung, die den Frachtverkehr in und aus den Landezonen überwacht, könnte als Vollzugsorgan eingesetzt werden. Vielleicht, um Transportunternehmen, die Gefahrgut in Landezonen bringen, in denen dies nicht erlaubt ist, einzuschränken oder zu verhaften. Das ist im Moment nur eine Spekulation, aber da es sich letztlich um ein Spiel handelt, wäre es Sache des Designs, zu entscheiden, ob sie die Logistik des Gefahrguttransports anpassen wollen. Es gibt diese Orgs bereits in der Geschichte, sie könnten also als Begründung für Änderungen am Gameplay herangezogen werden.
Welcome to Loremakers: Community Questions, a series focused on answering your lore questions. We’ve 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, March 1st, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

UEE "Nails"
Question: The Jump Point portfolio on the UEE Marines mentions a drop pod called a "nail." I was curious if this will ever be expanded upon, or if we will ever see something like this in game? The idea of this is SUPER intriguing for obvious reasons. I mean, seriously, who won’t want to be fired from a ship in essentially a metal coffin?

Answer: "Nails" technology remains classified and is only used by the Marines to deploy troops swiftly into hot zones. Since the tech isn't available for commercial ships, players currently won't be able to experience such a ride. But there's always a chance you might someday be in the wrong place at the right time to see, hear, and experience such a deployment of Marines. Or you might come across "Nails" in-game in another unexpected way, such as in this installment of Untold Tales.

You might also come across tech similar to “Nails” used as a tactic to overtake your ship. The Vanduul often use boarding spikes to damage then quickly deploy warriors into a ship. While the Marines were using “Nails” prior to encountering the Vanduul, it’s believed that the “Nails” tech was upgraded after scientists and engineers examined the boarding spikes deployed against Navy ships.

Tevarin Predators
Question: An earlier LoreMakers mentioned the Tevarin homeworld contained large, dangerous predators. Are any of these Predators still around or did they go extinct? If they’re still around, what can you tell us about them? Are they a threat to Humans?

Answer: We haven't delved into details about exactly what creatures preyed upon the Tevarin. Their existence was created to explain why the Tevarin culture developed around the Rijora, a sacred warrior code, and why the species specialized in defensive technologies and tactics. Both elements essential to a species that began low on the food chain but evolved into the dominant force on their homeworld of Kaleeth (Jalan, Elysium IV).

Most of these predators were probably driven to extinction as the Tevarin species evolved over the millennia, much like most of the megafauna that roamed Earth. Overhunting, ecological disturbance due to Tevarin ascendance, and other evolutionary and geological factors would've played a role in these species vanishing. Still, there's a chance some of these predators survived, though probably in reduced numbers and locations. Since Humans and Tevarin breathe similar atmospheres, the world was never terraformed and the planet's original environment remains intact. Of course, such species would've also had to survive the destruction brought upon the planet during the Tevarin Wars and other changes (increased population, agricultural production, resource extraction, etc.) that accompanied Human occupation.

So while there are no predators developed at the moment, there's enough wiggle room in the lore to make a trip into remote parts of Jalan potentially dangerous, if we determine it to be a fun addition to the world. Who knows? Maybe a species or two could've even been transported off world and taken hold elsewhere. Essentially, if the Character team creates a scary, bloodthirsty creature, having established such predators in lore gives us a built-in backstory to explain their existence.

Name Overlaps
Question: I've noticed two names used in recent lore posts that replaced names from older ones; i.e. two characters are named as doing the same thing. Which ones should be considered canon?

'Perry' of the Perry Line:

High Naval Commander Jianna Perry

Navy General Armistead Perry

Costigan's Ambassador to the Xi'an who negotiated HuXa:

Ambassador Yanna Coso

Ambassador Jennica Awasthi

Answer: Thanks for bringing these to our attention. Often the first step when writing a new piece is researching years of published lore to see exactly what's been established and named, which becomes a task in and of itself with hundreds lore posts, Galactapedia articles, Jump Point issues, ship brochures, and more containing lore tidbits to bring the universe alive. Sometimes details like this slip through the crack, and sometimes details change due to the nature of the game being in development. We love that we have an engaged community here to help us identify such issues.

Regarding these two examples, Armistead Perry is the official namesake of the Perry line, and Yanna Coso the Ambassador to the Xi'an Empire during the HuXa negotiations. We've adjusted the articles accordingly to reflect this.

Regeneration
Question: How has regen tech affected UEE society now that death doesn’t mean the end? With the majority of society having an imprint, premature death is at least somewhat delayed.

And how has that affected the military? Sure they’re not supersoldiers or clones with endless "lives'' but UEE forces now have a few "tries." They might be more experienced and lack the fear troops formerly had, making them more risky and aggressive and... less humane as a result. Same factors might affect everyone involved in armed conflict on a regular basis, including outlaws. Does this decrease the value of life as some might assume everyone has an imprint now, so they care less about the wellbeing of others and are more prone to violence?

Finally, what do the Xi'an and Banu think of such tech and can they use it?

Answer: With lots of regen questions out there, we picked this question because it hits upon several points often brought up on the forum. Some of this ground was covered in Star Citizen Live: Regeneration Elaboration, which we highly recommend watching if you’re interested in the topic, but wanted to address it here too so as many people see it as possible.

To begin, it’s probably too early to say exactly how regen rewriting the rules of death will affect UEE society. Making this tech revolution contemporary to the PU timeline means it’s something we all get to figure out together. It will be interesting to see how, or if, people’s playstyles change. Will players be more aggressive or cautious? Will outlaws be more willing to fight a bounty hunter instead of running if death means the loss of items and a regen at Grim HEX instead of capture? The Narrative possibilities are endless so there’s probably no significant cultural shifts to call out right now. Sure, some people may become more aggressive and dehumanize life because folks can just regen, but there’s also some deeply humanistic areas regen tech opens us up to also, as explored in this Far From Home.

Regarding changes to the military, not permanently losing soldiers is definitely a boon but costly in many other ways. Soldiers will regen with scarring and potential mental trauma that may compromise their effectiveness. Crazy, careless tactics would also be costly when considering medical facilities and rehabilitation costs, plus the destruction of vital equipment like ships and weapons.

Finally, how the other alien species feel about this tech is something we’ll be exploring going forward. The Xi’an and Banu haven’t created similar tech themselves so they would be reliant on Humanity for it. Whether they use it or not, and how they feel about it, is still to be seen. This should be a fun and fertile area to explore going forward, as it provides a great window into how both species view death.

Why Is Imperator Addison Getting Credit for Regen?
Question: Why does the 'Loremakers Guide To Regeneration' say Imperator Addison in 2949? Addison didn't become Imperator till 2951. Was there some implied time between the sentences?

Answer: Yes, regen tech was in development prior to the election of Imperator Addison, but she pushed for its quick adoption across the empire by allocating trillions to make the tech widespread and releasing the Ibrahim Sphere blueprints so any manufacturer could produce it. Without Imperator Addison's aggressive push to make regen tech available to all, it might've remained limited to only the military and/or the most exclusive medical facilities in the empire.

How "Deep" Is ArcCorp?
Question: A common sci-fi trope with ecumenopolis planets is stacks on stacks of construction where populations in lower levels might never see natural sky in their lifetime and only the most affluent live on the top levels. ArcCorp has some degree of vertical construction already, so are residents finding themselves being pushed "lower" by more construction above them? Do most residents and workers on ArcCorp still have access to sky?

As an aside, do any of the Commlink fiction and lore posts have a particular focus on ArcCorp?

Answer: While certain areas of ArcCorp have blocks of skyscrapers that could block the sun from reaching lower levels, people who work and live there wouldn't be restricted to those areas. They would be allowed to travel to spots, like Area18, that'd allow them to soak up the sun. Restrictive worker conditions is more Hurston's thing. ArcCorp actually leases out a lot of the planet to other businesses for offices and manufacturing facilities, so it'd be to their financial benefit if those locations are appealing and contain natural light.

There's been a fair amount of lore around ArcCorp. Here are a few pieces that prominently feature the planet:

Portfolio: ArcCorp - Company profile that addresses how they came to own the planet.

The Observist: Area18, ArcCorp, Stanton - Guide to the Area18 landing zone.

IO-North Tower - Profile of one of the massive skyscrapers located in Area18.

The Shakedown - Short story that takes place on ArcCorp.

Purpose and Tech Behind Hydrogel Injection
Question: The short story Sojourner Travelogue mentioned that Captain Ezura was injected with hydrogel when he "looked sick". As a medical engineer this sentence caught my attention. What is the idea behind a hydrogel injection?

Hydrogel today is a biocompatible material with many promises, apparently including the idea of injections already today [1,2]. Other applications include for example scaffolds (e.g. application to a wound either outside or inside of the body) with ideas of continuously delivering drugs/medication towards the wounded tissue and potentially dissolving/removing itself once healing is done.

How is hydrogel used in Star Citizen relating to injections and what is the technological idea behind them? Are perhaps MedPens also a kind of hydrogel? Are hydrogels injected with the goal of reaching the bloodstream? I doubt injection into the bloodstream would be a great idea. One would more likely inject it into a stable location where potentially drugs can be released into the bloodstream from it. However, I suppose there is quite some room for hypothesizing medical applications and technology. I would love to see some elaboration on this matter.

Answer: The information and ideas about hydrogel that you brought up are super interesting. Can only imagine what medical advancements could come from injecting hydrogel into the body to continuously deliver medication, aid tissue formation, and more. While those potential real world applications are incredible, the hydrogel referenced in Sojourner Travelogue is actually a hydration gel. So the Sojourner crew essentially gave Captain Ezura fluids to replace what he'd lost and put him to bed. Considering the confusion with this current tech, "hydro-gel" might be a better way for us to write it.

When doing the initial pass on healing tech, we also created a number of medicines that you'd find over the counter. So you may encounter hydro-gel someday at a local Kel-To or hospital pharmacy. The brand created for it is Deutrioxate, which is described as an oral hydro-gel and marketed as an extremely concentrated water replacement.

Pyro System Vegetation
Question: Given that the Pyro system is described as "a desolate lifeless star system crippled by a prolonged nova phase" how come there are trees and/or vegetation on 5 of 6 planets? It would be weird if all star systems had life, water and vegetation because of how rare it is in the universe.

Answer: When it comes to locations we strive to balance realism with environments that also provide potential gameplay. Sometimes things swing more towards the "rule of cool" or simply to make a more interesting and visually arresting environment for the players to explore, so it's Narrative's job to fill in the gaps. Hypothetically, we could say some of this vegetation is not native to Pyro but was brought in by Humans over the years, either intentionally or accidentally, and happened to take to that environment. Also, there's the great conceit that space and its inhabitants are probably way weirder than we could ever imagine. There's a good chance that there are lifeforms out there that defy the conventions we're all familiar with. So there's room in these locations for sci-fi plants that'll add to the mystique of the location and help give each system a unique look and feel.

Of course, this means Narrative will have to retcon stuff as we go along. In this case, the cited Pyro description is from a Galactic Guide that was written early in our development process, back before we discovered that we would have tech that would enable planet-wide landings. Players were expected to spend most of their planet-side time in specific areas or landing zones, so part of our job was to justify why people weren't scouring certain planets for resources. Once Pyro is realized in-game, we'll revisit the lore established in the Galactic Guide and adjust accordingly to match what's been developed, much like what we've already done for the Stanton system.

Discovered: Vanguard System
Question: Discovered: Vanguard System features journal entries of a pilot investigating the Vanguard System and finding a Kingship under construction. The story starts off with the pilot in Orion and jumping to Vanguard in a single jump. Later on the Clan is described as disappearing “into the jump point back to Orion.” Problem is the Starmap only shows a jump point between Orion and Viking. Can you confirm what system the story is depicting?

Answer: Thanks for bringing this to our attention. Several adjustments to the Starmap were made after this article was written, so we’ve updated the article to reflect the current connections. Since the story occurs in Vanguard, we've updated the article to reflect that Christian Meyer's journey began in Elysium instead of Orion. We’ve also removed the language suggesting the Vanduul clan jumped into Orion and made their disappearance more mysterious. Wonder where they went?

Dangerous Goods
Question: So I ship hazardous chemicals both domestically and internationally out of the US, and anyone who has shipped dangerous goods knows about the efforts needed to get permission to actually ship them. Will there be any lore based organizations similar to what we have today that work to regulate it intersystem or interplanetary? Also can we expect the need for some form of license to "legally" ship dangerous goods?

Answer: Currently, players can haul hazardous cargo across Stanton. I've attempted it a few times myself only to die in fiery explosions after rubbernecking exquisite vistas instead of rushing to the drop. If it's decided that less responsible pilots, like myself, shouldn't get their hands on such dangerous cargo out of the gate, those hauls could potentially be gated behind rep tiers within hauling organizations, so it'd be less about earning the right permits and more about proving your hauling expertise before being trusted with hazardous cargo. Also, the Trade & Development Division (TDD), the government division that oversees cargo coming and going from landing zones, could potentially be used in an enforcement capacity. Maybe to restrict or arrest haulers bringing hazard cargo into landing zones where it's not allowed. This is only speculation at the moment, but since this is ultimately gameplay, it would be up for design to decide whether they wanted to adjust the logistics of hauling hazardous materials. We already have these orgs in lore, so they could be used to justify changes to the gameplay.

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