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, May 3rd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
How Could Harper Nguyen Have Discovered the Jump From Ellis to Taranis?
Question: I have a question regarding the article Discovered: Journals of Harper Nguyen portraying the discovery of an unknown jump point to Taranis. Taranis was discovered in 2478 by the Mythic Horizon, and based on the discovery dates of the other systems connected to it, Taranis could’ve only been discovered from Ellis. So how is it possible for Harper Nguyen to get credit for making the discovery of the jump from Ellis to Taranis jump point in 2795?
Answer: Thanks for bringing this to our attention. This dispatch was written prior to a reshuffling of some system discovery dates. Since the current discovery dates mean Taranis could only be discovered from Ellis, we've updated the article to reflect that Harper Nguyen first traversed the jump from Terra to Taranis instead.
What Would the Air at Orison Smell Like?
Question: For reference, here’s a description regarding the outer layers of Jupiter.
"Jupiter, that giant planet of swirling gas, smells different depending on which layer you're inhaling. The lighter layers of gas smell like ammonia (think cleaning products and urine), and a little deeper, it's ammonia as well as rotten egg."
Do you imagine that Orison would smell rather stinky or pleasant?
Answer: Orison smells like fresh baked waffles cones! Wait, that might be my custom Sweet Smell Helmet that I equip for a waste disposal mission. Anyways, we've not established a particular scent associated with Crusader's atmosphere at that elevation but there's some in-game and in-lore clues that point in a direction.
The open-air design of Orison indicates there isn't a repugnant smell constantly floating around. If it was rotten egg terrible, then those platforms would be enclosed to make it bearable. Plus, Orison fancies itself a tourist destination, so if sickly smells were a factor, you would see signage saying that the stink is normal and recommending that one wear a helmet to avoid the stench. Meanwhile, Orison also probably doesn't have some magical pleasant smell either. The Hosanna tree, which Crusader specially cultivated to grow in Orison, is described as having "delicately scented pink flowers." If their scent can be picked up on the platforms, then I'd venture to guess there isn't a strong prevailing smell that's either pleasant or repugnant at that level of the gas giant.
What I can say with some certainty is that Hurston has to be the worst smelling planet in Stanton. Why else would Bag Head have become such a popular helmet?
What is the Process for Designing A Star System and Its Aesthetics?
Question: I was recently poking around the lore/galactapedia and looked up the Vega system. I saw the sections I'd expect, including information on the planetary system and star, but noticed that it said that Vega was 80% the size of Earth's sun Sol. The star currently called Vega actually has a radius of 2.3 to 2.8 times the size of Sol and is 2.1 times more massive. So that had me wondering:
Is this the same Vega (fifth brightest star seen from Earth in the night sky) that we colloquially know?
Do your design teams look up real information on real celestial bodies to provide a starting point for laying out features and objects such as stars within star systems?
Answer: Let's start with your first question. No, the star at the center of the Vega system is not the Vega star seen from Earth, which explains the difference in size. Same goes for any other system in-game that shares a name with a star in our sky. None are meant to represent the star we’re familiar with.
Next, creating a system is an extremely collaborative endeavor between Narrative, Art, and Design. We'll focus on the Narrative side here but if you're interested in other aspects of the process check out this recent episode of Star Citizen Live with the Planet Content Team. On the Narrative side, we first brainstormed details for each system and then worked extensively with astronomers on the science behind each one. Sometimes we bent the science a bit to make something work for the game, and sometimes we changed our original idea to match the science. This process led to a massive spreadsheet that includes a tab dedicated to the stars in-game that tracks details like Stellar Classification, Solar Mass, Surface Temperature, and much, much more. That way when Art and Design begin to do their thing we can deliver details that guide them on everything from how the star should look and exactly where the habitable planets should be placed within the green band to a moon’s temperature range and Beaufort Wind Scale.
Simply, part of Narrative's job is to provide a scientific foundation for these systems and then collaborate with Art and Design. While these details provide a good starting point for other teams, and are based on current scientific thinking, there still may be adjustments due to art or gameplay requirements. This is still a game, so at the end of the day, what looks and plays best might sometimes win out over hard science.
What's the Most Dangerous UEE System?
Question: What UEE system is the most dangerous for an ordinary civilian or Citizen to live in? In terms of overall crime levels & risk of piracy.
Answer: Hmmm.... not a suspicious question at all. Sure this is all part of your research into the best places to raise a family in the UEE? Since player actions will also ultimately factor into exactly how dangerous a system will be, we haven't planted a flag and said with certainty that this one system has the most criminal activity. That said, as a simple hauler who prefers stunning vistas to combat operations, here's a few systems I'll be avoiding unless absolutely necessary.
Let's start with Nexus, which is called the "Crossroads of Crime'' for a reason. Currently, it has four jump points and three of them lead into unclaimed systems that outlaws can easily escape into. Some of the most infamous criminal actions of the past few decades (Kellar's Run and the Walzer Massacre) occurred in Nexus. Criminality became so rampant that the UEE launched a major operation to reclaim Nexus III in 2934. An event that inspired the appropriately named Theaters of War map "Crossroads of Crime." Even though the UEE military now controls Nexus III, Lago (Nexus IV) remains so dangerous that most cities and outposts are heavily fortified. To get a feel for what that means for its residents, check out the short story Sid & Cyrus about an aging couple forced to venture into the untamed planetside in search of their daughter.
Following Nexus, Charon might not seem like an obvious choice, but a brutal civil war has been raging on Charon III since 2944. That means its local governments are unstable and more concerned with their survival than safety in the system. In addition, Charon owns the unique distinction of being the only UEE system to revoke their representation in the UEE Senate in protest over horrors committed there during the Messer regime. This means the Advocacy and other UEE forces are probably less likely to come to your defense here than elsewhere in the Empire.
Next, Magnus, Ferron, and Fora all have a long history of outlaw activity due to a variety of factors, including ineffectual local government and law enforcement forces. Kruger Intergalactic left Magnus for Castra in 2789 after a key shipment of parts was hijacked by outlaws, threatening their extremely lucrative and important contract with RSI. Meanwhile in Fora, a terraforming mishap on Hyperion (Fora III), the only potentially habitable planet, left this system on the edge of Banu space largely ignored by the rest of the empire. The Starmap even claims "Informal censuses of the area indicate that visitors are more likely to encounter a smuggler, outlaw or Banu settler than a UEE Citizen while in this five-planet system." Finally, Ferron was once a thriving system until manufacturers fled due to political pressure from the Messer regime and the system's easily accessible resources being mostly depleted. Things have gotten so bad that the police force in Tram, Asura (Ferron III) has gone on strike in the past in protest of the overwhelming dangers they face on the job.
Lastly, for completion's sake, two of the UEE’s most dangerous systems are that way due to natural phenomena. Banshee system has at its center a pulsar spewing so much radiation that too much exposure is a death sentence, leading to the system's only habitable areas being underground. Finally, the recently discovered Tamsa system is still technically off-limits to people while the UEE surveys and studies the black hole found there.
What's to Keep People From Using Regen as a Method of FTL Communication?
Question: The current regen tech seems to lend itself to FTL Communication. How do you see it impacting more traditional data running?
Answer: Since faster than light (FTL) communication doesn't exist in the Star Citizen universe, it's easy to see why dying and immediately regening elsewhere seems like a tempting data running option. That said, we've done our best to make it an ineffective one. When doing a mission, data would probably have to be stored on a physical device, which would either remain on the deceased's body or the server aboard their now abandoned ship. Needing a physical device or ship server to store and transfer the data should negate regen as a viable FTL option for missions.
Narratively, it does get a little trickier when it comes to general knowledge about stuff like the location of an enemy encampment or extremely valuable mineral lode. As a player, you could regen with the knowledge still fresh and share it with others to your advantage. We address this in-lore with the concept of gap, which refers to the length of time between an imprint being made and when someone is regenerated. The longer the gap, the more memories and experiences will be lost, which is why frequent imprinting is strongly encouraged. Regen making people's short term memory a bit hazy reduces the reliability of this method of data running. In addition, the regen process degrades that person's imprint and makes it less viable going forward. While some might try to exploit the tech for communication, it'll come at the cost of degrading their imprint and bringing them a step closer to being wiped, which means that character will not be able to regen.
What Can You Tell Us About the Terran Cities of New Austin and Quasi?
Question: What information is out there regarding the cities of New Austin or Quasi? Looking to know more about how these cities are designed and the atmosphere surrounding them, including living conditions, available work and cultures.
Answer: Happy to fill in some details on New Austin and Quasi. Let's start with the obvious. Like Prime, both cities are located on Terra III, an oxygen rich Super-Earth that was naturally habitable for Humans. Quasi is the planet's second largest city after Prime and located in the southern hemisphere in the shadow of the Nessay Mountains. Summers there are relatively cool and it gets more than 200 mm of snow per season. The city is a tourist destination in part due to the large and mysterious ancient ruins located nearby. Esperia founders the Ingstrom brothers grew up in Quasi and became fascinated with the ruins.
Meanwhile, New Austin is a smaller and more industrial city, though there's been a concerted effort to integrate factories into the natural environment instead of destroying it. Compared to Prime and Quasi, New Austin has more of a "blue collar" vibe with the city center's most famous landmark being the Old Hall where members of the United Resource Workers would meet. Generally less expensive than Terra's other major cities, New Austin has become an increasingly popular spot for people and companies to move to. The Sataball Territorial League has their headquarters there, and most famously, Jennifer Friskers moved the headquarters of Origin Jumpworks from Earth to New Austin in 2913. A move that still stings some Earth-centric forces, who some suspect were behind the hack of Origin in 2944 that released details of their "Goldfinch" ship prototype. Despite being smaller and less of a tourist destination than Prime and Quasi, New Austin still boasts impressive infrastructure and enough prestige to have hosted CitizenCon in 2948.
What Happened to These Two Old Anvil Ships Mentioned in Lore?
Question: The Anvil Aerospace portfolio claims:
"The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladiator."
I have a few questions regarding the Osprey and the Devastator. Were these ships renamed, and if so what are their current names? What were the proposed classifications of these ships? Will players be able to buy/acquire these ships in-game, and if not why?
Answer: When world building we often include names of ships, items, people, places and other things that aren't an immediate focus for the lore or game. This flavor text enriches the world by creating a sense of history and mystery. Plus, having a few names like this sitting around helps when the Ship Team presents a new craft in need of one. In fact, that's exactly how the Hurricane got its name. While the Hornet and Gladiator were part of Anvil's original ship line-up, the Hurricane was not. When the Ship Team brought us the idea for an Anvil heavy fighter featuring six powerful ballistic guns, the Hurricane name fit perfectly.
The Osprey has already shown up in lore as part of a fleet of security ships in an episode of Lost Squad, a spectrum show focused on the fateful days before the fall of Caliban to the Vanduul in 2884. The call out is intentionally lean on specifics but the ship is being used by a security force and engaging hostiles, so there's a strong chance it's a fighter. However, the Devastator has not been mentioned outside of the Anvil portfolio. With all that said, we'll avoid getting into anything more specific, so the Osprey and Devastator names could be used if the right Anvil ship design presents itself in the future.
Will Gangs Have Identifying Colors?
Question: Do the Nine Tails and the gangs of Pyro have a color scheme? If so, will the armor and gear they wear show that, and is that a lore or character team decision?
Answer: Yes, you will be seeing these visual distinctions between gangs in Pyro. The look of each gang is definitely taken into consideration during their development and is something we hope to keep improving for the current outlaws in-game. A gang's colors or other distinct visual traits are part of the kick-off process with the Character team. We also consider what type of armor they would wear and how it could distinguish between different ranks within the gang. Then there's the question of if the gang has a symbol, identifying tattoos or even, like the insane Pyro gang the Fire Rats, if members have severe burns or scars from initiation rights. A lot of these visual details are worked out together with the Character team. We provide them the palette and then let them work their magic on the specifics.
Yet, it doesn't stop there on the Narrative side. When creating these gangs we also consider factors like their area of influence, organization structure, approximate wealth, allies, rivals, and more. Answering such questions often leads us to ways to best visually present them. For example, a wealthy gang with a strict hierarchy and penchant for combat might have good gear and clear visual distinctions between ranks. Meanwhile, a shipjacking gang more focused on survival than riches might not have a cohesive look and instead mix and match whatever armor and equipment they find after a successful mission. There might even be a gang or two who avoid identifying colors and marks so they can remain mysterious and harder to track down. Simply, our goal is a diversity of looks for gangs and it's a very collaborative process between Narrative and Characters.
Will There Ever Be a New Tevarin Ship Manufacturer?
Question: Is there any possibility of a new Tevarin ship manufacturer? One that takes cues from what designs they have available to create their own new series of non-combat related ships?
Answer: This is an interesting two-part question that could potentially play out several ways. Let's start with the idea of there being a new Tevarin ship manufacturer. Currently there aren't any plans for one, but if ever needed, there are two obvious candidates. So let's do a little hypothetical worldbuilding for how we'd justify one if the Ship Team was inspired to create such a ship.
The first option would be a bold new aerospace start-up based on Jalan, Elysium system, formerly the Tevarin's homeworld of Kaleeth. Could see the company lean into the Tevarin cultural resurgence and want to make an initial splash with a non-combat ship. Their ships probably wouldn't be replicas but instead blend Tevarin design and aesthetic with some Human flourishes.
Another option would be the emergence of a new ship manufacturer in the Branaugh system, which is currently home to the largest concentration of Tevarin people. These ships would have originally been built for practical purposes and primarily used by the Tevarin within the system, thus a focus on producing non-combat craft. Compared to major UEE manufacturers, they would probably be a bit low tech and maybe use more modular designs, like a modern Tevarin take on the Drake aesthetic. Justifying why and how these ships have made their way into the wider UEE would definitely take a little more Narrative shoe leather but could be done. Like the company above, these ships wouldn't be straight replicas but modern ships designed for Tevarins that also incorporate elements from their past in interesting new ways.
Finally, if there's ever a desire to create an old school Tevarin hauler or other non-combat ship, there's always Esperia and their access to the Tevarin ships abandoned in the Kabal system. Wouldn't be surprised if some of the ships found there were geared toward the more practical and non-combat needs of the species.
Entertainment Options in 2952
Question: Would people in 2952 still have access to entertainment from the 20th century?
Answer: Yes, cultural touchstones from our era and even earlier are still around in 2952. Works of art that speak to the Human condition transcend time and cultural differences. Not to say that Romeo and Juliet is as well known in 2952 as it is today, but I'd bet there's an ancient literature course at Rhetor University where it's still studied and even performed. In addition, the influence of Human culture from preceding eras is readily apparent in the names of ships. Companies wouldn't call a ship Hercules, Vulcan, Valkyrie, Kraken, and so forth if people in the people in 2952 didn't understand the reference.
It is safe to suppose a lot of art and entertainment that we're familiar with would still be around in 2952, but not be as universally known and available as it is today. Don’t expect 2001: A Space Odyssey to be regularly broadcast on spectrum, but there would probably be a copy of it (film nerd aside: ideally a 70mm print that archivists have figured out how to preserve perfectly) at the Ark that scholars could check out when researching how Humans first represented space travel. And of course, on a meta-level, don’t be surprised if the people of the 30th century tend to gravitate towards 20th century media in the public domain.
How Could Harper Nguyen Have Discovered the Jump From Ellis to Taranis?
Question: I have a question regarding the article Discovered: Journals of Harper Nguyen portraying the discovery of an unknown jump point to Taranis. Taranis was discovered in 2478 by the Mythic Horizon, and based on the discovery dates of the other systems connected to it, Taranis could’ve only been discovered from Ellis. So how is it possible for Harper Nguyen to get credit for making the discovery of the jump from Ellis to Taranis jump point in 2795?
Answer: Thanks for bringing this to our attention. This dispatch was written prior to a reshuffling of some system discovery dates. Since the current discovery dates mean Taranis could only be discovered from Ellis, we've updated the article to reflect that Harper Nguyen first traversed the jump from Terra to Taranis instead.
What Would the Air at Orison Smell Like?
Question: For reference, here’s a description regarding the outer layers of Jupiter.
"Jupiter, that giant planet of swirling gas, smells different depending on which layer you're inhaling. The lighter layers of gas smell like ammonia (think cleaning products and urine), and a little deeper, it's ammonia as well as rotten egg."
Do you imagine that Orison would smell rather stinky or pleasant?
Answer: Orison smells like fresh baked waffles cones! Wait, that might be my custom Sweet Smell Helmet that I equip for a waste disposal mission. Anyways, we've not established a particular scent associated with Crusader's atmosphere at that elevation but there's some in-game and in-lore clues that point in a direction.
The open-air design of Orison indicates there isn't a repugnant smell constantly floating around. If it was rotten egg terrible, then those platforms would be enclosed to make it bearable. Plus, Orison fancies itself a tourist destination, so if sickly smells were a factor, you would see signage saying that the stink is normal and recommending that one wear a helmet to avoid the stench. Meanwhile, Orison also probably doesn't have some magical pleasant smell either. The Hosanna tree, which Crusader specially cultivated to grow in Orison, is described as having "delicately scented pink flowers." If their scent can be picked up on the platforms, then I'd venture to guess there isn't a strong prevailing smell that's either pleasant or repugnant at that level of the gas giant.
What I can say with some certainty is that Hurston has to be the worst smelling planet in Stanton. Why else would Bag Head have become such a popular helmet?
What is the Process for Designing A Star System and Its Aesthetics?
Question: I was recently poking around the lore/galactapedia and looked up the Vega system. I saw the sections I'd expect, including information on the planetary system and star, but noticed that it said that Vega was 80% the size of Earth's sun Sol. The star currently called Vega actually has a radius of 2.3 to 2.8 times the size of Sol and is 2.1 times more massive. So that had me wondering:
Is this the same Vega (fifth brightest star seen from Earth in the night sky) that we colloquially know?
Do your design teams look up real information on real celestial bodies to provide a starting point for laying out features and objects such as stars within star systems?
Answer: Let's start with your first question. No, the star at the center of the Vega system is not the Vega star seen from Earth, which explains the difference in size. Same goes for any other system in-game that shares a name with a star in our sky. None are meant to represent the star we’re familiar with.
Next, creating a system is an extremely collaborative endeavor between Narrative, Art, and Design. We'll focus on the Narrative side here but if you're interested in other aspects of the process check out this recent episode of Star Citizen Live with the Planet Content Team. On the Narrative side, we first brainstormed details for each system and then worked extensively with astronomers on the science behind each one. Sometimes we bent the science a bit to make something work for the game, and sometimes we changed our original idea to match the science. This process led to a massive spreadsheet that includes a tab dedicated to the stars in-game that tracks details like Stellar Classification, Solar Mass, Surface Temperature, and much, much more. That way when Art and Design begin to do their thing we can deliver details that guide them on everything from how the star should look and exactly where the habitable planets should be placed within the green band to a moon’s temperature range and Beaufort Wind Scale.
Simply, part of Narrative's job is to provide a scientific foundation for these systems and then collaborate with Art and Design. While these details provide a good starting point for other teams, and are based on current scientific thinking, there still may be adjustments due to art or gameplay requirements. This is still a game, so at the end of the day, what looks and plays best might sometimes win out over hard science.
What's the Most Dangerous UEE System?
Question: What UEE system is the most dangerous for an ordinary civilian or Citizen to live in? In terms of overall crime levels & risk of piracy.
Answer: Hmmm.... not a suspicious question at all. Sure this is all part of your research into the best places to raise a family in the UEE? Since player actions will also ultimately factor into exactly how dangerous a system will be, we haven't planted a flag and said with certainty that this one system has the most criminal activity. That said, as a simple hauler who prefers stunning vistas to combat operations, here's a few systems I'll be avoiding unless absolutely necessary.
Let's start with Nexus, which is called the "Crossroads of Crime'' for a reason. Currently, it has four jump points and three of them lead into unclaimed systems that outlaws can easily escape into. Some of the most infamous criminal actions of the past few decades (Kellar's Run and the Walzer Massacre) occurred in Nexus. Criminality became so rampant that the UEE launched a major operation to reclaim Nexus III in 2934. An event that inspired the appropriately named Theaters of War map "Crossroads of Crime." Even though the UEE military now controls Nexus III, Lago (Nexus IV) remains so dangerous that most cities and outposts are heavily fortified. To get a feel for what that means for its residents, check out the short story Sid & Cyrus about an aging couple forced to venture into the untamed planetside in search of their daughter.
Following Nexus, Charon might not seem like an obvious choice, but a brutal civil war has been raging on Charon III since 2944. That means its local governments are unstable and more concerned with their survival than safety in the system. In addition, Charon owns the unique distinction of being the only UEE system to revoke their representation in the UEE Senate in protest over horrors committed there during the Messer regime. This means the Advocacy and other UEE forces are probably less likely to come to your defense here than elsewhere in the Empire.
Next, Magnus, Ferron, and Fora all have a long history of outlaw activity due to a variety of factors, including ineffectual local government and law enforcement forces. Kruger Intergalactic left Magnus for Castra in 2789 after a key shipment of parts was hijacked by outlaws, threatening their extremely lucrative and important contract with RSI. Meanwhile in Fora, a terraforming mishap on Hyperion (Fora III), the only potentially habitable planet, left this system on the edge of Banu space largely ignored by the rest of the empire. The Starmap even claims "Informal censuses of the area indicate that visitors are more likely to encounter a smuggler, outlaw or Banu settler than a UEE Citizen while in this five-planet system." Finally, Ferron was once a thriving system until manufacturers fled due to political pressure from the Messer regime and the system's easily accessible resources being mostly depleted. Things have gotten so bad that the police force in Tram, Asura (Ferron III) has gone on strike in the past in protest of the overwhelming dangers they face on the job.
Lastly, for completion's sake, two of the UEE’s most dangerous systems are that way due to natural phenomena. Banshee system has at its center a pulsar spewing so much radiation that too much exposure is a death sentence, leading to the system's only habitable areas being underground. Finally, the recently discovered Tamsa system is still technically off-limits to people while the UEE surveys and studies the black hole found there.
What's to Keep People From Using Regen as a Method of FTL Communication?
Question: The current regen tech seems to lend itself to FTL Communication. How do you see it impacting more traditional data running?
Answer: Since faster than light (FTL) communication doesn't exist in the Star Citizen universe, it's easy to see why dying and immediately regening elsewhere seems like a tempting data running option. That said, we've done our best to make it an ineffective one. When doing a mission, data would probably have to be stored on a physical device, which would either remain on the deceased's body or the server aboard their now abandoned ship. Needing a physical device or ship server to store and transfer the data should negate regen as a viable FTL option for missions.
Narratively, it does get a little trickier when it comes to general knowledge about stuff like the location of an enemy encampment or extremely valuable mineral lode. As a player, you could regen with the knowledge still fresh and share it with others to your advantage. We address this in-lore with the concept of gap, which refers to the length of time between an imprint being made and when someone is regenerated. The longer the gap, the more memories and experiences will be lost, which is why frequent imprinting is strongly encouraged. Regen making people's short term memory a bit hazy reduces the reliability of this method of data running. In addition, the regen process degrades that person's imprint and makes it less viable going forward. While some might try to exploit the tech for communication, it'll come at the cost of degrading their imprint and bringing them a step closer to being wiped, which means that character will not be able to regen.
What Can You Tell Us About the Terran Cities of New Austin and Quasi?
Question: What information is out there regarding the cities of New Austin or Quasi? Looking to know more about how these cities are designed and the atmosphere surrounding them, including living conditions, available work and cultures.
Answer: Happy to fill in some details on New Austin and Quasi. Let's start with the obvious. Like Prime, both cities are located on Terra III, an oxygen rich Super-Earth that was naturally habitable for Humans. Quasi is the planet's second largest city after Prime and located in the southern hemisphere in the shadow of the Nessay Mountains. Summers there are relatively cool and it gets more than 200 mm of snow per season. The city is a tourist destination in part due to the large and mysterious ancient ruins located nearby. Esperia founders the Ingstrom brothers grew up in Quasi and became fascinated with the ruins.
Meanwhile, New Austin is a smaller and more industrial city, though there's been a concerted effort to integrate factories into the natural environment instead of destroying it. Compared to Prime and Quasi, New Austin has more of a "blue collar" vibe with the city center's most famous landmark being the Old Hall where members of the United Resource Workers would meet. Generally less expensive than Terra's other major cities, New Austin has become an increasingly popular spot for people and companies to move to. The Sataball Territorial League has their headquarters there, and most famously, Jennifer Friskers moved the headquarters of Origin Jumpworks from Earth to New Austin in 2913. A move that still stings some Earth-centric forces, who some suspect were behind the hack of Origin in 2944 that released details of their "Goldfinch" ship prototype. Despite being smaller and less of a tourist destination than Prime and Quasi, New Austin still boasts impressive infrastructure and enough prestige to have hosted CitizenCon in 2948.
What Happened to These Two Old Anvil Ships Mentioned in Lore?
Question: The Anvil Aerospace portfolio claims:
"The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladiator."
I have a few questions regarding the Osprey and the Devastator. Were these ships renamed, and if so what are their current names? What were the proposed classifications of these ships? Will players be able to buy/acquire these ships in-game, and if not why?
Answer: When world building we often include names of ships, items, people, places and other things that aren't an immediate focus for the lore or game. This flavor text enriches the world by creating a sense of history and mystery. Plus, having a few names like this sitting around helps when the Ship Team presents a new craft in need of one. In fact, that's exactly how the Hurricane got its name. While the Hornet and Gladiator were part of Anvil's original ship line-up, the Hurricane was not. When the Ship Team brought us the idea for an Anvil heavy fighter featuring six powerful ballistic guns, the Hurricane name fit perfectly.
The Osprey has already shown up in lore as part of a fleet of security ships in an episode of Lost Squad, a spectrum show focused on the fateful days before the fall of Caliban to the Vanduul in 2884. The call out is intentionally lean on specifics but the ship is being used by a security force and engaging hostiles, so there's a strong chance it's a fighter. However, the Devastator has not been mentioned outside of the Anvil portfolio. With all that said, we'll avoid getting into anything more specific, so the Osprey and Devastator names could be used if the right Anvil ship design presents itself in the future.
Will Gangs Have Identifying Colors?
Question: Do the Nine Tails and the gangs of Pyro have a color scheme? If so, will the armor and gear they wear show that, and is that a lore or character team decision?
Answer: Yes, you will be seeing these visual distinctions between gangs in Pyro. The look of each gang is definitely taken into consideration during their development and is something we hope to keep improving for the current outlaws in-game. A gang's colors or other distinct visual traits are part of the kick-off process with the Character team. We also consider what type of armor they would wear and how it could distinguish between different ranks within the gang. Then there's the question of if the gang has a symbol, identifying tattoos or even, like the insane Pyro gang the Fire Rats, if members have severe burns or scars from initiation rights. A lot of these visual details are worked out together with the Character team. We provide them the palette and then let them work their magic on the specifics.
Yet, it doesn't stop there on the Narrative side. When creating these gangs we also consider factors like their area of influence, organization structure, approximate wealth, allies, rivals, and more. Answering such questions often leads us to ways to best visually present them. For example, a wealthy gang with a strict hierarchy and penchant for combat might have good gear and clear visual distinctions between ranks. Meanwhile, a shipjacking gang more focused on survival than riches might not have a cohesive look and instead mix and match whatever armor and equipment they find after a successful mission. There might even be a gang or two who avoid identifying colors and marks so they can remain mysterious and harder to track down. Simply, our goal is a diversity of looks for gangs and it's a very collaborative process between Narrative and Characters.
Will There Ever Be a New Tevarin Ship Manufacturer?
Question: Is there any possibility of a new Tevarin ship manufacturer? One that takes cues from what designs they have available to create their own new series of non-combat related ships?
Answer: This is an interesting two-part question that could potentially play out several ways. Let's start with the idea of there being a new Tevarin ship manufacturer. Currently there aren't any plans for one, but if ever needed, there are two obvious candidates. So let's do a little hypothetical worldbuilding for how we'd justify one if the Ship Team was inspired to create such a ship.
The first option would be a bold new aerospace start-up based on Jalan, Elysium system, formerly the Tevarin's homeworld of Kaleeth. Could see the company lean into the Tevarin cultural resurgence and want to make an initial splash with a non-combat ship. Their ships probably wouldn't be replicas but instead blend Tevarin design and aesthetic with some Human flourishes.
Another option would be the emergence of a new ship manufacturer in the Branaugh system, which is currently home to the largest concentration of Tevarin people. These ships would have originally been built for practical purposes and primarily used by the Tevarin within the system, thus a focus on producing non-combat craft. Compared to major UEE manufacturers, they would probably be a bit low tech and maybe use more modular designs, like a modern Tevarin take on the Drake aesthetic. Justifying why and how these ships have made their way into the wider UEE would definitely take a little more Narrative shoe leather but could be done. Like the company above, these ships wouldn't be straight replicas but modern ships designed for Tevarins that also incorporate elements from their past in interesting new ways.
Finally, if there's ever a desire to create an old school Tevarin hauler or other non-combat ship, there's always Esperia and their access to the Tevarin ships abandoned in the Kabal system. Wouldn't be surprised if some of the ships found there were geared toward the more practical and non-combat needs of the species.
Entertainment Options in 2952
Question: Would people in 2952 still have access to entertainment from the 20th century?
Answer: Yes, cultural touchstones from our era and even earlier are still around in 2952. Works of art that speak to the Human condition transcend time and cultural differences. Not to say that Romeo and Juliet is as well known in 2952 as it is today, but I'd bet there's an ancient literature course at Rhetor University where it's still studied and even performed. In addition, the influence of Human culture from preceding eras is readily apparent in the names of ships. Companies wouldn't call a ship Hercules, Vulcan, Valkyrie, Kraken, and so forth if people in the people in 2952 didn't understand the reference.
It is safe to suppose a lot of art and entertainment that we're familiar with would still be around in 2952, but not be as universally known and available as it is today. Don’t expect 2001: A Space Odyssey to be regularly broadcast on spectrum, but there would probably be a copy of it (film nerd aside: ideally a 70mm print that archivists have figured out how to preserve perfectly) at the Ark that scholars could check out when researching how Humans first represented space travel. And of course, on a meta-level, don’t be surprised if the people of the 30th century tend to gravitate towards 20th century media in the public domain.
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 3. Mai, geplant. Also beteilige dich an der Diskussion und stelle weitere Fragen zum Universum in unserem Ask A Dev Forum.
Wie könnte Harper Nguyen den Sprung von Ellis nach Taranis entdeckt haben?
Frage: Ich habe eine Frage zu dem Artikel Discovered: Journals of Harper Nguyen, in dem die Entdeckung eines unbekannten Sprungpunktes nach Taranis beschrieben wird. Taranis wurde 2478 von der Mythic Horizon entdeckt, und wenn man die Entdeckungsdaten der anderen Systeme, die mit Taranis verbunden sind, zugrunde legt, kann Taranis nur von Ellis aus entdeckt worden sein. Wie ist es also möglich, dass Harper Nguyen für die Entdeckung des Sprungpunkts von Ellis nach Taranis im Jahr 2795 belohnt wird?
Antwort: Danke, dass du uns darauf aufmerksam gemacht hast. Diese Meldung wurde verfasst, bevor die Daten für die Entdeckung einiger Systeme neu festgelegt wurden. Da die aktuellen Entdeckungsdaten bedeuten, dass Taranis nur von Ellis aus entdeckt werden konnte, haben wir den Artikel aktualisiert und geben nun an, dass Harper Nguyen den Sprung von Terra nach Taranis als Erster überquert hat.
Wie würde die Luft in Orison riechen?
Frage: Als Referenz findest du hier eine Beschreibung der äußeren Schichten des Jupiters.
"Jupiter, der riesige Planet aus wirbelndem Gas, riecht unterschiedlich, je nachdem, welche Schicht du gerade einatmest. Die leichteren Gasschichten riechen nach Ammoniak (man denke an Putzmittel und Urin), und etwas tiefer riecht es nach Ammoniak und faulen Eiern."
Kannst du dir vorstellen, dass Orison eher stinkend oder angenehm riecht?
Antwort: Orison riecht wie frisch gebackene Waffeltüten! Warte, das könnte mein spezieller "Sweet Smell"-Helm sein, den ich für eine Müllentsorgungsmission ausrüste. Wie auch immer, wir haben keinen bestimmten Geruch gefunden, der mit der Atmosphäre von Crusader in dieser Höhe verbunden ist, aber es gibt einige Hinweise im Spiel und in der Überlieferung, die in eine bestimmte Richtung weisen.
Das Open-Air-Design von Orison deutet darauf hin, dass nicht ständig ein widerlicher Geruch in der Luft liegt. Wenn es nach faulen Eiern riechen würde, wären die Plattformen geschlossen, um es erträglich zu machen. Außerdem ist Orison ein beliebtes Reiseziel. Wenn der Gestank ein Faktor wäre, würde man auf Schildern lesen, dass der Gestank normal ist und dass man einen Helm tragen sollte, um den Gestank zu vermeiden. Außerdem hat Orison wahrscheinlich auch keinen magischen, angenehmen Geruch. Der Hosanna-Baum, den Crusader speziell für Orison kultiviert hat, hat laut Beschreibung "zart duftende rosa Blüten". Wenn ihr Duft auf den Plattformen wahrgenommen werden kann, würde ich vermuten, dass es auf dieser Ebene des Gasriesen keinen starken Geruch gibt, der entweder angenehm oder abstoßend ist.
Was ich mit Sicherheit sagen kann, ist, dass Hurston der am schlechtesten riechende Planet in Stanton sein muss. Warum sonst wäre Bag Head ein so beliebter Helm geworden?
Wie gestaltet man ein Sternensystem und seine Ästhetik?
Frage: Ich habe kürzlich in der Lore/Galactapedia gestöbert und das Wega-System nachgeschlagen. Ich sah die Abschnitte, die ich erwarten würde, einschließlich Informationen über das Planetensystem und den Stern, aber mir fiel auf, dass Vega 80% der Größe der Sonne Sol hat. Der Stern, den wir heute Vega nennen, hat einen Radius, der 2,3 bis 2,8 Mal so groß ist wie der von Sol und ist 2,1 Mal massiver. Das hat mich stutzig gemacht:
Ist das die gleiche Wega (der fünfthellste Stern, der von der Erde aus am Nachthimmel zu sehen ist), die wir umgangssprachlich kennen?
Schauen deine Designteams nach echten Informationen über reale Himmelskörper, um einen Ausgangspunkt für die Gestaltung von Merkmalen und Objekten wie Sternen in Sternensystemen zu haben?
Antwort: Fangen wir mit deiner ersten Frage an. Nein, der Stern im Zentrum des Wega-Systems ist nicht der Wega-Stern, den man von der Erde aus sieht, was den Unterschied in der Größe erklärt. Das Gleiche gilt für jedes andere System im Spiel, das den gleichen Namen wie ein Stern an unserem Himmel trägt. Keines davon soll den Stern darstellen, den wir kennen.
Die Erstellung eines Systems ist ein äußerst kollaboratives Unterfangen zwischen Erzählung, Kunst und Design. Wir werden uns hier auf den erzählerischen Teil konzentrieren, aber wenn du dich für andere Aspekte des Prozesses interessierst, schau dir die letzte Folge von Star Citizen Live mit dem Planet Content Team an. Auf der erzählerischen Seite haben wir uns zuerst Details für jedes System ausgedacht und dann ausführlich mit Astronomen an der Wissenschaft dahinter gearbeitet. Manchmal haben wir die Wissenschaft ein wenig verbogen, damit etwas für das Spiel funktioniert, und manchmal haben wir unsere ursprüngliche Idee geändert, um sie an die Wissenschaft anzupassen. Dieser Prozess führte zu einer umfangreichen Tabellenkalkulation mit einer Registerkarte, die den Sternen im Spiel gewidmet ist und Details wie Stellarklassifizierung, Sonnenmasse, Oberflächentemperatur und vieles mehr enthält. Auf diese Weise können wir den Grafikern und Designern Details liefern, die ihnen bei allem helfen - vom Aussehen des Sterns über die genaue Position der bewohnbaren Planeten im grünen Band bis hin zum Temperaturbereich eines Mondes und der Beaufort-Windskala.
Ein Teil der Aufgabe von Narrative ist es, eine wissenschaftliche Grundlage für diese Systeme zu liefern und dann mit Art und Design zusammenzuarbeiten. Auch wenn diese Details einen guten Ausgangspunkt für andere Teams darstellen und auf dem aktuellen Stand der Wissenschaft beruhen, kann es dennoch zu Anpassungen aufgrund von künstlerischen oder spielerischen Anforderungen kommen. Da es sich immer noch um ein Spiel handelt, kann es sein, dass das, was am besten aussieht und sich am besten spielt, am Ende des Tages über die Wissenschaft siegt.
Welches ist das gefährlichste UEE-System?
Frage: Welches UEE-System ist das gefährlichste für einen normalen Bürger oder eine Bürgerin, um dort zu leben? In Bezug auf die allgemeine Kriminalitätsrate und das Risiko von Piraterie.
Antwort: Hmmm.... das ist überhaupt keine verdächtige Frage. Bist du sicher, dass das alles Teil deiner Recherche über die besten Orte ist, um eine Familie in der UEE zu gründen? Da die Handlungen der Spieler/innen letztendlich auch dazu beitragen, wie gefährlich ein System ist, haben wir nicht mit Sicherheit gesagt, dass dieses eine System die meisten kriminellen Aktivitäten aufweist. Als einfacher Spediteur, der atemberaubende Aussichten den Kampfeinsätzen vorzieht, werde ich jedoch einige Systeme meiden, wenn es nicht unbedingt notwendig ist.
Beginnen wir mit dem Nexus, der nicht umsonst "Kreuzung des Verbrechens" genannt wird. Derzeit gibt es dort vier Sprungpunkte und drei davon führen in unbewohnte Systeme, in die Gesetzlose leicht entkommen können. Einige der berüchtigtsten kriminellen Handlungen der letzten Jahrzehnte (Kellar's Run und das Walzer-Massaker) fanden auf Nexus statt. Die Kriminalität wucherte so sehr, dass die UEE im Jahr 2934 eine große Operation zur Rückeroberung von Nexus III startete. Ein Ereignis, das die passend benannte Kriegsschauplatzkarte "Crossroads of Crime" inspirierte. Auch wenn das UEE-Militär jetzt Nexus III kontrolliert, bleibt Lago (Nexus IV) so gefährlich, dass die meisten Städte und Außenposten stark befestigt sind. Um ein Gefühl dafür zu bekommen, was das für die Bewohner/innen bedeutet, schau dir die Kurzgeschichte Sid & Cyrus an, in der es um ein alterndes Paar geht, das sich auf der Suche nach seiner Tochter in die ungezähmten Weiten des Planeten wagt.
Nach Nexus ist Charon vielleicht nicht die naheliegendste Wahl, aber auf Charon III tobt seit 2944 ein brutaler Bürgerkrieg. Das bedeutet, dass die lokalen Regierungen instabil sind und sich mehr um ihr Überleben als um die Sicherheit im System sorgen. Außerdem ist Charon das einzige UEE-System, das seine Vertretung im UEE-Senat aus Protest gegen die Gräueltaten, die dort während des Messer-Regimes begangen wurden, aufgegeben hat. Das bedeutet, dass die Advocacy und andere UEE-Kräfte dir hier wahrscheinlich seltener zu Hilfe kommen werden als anderswo im Imperium.
Magnus, Ferron und Fora haben alle eine lange Geschichte von gesetzlosen Aktivitäten, die auf eine Vielzahl von Faktoren zurückzuführen sind, wie z. B. ineffiziente lokale Regierungen und Strafverfolgungsbehörden. Kruger Intergalactic verließ Magnus 2789 in Richtung Castra, nachdem eine wichtige Ersatzteillieferung von Gesetzlosen entführt worden war, wodurch der äußerst lukrative und wichtige Vertrag mit RSI bedroht wurde. In Fora sorgte ein Terraforming-Fehler auf Hyperion (Fora III), dem einzigen potenziell bewohnbaren Planeten, dafür, dass dieses System am Rande des Banu-Raums vom Rest des Imperiums weitgehend ignoriert wurde. Die Starmap behauptet sogar: "Inoffizielle Zählungen in diesem Gebiet zeigen, dass Besucher in diesem Fünf-Planeten-System eher auf Schmuggler, Gesetzlose oder Banu-Siedler treffen als auf UEE-Bürger." Schließlich war Ferron einst ein blühendes System, bis die Hersteller aufgrund des politischen Drucks des Messer-Regimes und der leicht zugänglichen Ressourcen des Systems geflohen sind und die meisten davon aufgebraucht wurden. Die Lage ist so schlimm geworden, dass die Polizei in Tram, Asura (Ferron III) in der Vergangenheit gestreikt hat, um gegen die überwältigenden Gefahren zu protestieren, denen sie bei ihrer Arbeit ausgesetzt ist.
Der Vollständigkeit halber sei noch erwähnt, dass zwei der gefährlichsten Systeme der UEE aufgrund von Naturphänomenen so sind. Das Banshee-System hat in seinem Zentrum einen Pulsar, der so viel Strahlung ausstößt, dass eine zu hohe Strahlenbelastung ein Todesurteil ist, was dazu führt, dass die einzigen bewohnbaren Gebiete des Systems unter der Erde liegen. Das kürzlich entdeckte Tamsa-System schließlich ist technisch gesehen für Menschen immer noch tabu, während die UEE das dort gefundene Schwarze Loch untersucht und erforscht.
Was hält die Menschen davon ab, Regen als Methode der FTL-Kommunikation zu nutzen?
Frage: Die aktuelle Regenerations-Technologie scheint für die FTL-Kommunikation geeignet zu sein. Wie wirkt sie sich deiner Meinung nach auf den traditionellen Datenverkehr aus?
Antwort: Da es im Star Citizen-Universum keine Überlichtgeschwindigkeitskommunikation (FTL) gibt, ist es verständlich, dass das Sterben und sofortige Regenerieren an anderer Stelle eine verlockende Option zum Datenlauf ist. Allerdings haben wir unser Bestes getan, um diese Option uneffektiv zu machen. Bei einer Mission müssen die Daten wahrscheinlich auf einem physischen Gerät gespeichert werden, das sich entweder im Körper des Verstorbenen oder auf dem Server an Bord des verlassenen Schiffs befindet. Die Notwendigkeit eines physischen Geräts oder eines Schiffsservers zum Speichern und Übertragen der Daten dürfte die Regeneration als praktikable FTL-Option für Missionen ausschließen.
Erzählerisch wird es etwas schwieriger, wenn es um allgemeines Wissen geht, z. B. um die Lage eines feindlichen Lagers oder einer extrem wertvollen Mineralienader. Als Spieler/in könntest du dich mit diesem Wissen regenerieren und es zu deinem Vorteil mit anderen teilen. Das Konzept der Lücke bezieht sich auf die Zeitspanne, die zwischen der Erstellung eines Abdrucks und der Regeneration einer Person liegt. Je länger die Lücke ist, desto mehr Erinnerungen und Erfahrungen gehen verloren, weshalb häufiges Prägen dringend empfohlen wird. Wenn das Kurzzeitgedächtnis von Menschen durch Regenerierung etwas getrübt wird, verringert sich die Zuverlässigkeit dieser Methode des Datenaustauschs. Außerdem verschlechtert der Regenerationsprozess die Prägung der Person und macht sie für die Zukunft unbrauchbar. Manche versuchen vielleicht, die Technologie für die Kommunikation zu nutzen, aber das geht auf Kosten der Verschlechterung ihrer Prägung und bringt sie einen Schritt näher an die Auslöschung heran, was bedeutet, dass die Person nicht mehr regenerieren kann.
Was kannst du uns über die terranischen Städte New Austin und Quasi erzählen?
Frage: Welche Informationen gibt es über die Städte New Austin und Quasi? Ich möchte mehr darüber erfahren, wie diese Städte aufgebaut sind und wie die Atmosphäre dort ist, einschließlich Lebensbedingungen, Arbeitsmöglichkeiten und Kulturen.
Antwort: Ich erzähle dir gerne ein paar Details über New Austin und Quasi. Fangen wir mit dem Offensichtlichen an. Wie Prime befinden sich beide Städte auf Terra III, einer sauerstoffreichen Super-Erde, die von Natur aus für Menschen bewohnbar war. Quasi ist nach Prime die zweitgrößte Stadt des Planeten und liegt in der südlichen Hemisphäre im Schatten des Nessay-Gebirges. Die Sommer dort sind relativ kühl und es fallen mehr als 200 mm Schnee pro Saison. Die Stadt ist ein Touristenziel, auch wegen der großen und geheimnisvollen alten Ruinen in der Nähe. Die Gründer von Esperia, die Brüder Ingstrom, wuchsen in Quasi auf und waren von den Ruinen fasziniert.
New Austin ist eine kleinere und industriellere Stadt, obwohl man sich bemüht, die Fabriken in die natürliche Umgebung zu integrieren, anstatt sie zu zerstören. Im Vergleich zu Prime und Quasi herrscht in New Austin eher eine "Arbeiteratmosphäre". Das bekannteste Wahrzeichen der Stadt ist die Alte Halle, in der sich die Mitglieder der United Resource Workers treffen. New Austin ist in der Regel günstiger als die anderen Großstädte Terras und wird immer beliebter bei Menschen und Unternehmen, die sich hier niederlassen wollen. Die Sataball Territorial League hat dort ihren Hauptsitz, und Jennifer Friskers verlegte 2913 den Hauptsitz von Origin Jumpworks von der Erde nach New Austin. Ein Umzug, der einigen erdnahen Kräften immer noch sauer aufstößt, denn einige vermuten, dass sie hinter dem Hack von Origin im Jahr 2944 steckten, bei dem Details über den Prototyp ihres "Goldfinch"-Schiffs veröffentlicht wurden. Obwohl New Austin kleiner und weniger touristisch ist als Prime und Quasi, verfügt es dennoch über eine beeindruckende Infrastruktur und genug Prestige, um 2948 die CitizenCon auszurichten.
Was geschah mit den beiden alten Amboss-Schiffen, die in der Überlieferung erwähnt werden?
Frage: Das Anvil Aerospace Portfolio behauptet:
"Das Unternehmen hat im Laufe der Jahre Dutzende erfolgreicher und kultiger militärischer Raumfahrzeuge hergestellt, darunter die Hurricane, Osprey, Devastator, Hornet und Gladiator."
Ich habe ein paar Fragen zur Osprey und zur Devastator. Wurden diese Schiffe umbenannt, und wenn ja, wie lauten ihre aktuellen Namen? Welche Klassifizierungen waren für diese Schiffe vorgesehen? Werden die Spieler diese Schiffe im Spiel kaufen/erwerben können und wenn nicht, warum?
Antwort: Beim Aufbau der Welt fügen wir oft Namen von Schiffen, Gegenständen, Menschen, Orten und anderen Dingen ein, die nicht unmittelbar im Mittelpunkt der Geschichte oder des Spiels stehen. Dieser Text bereichert die Welt, indem er ein Gefühl von Geschichte und Geheimnissen vermittelt. Außerdem ist es hilfreich, ein paar solcher Namen parat zu haben, wenn das Schiffsteam ein neues Schiff vorstellt, das einen Namen braucht. Genau so hat der Hurricane seinen Namen bekommen. Während die Hornet und die Gladiator zur ursprünglichen Schiffsreihe von Anvil gehörten, war die Hurricane nicht dabei. Als das Schiffsteam uns die Idee für einen schweren Anvil-Jäger mit sechs mächtigen ballistischen Kanonen vorlegte, passte der Name Hurricane perfekt.
Die Osprey tauchte in der Überlieferung bereits als Teil einer Flotte von Sicherheitsschiffen in einer Episode von Lost Squad auf, einer Spektrumssendung, die sich auf die schicksalhaften Tage vor dem Fall Calibans an die Vanduul im Jahr 2884 konzentriert. Der Aufruf ist absichtlich knapp gehalten, aber das Schiff wird von einer Sicherheitstruppe eingesetzt und kämpft gegen Feinde, also ist die Wahrscheinlichkeit groß, dass es sich um ein Kampfschiff handelt. Allerdings wurde die Devastator außerhalb des Anvil-Portfolios nicht erwähnt. Die Namen Osprey und Devastator könnten also verwendet werden, wenn sich in Zukunft das richtige Anvil-Schiffsdesign ergibt.
Werden Gangs Erkennungsfarben haben?
Frage: Haben die Nine Tails und die Gangs von Pyro ein Farbschema? Wenn ja, werden die Rüstungen und Ausrüstungsgegenstände, die sie tragen, das zeigen und ist das eine Entscheidung des Teams oder der Geschichte?
Antwort: Ja, du wirst diese visuellen Unterschiede zwischen den Gangs in Pyro sehen. Das Aussehen jeder Bande wird bei ihrer Entwicklung berücksichtigt und ist etwas, das wir für die aktuellen Outlaws im Spiel weiter verbessern wollen. Die Farben einer Bande oder andere markante visuelle Merkmale sind Teil des Kick-off-Prozesses mit dem Charakterteam. Wir überlegen auch, welche Art von Rüstung sie tragen würden und wie sie die verschiedenen Ränge innerhalb der Bande unterscheiden könnten. Dann gibt es noch die Frage, ob die Gang ein Symbol hat, identifizierende Tattoos oder sogar, wie bei der verrückten Pyro-Gang der Fire Rats, ob die Mitglieder schwere Verbrennungen oder Narben von Initiationsrechten haben. Viele dieser visuellen Details werden zusammen mit dem Charakterteam ausgearbeitet. Wir stellen ihnen die Farbpalette zur Verfügung und lassen sie dann an den Details arbeiten.
Aber das ist noch nicht alles, was die Erzählung betrifft. Bei der Erschaffung dieser Banden berücksichtigen wir auch Faktoren wie ihren Einflussbereich, ihre Organisationsstruktur, ihren ungefähren Reichtum, ihre Verbündeten, ihre Rivalen und vieles mehr. Die Beantwortung solcher Fragen führt uns oft dazu, wie wir sie am besten visuell darstellen können. Eine wohlhabende Bande mit einer strengen Hierarchie und einer Vorliebe für den Kampf könnte zum Beispiel eine gute Ausrüstung und klare visuelle Unterscheidungen zwischen den Rängen haben. Eine Bande von Schiffsentführern, der es mehr ums Überleben als um Reichtum geht, hat dagegen vielleicht keinen einheitlichen Look und mischt stattdessen alles zusammen, was sie nach einer erfolgreichen Mission an Rüstung und Ausrüstung findet. Vielleicht gibt es sogar ein oder zwei Banden, die bestimmte Farben und Zeichen vermeiden, damit sie geheimnisvoll bleiben und schwerer aufzuspüren sind. Unser Ziel ist es einfach, dass die Gangs unterschiedlich aussehen, und das ist ein sehr kooperativer Prozess zwischen Erzählung und Charakteren.
Wird es jemals einen neuen Tevarin-Schiffshersteller geben?
Frage: Besteht die Möglichkeit, dass es einen neuen Tevarin-Schiffshersteller gibt? Einer, der sich an den verfügbaren Designs orientiert, um eine eigene Serie von nicht kampfbezogenen Schiffen zu entwickeln?
Antwort: Das ist eine interessante zweiteilige Frage, die auf verschiedene Weise beantwortet werden könnte. Beginnen wir mit der Idee, dass es einen neuen Tevarin-Schiffshersteller gibt. Zurzeit gibt es keine Pläne für einen solchen, aber falls er jemals gebraucht wird, gibt es zwei offensichtliche Kandidaten. Lasst uns also ein wenig hypothetisches Worldbuilding betreiben, um herauszufinden, wie wir ein solches Schiff rechtfertigen würden, wenn das Schiffsteam inspiriert wäre, ein solches Schiff zu bauen.
Die erste Option wäre ein kühnes neues Raumfahrtunternehmen mit Sitz auf Jalan im Elysium-System, der ehemaligen Heimatwelt der Tevarin, Kaleeth. Das Unternehmen könnte sich an die kulturelle Wiedergeburt der Tevarin anlehnen und mit einem kampffreien Schiff für Aufsehen sorgen wollen. Ihre Schiffe wären wahrscheinlich keine Nachbauten, sondern würden das Design und die Ästhetik der Tevarin mit einigen menschlichen Verzierungen kombinieren.
Eine andere Möglichkeit wäre das Auftauchen eines neuen Schiffsherstellers im Branaugh-System, in dem sich derzeit die größte Konzentration von Tevarin-Völkern befindet. Diese Schiffe wären ursprünglich für praktische Zwecke gebaut worden und würden hauptsächlich von den Tevarin innerhalb des Systems genutzt, weshalb der Schwerpunkt auf der Herstellung von Nicht-Kampfschiffen liegt. Im Vergleich zu den großen UEE-Herstellern wären sie wahrscheinlich etwas weniger technologisch und würden vielleicht mehr modulare Designs verwenden, wie eine moderne Tevarin-Version der Drake-Ästhetik. Um zu begründen, warum und wie diese Schiffe ihren Weg in die UEE gefunden haben, bräuchte man definitiv etwas mehr erzählerisches Schuhleder, aber es wäre machbar. Wie das oben genannte Unternehmen wären diese Schiffe keine direkten Nachbauten, sondern moderne Schiffe, die für die Tevarins entworfen wurden und Elemente aus ihrer Vergangenheit auf interessante neue Art und Weise einbeziehen.
Und falls du jemals einen Tevarin-Schlepper oder ein anderes nicht kampffähiges Schiff bauen möchtest, gibt es immer noch Esperia und deren Zugang zu den verlassenen Tevarin-Schiffen im Kabal-System. Es würde mich nicht überraschen, wenn einige der dort gefundenen Schiffe auf die eher praktischen und kampffreien Bedürfnisse der Spezies ausgerichtet wären.
Unterhaltungsmöglichkeiten im Jahr 2952
Frage: Hätten die Menschen im Jahr 2952 noch Zugang zu Unterhaltungsangeboten aus dem 20. Jahrhundert?
Antwort: Ja, kulturelle Prüfsteine aus unserer Zeit und sogar noch früher gibt es auch noch im Jahr 2952. Kunstwerke, die den Zustand der Menschheit ansprechen, überdauern Zeit und kulturelle Unterschiede. Ich will nicht sagen, dass Romeo und Julia im Jahr 2952 so bekannt ist wie heute, aber ich wette, dass es an der Rhetorik-Universität einen Kurs für alte Literatur gibt, in dem das Stück immer noch studiert und sogar aufgeführt wird. Außerdem lässt sich der Einfluss der menschlichen Kultur aus den vorangegangenen Epochen leicht an den Schiffsnamen ablesen. Unternehmen würden ein Schiff nicht Herkules, Vulkan, Walküre, Krake und so weiter nennen, wenn die Menschen im Jahr 2952 den Bezug nicht verstehen würden.
Man kann davon ausgehen, dass viele Kunstwerke und Unterhaltungsangebote, die wir heute kennen, im Jahr 2952 immer noch existieren würden, aber nicht so allgemein bekannt und verfügbar wären wie heute. Erwarte nicht, dass 2001: Odyssee im Weltraum regelmäßig auf Spektrum ausgestrahlt wird, aber es gäbe wahrscheinlich eine Kopie davon (Filmfreaks beiseite: idealerweise eine 70-mm-Kopie, die Archivare perfekt konservieren können) in der Arche, die sich Wissenschaftler ansehen könnten, wenn sie erforschen, wie die Menschen die Raumfahrt zum ersten Mal dargestellt haben. Und natürlich darfst du dich nicht wundern, wenn die Menschen des 30. Jahrhunderts dazu neigen, sich für die öffentlich zugänglichen Medien des 20.
Wie könnte Harper Nguyen den Sprung von Ellis nach Taranis entdeckt haben?
Frage: Ich habe eine Frage zu dem Artikel Discovered: Journals of Harper Nguyen, in dem die Entdeckung eines unbekannten Sprungpunktes nach Taranis beschrieben wird. Taranis wurde 2478 von der Mythic Horizon entdeckt, und wenn man die Entdeckungsdaten der anderen Systeme, die mit Taranis verbunden sind, zugrunde legt, kann Taranis nur von Ellis aus entdeckt worden sein. Wie ist es also möglich, dass Harper Nguyen für die Entdeckung des Sprungpunkts von Ellis nach Taranis im Jahr 2795 belohnt wird?
Antwort: Danke, dass du uns darauf aufmerksam gemacht hast. Diese Meldung wurde verfasst, bevor die Daten für die Entdeckung einiger Systeme neu festgelegt wurden. Da die aktuellen Entdeckungsdaten bedeuten, dass Taranis nur von Ellis aus entdeckt werden konnte, haben wir den Artikel aktualisiert und geben nun an, dass Harper Nguyen den Sprung von Terra nach Taranis als Erster überquert hat.
Wie würde die Luft in Orison riechen?
Frage: Als Referenz findest du hier eine Beschreibung der äußeren Schichten des Jupiters.
"Jupiter, der riesige Planet aus wirbelndem Gas, riecht unterschiedlich, je nachdem, welche Schicht du gerade einatmest. Die leichteren Gasschichten riechen nach Ammoniak (man denke an Putzmittel und Urin), und etwas tiefer riecht es nach Ammoniak und faulen Eiern."
Kannst du dir vorstellen, dass Orison eher stinkend oder angenehm riecht?
Antwort: Orison riecht wie frisch gebackene Waffeltüten! Warte, das könnte mein spezieller "Sweet Smell"-Helm sein, den ich für eine Müllentsorgungsmission ausrüste. Wie auch immer, wir haben keinen bestimmten Geruch gefunden, der mit der Atmosphäre von Crusader in dieser Höhe verbunden ist, aber es gibt einige Hinweise im Spiel und in der Überlieferung, die in eine bestimmte Richtung weisen.
Das Open-Air-Design von Orison deutet darauf hin, dass nicht ständig ein widerlicher Geruch in der Luft liegt. Wenn es nach faulen Eiern riechen würde, wären die Plattformen geschlossen, um es erträglich zu machen. Außerdem ist Orison ein beliebtes Reiseziel. Wenn der Gestank ein Faktor wäre, würde man auf Schildern lesen, dass der Gestank normal ist und dass man einen Helm tragen sollte, um den Gestank zu vermeiden. Außerdem hat Orison wahrscheinlich auch keinen magischen, angenehmen Geruch. Der Hosanna-Baum, den Crusader speziell für Orison kultiviert hat, hat laut Beschreibung "zart duftende rosa Blüten". Wenn ihr Duft auf den Plattformen wahrgenommen werden kann, würde ich vermuten, dass es auf dieser Ebene des Gasriesen keinen starken Geruch gibt, der entweder angenehm oder abstoßend ist.
Was ich mit Sicherheit sagen kann, ist, dass Hurston der am schlechtesten riechende Planet in Stanton sein muss. Warum sonst wäre Bag Head ein so beliebter Helm geworden?
Wie gestaltet man ein Sternensystem und seine Ästhetik?
Frage: Ich habe kürzlich in der Lore/Galactapedia gestöbert und das Wega-System nachgeschlagen. Ich sah die Abschnitte, die ich erwarten würde, einschließlich Informationen über das Planetensystem und den Stern, aber mir fiel auf, dass Vega 80% der Größe der Sonne Sol hat. Der Stern, den wir heute Vega nennen, hat einen Radius, der 2,3 bis 2,8 Mal so groß ist wie der von Sol und ist 2,1 Mal massiver. Das hat mich stutzig gemacht:
Ist das die gleiche Wega (der fünfthellste Stern, der von der Erde aus am Nachthimmel zu sehen ist), die wir umgangssprachlich kennen?
Schauen deine Designteams nach echten Informationen über reale Himmelskörper, um einen Ausgangspunkt für die Gestaltung von Merkmalen und Objekten wie Sternen in Sternensystemen zu haben?
Antwort: Fangen wir mit deiner ersten Frage an. Nein, der Stern im Zentrum des Wega-Systems ist nicht der Wega-Stern, den man von der Erde aus sieht, was den Unterschied in der Größe erklärt. Das Gleiche gilt für jedes andere System im Spiel, das den gleichen Namen wie ein Stern an unserem Himmel trägt. Keines davon soll den Stern darstellen, den wir kennen.
Die Erstellung eines Systems ist ein äußerst kollaboratives Unterfangen zwischen Erzählung, Kunst und Design. Wir werden uns hier auf den erzählerischen Teil konzentrieren, aber wenn du dich für andere Aspekte des Prozesses interessierst, schau dir die letzte Folge von Star Citizen Live mit dem Planet Content Team an. Auf der erzählerischen Seite haben wir uns zuerst Details für jedes System ausgedacht und dann ausführlich mit Astronomen an der Wissenschaft dahinter gearbeitet. Manchmal haben wir die Wissenschaft ein wenig verbogen, damit etwas für das Spiel funktioniert, und manchmal haben wir unsere ursprüngliche Idee geändert, um sie an die Wissenschaft anzupassen. Dieser Prozess führte zu einer umfangreichen Tabellenkalkulation mit einer Registerkarte, die den Sternen im Spiel gewidmet ist und Details wie Stellarklassifizierung, Sonnenmasse, Oberflächentemperatur und vieles mehr enthält. Auf diese Weise können wir den Grafikern und Designern Details liefern, die ihnen bei allem helfen - vom Aussehen des Sterns über die genaue Position der bewohnbaren Planeten im grünen Band bis hin zum Temperaturbereich eines Mondes und der Beaufort-Windskala.
Ein Teil der Aufgabe von Narrative ist es, eine wissenschaftliche Grundlage für diese Systeme zu liefern und dann mit Art und Design zusammenzuarbeiten. Auch wenn diese Details einen guten Ausgangspunkt für andere Teams darstellen und auf dem aktuellen Stand der Wissenschaft beruhen, kann es dennoch zu Anpassungen aufgrund von künstlerischen oder spielerischen Anforderungen kommen. Da es sich immer noch um ein Spiel handelt, kann es sein, dass das, was am besten aussieht und sich am besten spielt, am Ende des Tages über die Wissenschaft siegt.
Welches ist das gefährlichste UEE-System?
Frage: Welches UEE-System ist das gefährlichste für einen normalen Bürger oder eine Bürgerin, um dort zu leben? In Bezug auf die allgemeine Kriminalitätsrate und das Risiko von Piraterie.
Antwort: Hmmm.... das ist überhaupt keine verdächtige Frage. Bist du sicher, dass das alles Teil deiner Recherche über die besten Orte ist, um eine Familie in der UEE zu gründen? Da die Handlungen der Spieler/innen letztendlich auch dazu beitragen, wie gefährlich ein System ist, haben wir nicht mit Sicherheit gesagt, dass dieses eine System die meisten kriminellen Aktivitäten aufweist. Als einfacher Spediteur, der atemberaubende Aussichten den Kampfeinsätzen vorzieht, werde ich jedoch einige Systeme meiden, wenn es nicht unbedingt notwendig ist.
Beginnen wir mit dem Nexus, der nicht umsonst "Kreuzung des Verbrechens" genannt wird. Derzeit gibt es dort vier Sprungpunkte und drei davon führen in unbewohnte Systeme, in die Gesetzlose leicht entkommen können. Einige der berüchtigtsten kriminellen Handlungen der letzten Jahrzehnte (Kellar's Run und das Walzer-Massaker) fanden auf Nexus statt. Die Kriminalität wucherte so sehr, dass die UEE im Jahr 2934 eine große Operation zur Rückeroberung von Nexus III startete. Ein Ereignis, das die passend benannte Kriegsschauplatzkarte "Crossroads of Crime" inspirierte. Auch wenn das UEE-Militär jetzt Nexus III kontrolliert, bleibt Lago (Nexus IV) so gefährlich, dass die meisten Städte und Außenposten stark befestigt sind. Um ein Gefühl dafür zu bekommen, was das für die Bewohner/innen bedeutet, schau dir die Kurzgeschichte Sid & Cyrus an, in der es um ein alterndes Paar geht, das sich auf der Suche nach seiner Tochter in die ungezähmten Weiten des Planeten wagt.
Nach Nexus ist Charon vielleicht nicht die naheliegendste Wahl, aber auf Charon III tobt seit 2944 ein brutaler Bürgerkrieg. Das bedeutet, dass die lokalen Regierungen instabil sind und sich mehr um ihr Überleben als um die Sicherheit im System sorgen. Außerdem ist Charon das einzige UEE-System, das seine Vertretung im UEE-Senat aus Protest gegen die Gräueltaten, die dort während des Messer-Regimes begangen wurden, aufgegeben hat. Das bedeutet, dass die Advocacy und andere UEE-Kräfte dir hier wahrscheinlich seltener zu Hilfe kommen werden als anderswo im Imperium.
Magnus, Ferron und Fora haben alle eine lange Geschichte von gesetzlosen Aktivitäten, die auf eine Vielzahl von Faktoren zurückzuführen sind, wie z. B. ineffiziente lokale Regierungen und Strafverfolgungsbehörden. Kruger Intergalactic verließ Magnus 2789 in Richtung Castra, nachdem eine wichtige Ersatzteillieferung von Gesetzlosen entführt worden war, wodurch der äußerst lukrative und wichtige Vertrag mit RSI bedroht wurde. In Fora sorgte ein Terraforming-Fehler auf Hyperion (Fora III), dem einzigen potenziell bewohnbaren Planeten, dafür, dass dieses System am Rande des Banu-Raums vom Rest des Imperiums weitgehend ignoriert wurde. Die Starmap behauptet sogar: "Inoffizielle Zählungen in diesem Gebiet zeigen, dass Besucher in diesem Fünf-Planeten-System eher auf Schmuggler, Gesetzlose oder Banu-Siedler treffen als auf UEE-Bürger." Schließlich war Ferron einst ein blühendes System, bis die Hersteller aufgrund des politischen Drucks des Messer-Regimes und der leicht zugänglichen Ressourcen des Systems geflohen sind und die meisten davon aufgebraucht wurden. Die Lage ist so schlimm geworden, dass die Polizei in Tram, Asura (Ferron III) in der Vergangenheit gestreikt hat, um gegen die überwältigenden Gefahren zu protestieren, denen sie bei ihrer Arbeit ausgesetzt ist.
Der Vollständigkeit halber sei noch erwähnt, dass zwei der gefährlichsten Systeme der UEE aufgrund von Naturphänomenen so sind. Das Banshee-System hat in seinem Zentrum einen Pulsar, der so viel Strahlung ausstößt, dass eine zu hohe Strahlenbelastung ein Todesurteil ist, was dazu führt, dass die einzigen bewohnbaren Gebiete des Systems unter der Erde liegen. Das kürzlich entdeckte Tamsa-System schließlich ist technisch gesehen für Menschen immer noch tabu, während die UEE das dort gefundene Schwarze Loch untersucht und erforscht.
Was hält die Menschen davon ab, Regen als Methode der FTL-Kommunikation zu nutzen?
Frage: Die aktuelle Regenerations-Technologie scheint für die FTL-Kommunikation geeignet zu sein. Wie wirkt sie sich deiner Meinung nach auf den traditionellen Datenverkehr aus?
Antwort: Da es im Star Citizen-Universum keine Überlichtgeschwindigkeitskommunikation (FTL) gibt, ist es verständlich, dass das Sterben und sofortige Regenerieren an anderer Stelle eine verlockende Option zum Datenlauf ist. Allerdings haben wir unser Bestes getan, um diese Option uneffektiv zu machen. Bei einer Mission müssen die Daten wahrscheinlich auf einem physischen Gerät gespeichert werden, das sich entweder im Körper des Verstorbenen oder auf dem Server an Bord des verlassenen Schiffs befindet. Die Notwendigkeit eines physischen Geräts oder eines Schiffsservers zum Speichern und Übertragen der Daten dürfte die Regeneration als praktikable FTL-Option für Missionen ausschließen.
Erzählerisch wird es etwas schwieriger, wenn es um allgemeines Wissen geht, z. B. um die Lage eines feindlichen Lagers oder einer extrem wertvollen Mineralienader. Als Spieler/in könntest du dich mit diesem Wissen regenerieren und es zu deinem Vorteil mit anderen teilen. Das Konzept der Lücke bezieht sich auf die Zeitspanne, die zwischen der Erstellung eines Abdrucks und der Regeneration einer Person liegt. Je länger die Lücke ist, desto mehr Erinnerungen und Erfahrungen gehen verloren, weshalb häufiges Prägen dringend empfohlen wird. Wenn das Kurzzeitgedächtnis von Menschen durch Regenerierung etwas getrübt wird, verringert sich die Zuverlässigkeit dieser Methode des Datenaustauschs. Außerdem verschlechtert der Regenerationsprozess die Prägung der Person und macht sie für die Zukunft unbrauchbar. Manche versuchen vielleicht, die Technologie für die Kommunikation zu nutzen, aber das geht auf Kosten der Verschlechterung ihrer Prägung und bringt sie einen Schritt näher an die Auslöschung heran, was bedeutet, dass die Person nicht mehr regenerieren kann.
Was kannst du uns über die terranischen Städte New Austin und Quasi erzählen?
Frage: Welche Informationen gibt es über die Städte New Austin und Quasi? Ich möchte mehr darüber erfahren, wie diese Städte aufgebaut sind und wie die Atmosphäre dort ist, einschließlich Lebensbedingungen, Arbeitsmöglichkeiten und Kulturen.
Antwort: Ich erzähle dir gerne ein paar Details über New Austin und Quasi. Fangen wir mit dem Offensichtlichen an. Wie Prime befinden sich beide Städte auf Terra III, einer sauerstoffreichen Super-Erde, die von Natur aus für Menschen bewohnbar war. Quasi ist nach Prime die zweitgrößte Stadt des Planeten und liegt in der südlichen Hemisphäre im Schatten des Nessay-Gebirges. Die Sommer dort sind relativ kühl und es fallen mehr als 200 mm Schnee pro Saison. Die Stadt ist ein Touristenziel, auch wegen der großen und geheimnisvollen alten Ruinen in der Nähe. Die Gründer von Esperia, die Brüder Ingstrom, wuchsen in Quasi auf und waren von den Ruinen fasziniert.
New Austin ist eine kleinere und industriellere Stadt, obwohl man sich bemüht, die Fabriken in die natürliche Umgebung zu integrieren, anstatt sie zu zerstören. Im Vergleich zu Prime und Quasi herrscht in New Austin eher eine "Arbeiteratmosphäre". Das bekannteste Wahrzeichen der Stadt ist die Alte Halle, in der sich die Mitglieder der United Resource Workers treffen. New Austin ist in der Regel günstiger als die anderen Großstädte Terras und wird immer beliebter bei Menschen und Unternehmen, die sich hier niederlassen wollen. Die Sataball Territorial League hat dort ihren Hauptsitz, und Jennifer Friskers verlegte 2913 den Hauptsitz von Origin Jumpworks von der Erde nach New Austin. Ein Umzug, der einigen erdnahen Kräften immer noch sauer aufstößt, denn einige vermuten, dass sie hinter dem Hack von Origin im Jahr 2944 steckten, bei dem Details über den Prototyp ihres "Goldfinch"-Schiffs veröffentlicht wurden. Obwohl New Austin kleiner und weniger touristisch ist als Prime und Quasi, verfügt es dennoch über eine beeindruckende Infrastruktur und genug Prestige, um 2948 die CitizenCon auszurichten.
Was geschah mit den beiden alten Amboss-Schiffen, die in der Überlieferung erwähnt werden?
Frage: Das Anvil Aerospace Portfolio behauptet:
"Das Unternehmen hat im Laufe der Jahre Dutzende erfolgreicher und kultiger militärischer Raumfahrzeuge hergestellt, darunter die Hurricane, Osprey, Devastator, Hornet und Gladiator."
Ich habe ein paar Fragen zur Osprey und zur Devastator. Wurden diese Schiffe umbenannt, und wenn ja, wie lauten ihre aktuellen Namen? Welche Klassifizierungen waren für diese Schiffe vorgesehen? Werden die Spieler diese Schiffe im Spiel kaufen/erwerben können und wenn nicht, warum?
Antwort: Beim Aufbau der Welt fügen wir oft Namen von Schiffen, Gegenständen, Menschen, Orten und anderen Dingen ein, die nicht unmittelbar im Mittelpunkt der Geschichte oder des Spiels stehen. Dieser Text bereichert die Welt, indem er ein Gefühl von Geschichte und Geheimnissen vermittelt. Außerdem ist es hilfreich, ein paar solcher Namen parat zu haben, wenn das Schiffsteam ein neues Schiff vorstellt, das einen Namen braucht. Genau so hat der Hurricane seinen Namen bekommen. Während die Hornet und die Gladiator zur ursprünglichen Schiffsreihe von Anvil gehörten, war die Hurricane nicht dabei. Als das Schiffsteam uns die Idee für einen schweren Anvil-Jäger mit sechs mächtigen ballistischen Kanonen vorlegte, passte der Name Hurricane perfekt.
Die Osprey tauchte in der Überlieferung bereits als Teil einer Flotte von Sicherheitsschiffen in einer Episode von Lost Squad auf, einer Spektrumssendung, die sich auf die schicksalhaften Tage vor dem Fall Calibans an die Vanduul im Jahr 2884 konzentriert. Der Aufruf ist absichtlich knapp gehalten, aber das Schiff wird von einer Sicherheitstruppe eingesetzt und kämpft gegen Feinde, also ist die Wahrscheinlichkeit groß, dass es sich um ein Kampfschiff handelt. Allerdings wurde die Devastator außerhalb des Anvil-Portfolios nicht erwähnt. Die Namen Osprey und Devastator könnten also verwendet werden, wenn sich in Zukunft das richtige Anvil-Schiffsdesign ergibt.
Werden Gangs Erkennungsfarben haben?
Frage: Haben die Nine Tails und die Gangs von Pyro ein Farbschema? Wenn ja, werden die Rüstungen und Ausrüstungsgegenstände, die sie tragen, das zeigen und ist das eine Entscheidung des Teams oder der Geschichte?
Antwort: Ja, du wirst diese visuellen Unterschiede zwischen den Gangs in Pyro sehen. Das Aussehen jeder Bande wird bei ihrer Entwicklung berücksichtigt und ist etwas, das wir für die aktuellen Outlaws im Spiel weiter verbessern wollen. Die Farben einer Bande oder andere markante visuelle Merkmale sind Teil des Kick-off-Prozesses mit dem Charakterteam. Wir überlegen auch, welche Art von Rüstung sie tragen würden und wie sie die verschiedenen Ränge innerhalb der Bande unterscheiden könnten. Dann gibt es noch die Frage, ob die Gang ein Symbol hat, identifizierende Tattoos oder sogar, wie bei der verrückten Pyro-Gang der Fire Rats, ob die Mitglieder schwere Verbrennungen oder Narben von Initiationsrechten haben. Viele dieser visuellen Details werden zusammen mit dem Charakterteam ausgearbeitet. Wir stellen ihnen die Farbpalette zur Verfügung und lassen sie dann an den Details arbeiten.
Aber das ist noch nicht alles, was die Erzählung betrifft. Bei der Erschaffung dieser Banden berücksichtigen wir auch Faktoren wie ihren Einflussbereich, ihre Organisationsstruktur, ihren ungefähren Reichtum, ihre Verbündeten, ihre Rivalen und vieles mehr. Die Beantwortung solcher Fragen führt uns oft dazu, wie wir sie am besten visuell darstellen können. Eine wohlhabende Bande mit einer strengen Hierarchie und einer Vorliebe für den Kampf könnte zum Beispiel eine gute Ausrüstung und klare visuelle Unterscheidungen zwischen den Rängen haben. Eine Bande von Schiffsentführern, der es mehr ums Überleben als um Reichtum geht, hat dagegen vielleicht keinen einheitlichen Look und mischt stattdessen alles zusammen, was sie nach einer erfolgreichen Mission an Rüstung und Ausrüstung findet. Vielleicht gibt es sogar ein oder zwei Banden, die bestimmte Farben und Zeichen vermeiden, damit sie geheimnisvoll bleiben und schwerer aufzuspüren sind. Unser Ziel ist es einfach, dass die Gangs unterschiedlich aussehen, und das ist ein sehr kooperativer Prozess zwischen Erzählung und Charakteren.
Wird es jemals einen neuen Tevarin-Schiffshersteller geben?
Frage: Besteht die Möglichkeit, dass es einen neuen Tevarin-Schiffshersteller gibt? Einer, der sich an den verfügbaren Designs orientiert, um eine eigene Serie von nicht kampfbezogenen Schiffen zu entwickeln?
Antwort: Das ist eine interessante zweiteilige Frage, die auf verschiedene Weise beantwortet werden könnte. Beginnen wir mit der Idee, dass es einen neuen Tevarin-Schiffshersteller gibt. Zurzeit gibt es keine Pläne für einen solchen, aber falls er jemals gebraucht wird, gibt es zwei offensichtliche Kandidaten. Lasst uns also ein wenig hypothetisches Worldbuilding betreiben, um herauszufinden, wie wir ein solches Schiff rechtfertigen würden, wenn das Schiffsteam inspiriert wäre, ein solches Schiff zu bauen.
Die erste Option wäre ein kühnes neues Raumfahrtunternehmen mit Sitz auf Jalan im Elysium-System, der ehemaligen Heimatwelt der Tevarin, Kaleeth. Das Unternehmen könnte sich an die kulturelle Wiedergeburt der Tevarin anlehnen und mit einem kampffreien Schiff für Aufsehen sorgen wollen. Ihre Schiffe wären wahrscheinlich keine Nachbauten, sondern würden das Design und die Ästhetik der Tevarin mit einigen menschlichen Verzierungen kombinieren.
Eine andere Möglichkeit wäre das Auftauchen eines neuen Schiffsherstellers im Branaugh-System, in dem sich derzeit die größte Konzentration von Tevarin-Völkern befindet. Diese Schiffe wären ursprünglich für praktische Zwecke gebaut worden und würden hauptsächlich von den Tevarin innerhalb des Systems genutzt, weshalb der Schwerpunkt auf der Herstellung von Nicht-Kampfschiffen liegt. Im Vergleich zu den großen UEE-Herstellern wären sie wahrscheinlich etwas weniger technologisch und würden vielleicht mehr modulare Designs verwenden, wie eine moderne Tevarin-Version der Drake-Ästhetik. Um zu begründen, warum und wie diese Schiffe ihren Weg in die UEE gefunden haben, bräuchte man definitiv etwas mehr erzählerisches Schuhleder, aber es wäre machbar. Wie das oben genannte Unternehmen wären diese Schiffe keine direkten Nachbauten, sondern moderne Schiffe, die für die Tevarins entworfen wurden und Elemente aus ihrer Vergangenheit auf interessante neue Art und Weise einbeziehen.
Und falls du jemals einen Tevarin-Schlepper oder ein anderes nicht kampffähiges Schiff bauen möchtest, gibt es immer noch Esperia und deren Zugang zu den verlassenen Tevarin-Schiffen im Kabal-System. Es würde mich nicht überraschen, wenn einige der dort gefundenen Schiffe auf die eher praktischen und kampffreien Bedürfnisse der Spezies ausgerichtet wären.
Unterhaltungsmöglichkeiten im Jahr 2952
Frage: Hätten die Menschen im Jahr 2952 noch Zugang zu Unterhaltungsangeboten aus dem 20. Jahrhundert?
Antwort: Ja, kulturelle Prüfsteine aus unserer Zeit und sogar noch früher gibt es auch noch im Jahr 2952. Kunstwerke, die den Zustand der Menschheit ansprechen, überdauern Zeit und kulturelle Unterschiede. Ich will nicht sagen, dass Romeo und Julia im Jahr 2952 so bekannt ist wie heute, aber ich wette, dass es an der Rhetorik-Universität einen Kurs für alte Literatur gibt, in dem das Stück immer noch studiert und sogar aufgeführt wird. Außerdem lässt sich der Einfluss der menschlichen Kultur aus den vorangegangenen Epochen leicht an den Schiffsnamen ablesen. Unternehmen würden ein Schiff nicht Herkules, Vulkan, Walküre, Krake und so weiter nennen, wenn die Menschen im Jahr 2952 den Bezug nicht verstehen würden.
Man kann davon ausgehen, dass viele Kunstwerke und Unterhaltungsangebote, die wir heute kennen, im Jahr 2952 immer noch existieren würden, aber nicht so allgemein bekannt und verfügbar wären wie heute. Erwarte nicht, dass 2001: Odyssee im Weltraum regelmäßig auf Spektrum ausgestrahlt wird, aber es gäbe wahrscheinlich eine Kopie davon (Filmfreaks beiseite: idealerweise eine 70-mm-Kopie, die Archivare perfekt konservieren können) in der Arche, die sich Wissenschaftler ansehen könnten, wenn sie erforschen, wie die Menschen die Raumfahrt zum ersten Mal dargestellt haben. Und natürlich darfst du dich nicht wundern, wenn die Menschen des 30. Jahrhunderts dazu neigen, sich für die öffentlich zugänglichen Medien des 20.
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, May 3rd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
How Could Harper Nguyen Have Discovered the Jump From Ellis to Taranis?
Question: I have a question regarding the article Discovered: Journals of Harper Nguyen portraying the discovery of an unknown jump point to Taranis. Taranis was discovered in 2478 by the Mythic Horizon, and based on the discovery dates of the other systems connected to it, Taranis could’ve only been discovered from Ellis. So how is it possible for Harper Nguyen to get credit for making the discovery of the jump from Ellis to Taranis jump point in 2795?
Answer: Thanks for bringing this to our attention. This dispatch was written prior to a reshuffling of some system discovery dates. Since the current discovery dates mean Taranis could only be discovered from Ellis, we've updated the article to reflect that Harper Nguyen first traversed the jump from Terra to Taranis instead.
What Would the Air at Orison Smell Like?
Question: For reference, here’s a description regarding the outer layers of Jupiter.
"Jupiter, that giant planet of swirling gas, smells different depending on which layer you're inhaling. The lighter layers of gas smell like ammonia (think cleaning products and urine), and a little deeper, it's ammonia as well as rotten egg."
Do you imagine that Orison would smell rather stinky or pleasant?
Answer: Orison smells like fresh baked waffles cones! Wait, that might be my custom Sweet Smell Helmet that I equip for a waste disposal mission. Anyways, we've not established a particular scent associated with Crusader's atmosphere at that elevation but there's some in-game and in-lore clues that point in a direction.
The open-air design of Orison indicates there isn't a repugnant smell constantly floating around. If it was rotten egg terrible, then those platforms would be enclosed to make it bearable. Plus, Orison fancies itself a tourist destination, so if sickly smells were a factor, you would see signage saying that the stink is normal and recommending that one wear a helmet to avoid the stench. Meanwhile, Orison also probably doesn't have some magical pleasant smell either. The Hosanna tree, which Crusader specially cultivated to grow in Orison, is described as having "delicately scented pink flowers." If their scent can be picked up on the platforms, then I'd venture to guess there isn't a strong prevailing smell that's either pleasant or repugnant at that level of the gas giant.
What I can say with some certainty is that Hurston has to be the worst smelling planet in Stanton. Why else would Bag Head have become such a popular helmet?
What is the Process for Designing A Star System and Its Aesthetics?
Question: I was recently poking around the lore/galactapedia and looked up the Vega system. I saw the sections I'd expect, including information on the planetary system and star, but noticed that it said that Vega was 80% the size of Earth's sun Sol. The star currently called Vega actually has a radius of 2.3 to 2.8 times the size of Sol and is 2.1 times more massive. So that had me wondering:
Is this the same Vega (fifth brightest star seen from Earth in the night sky) that we colloquially know?
Do your design teams look up real information on real celestial bodies to provide a starting point for laying out features and objects such as stars within star systems?
Answer: Let's start with your first question. No, the star at the center of the Vega system is not the Vega star seen from Earth, which explains the difference in size. Same goes for any other system in-game that shares a name with a star in our sky. None are meant to represent the star we’re familiar with.
Next, creating a system is an extremely collaborative endeavor between Narrative, Art, and Design. We'll focus on the Narrative side here but if you're interested in other aspects of the process check out this recent episode of Star Citizen Live with the Planet Content Team. On the Narrative side, we first brainstormed details for each system and then worked extensively with astronomers on the science behind each one. Sometimes we bent the science a bit to make something work for the game, and sometimes we changed our original idea to match the science. This process led to a massive spreadsheet that includes a tab dedicated to the stars in-game that tracks details like Stellar Classification, Solar Mass, Surface Temperature, and much, much more. That way when Art and Design begin to do their thing we can deliver details that guide them on everything from how the star should look and exactly where the habitable planets should be placed within the green band to a moon’s temperature range and Beaufort Wind Scale.
Simply, part of Narrative's job is to provide a scientific foundation for these systems and then collaborate with Art and Design. While these details provide a good starting point for other teams, and are based on current scientific thinking, there still may be adjustments due to art or gameplay requirements. This is still a game, so at the end of the day, what looks and plays best might sometimes win out over hard science.
What's the Most Dangerous UEE System?
Question: What UEE system is the most dangerous for an ordinary civilian or Citizen to live in? In terms of overall crime levels & risk of piracy.
Answer: Hmmm.... not a suspicious question at all. Sure this is all part of your research into the best places to raise a family in the UEE? Since player actions will also ultimately factor into exactly how dangerous a system will be, we haven't planted a flag and said with certainty that this one system has the most criminal activity. That said, as a simple hauler who prefers stunning vistas to combat operations, here's a few systems I'll be avoiding unless absolutely necessary.
Let's start with Nexus, which is called the "Crossroads of Crime'' for a reason. Currently, it has four jump points and three of them lead into unclaimed systems that outlaws can easily escape into. Some of the most infamous criminal actions of the past few decades (Kellar's Run and the Walzer Massacre) occurred in Nexus. Criminality became so rampant that the UEE launched a major operation to reclaim Nexus III in 2934. An event that inspired the appropriately named Theaters of War map "Crossroads of Crime." Even though the UEE military now controls Nexus III, Lago (Nexus IV) remains so dangerous that most cities and outposts are heavily fortified. To get a feel for what that means for its residents, check out the short story Sid & Cyrus about an aging couple forced to venture into the untamed planetside in search of their daughter.
Following Nexus, Charon might not seem like an obvious choice, but a brutal civil war has been raging on Charon III since 2944. That means its local governments are unstable and more concerned with their survival than safety in the system. In addition, Charon owns the unique distinction of being the only UEE system to revoke their representation in the UEE Senate in protest over horrors committed there during the Messer regime. This means the Advocacy and other UEE forces are probably less likely to come to your defense here than elsewhere in the Empire.
Next, Magnus, Ferron, and Fora all have a long history of outlaw activity due to a variety of factors, including ineffectual local government and law enforcement forces. Kruger Intergalactic left Magnus for Castra in 2789 after a key shipment of parts was hijacked by outlaws, threatening their extremely lucrative and important contract with RSI. Meanwhile in Fora, a terraforming mishap on Hyperion (Fora III), the only potentially habitable planet, left this system on the edge of Banu space largely ignored by the rest of the empire. The Starmap even claims "Informal censuses of the area indicate that visitors are more likely to encounter a smuggler, outlaw or Banu settler than a UEE Citizen while in this five-planet system." Finally, Ferron was once a thriving system until manufacturers fled due to political pressure from the Messer regime and the system's easily accessible resources being mostly depleted. Things have gotten so bad that the police force in Tram, Asura (Ferron III) has gone on strike in the past in protest of the overwhelming dangers they face on the job.
Lastly, for completion's sake, two of the UEE’s most dangerous systems are that way due to natural phenomena. Banshee system has at its center a pulsar spewing so much radiation that too much exposure is a death sentence, leading to the system's only habitable areas being underground. Finally, the recently discovered Tamsa system is still technically off-limits to people while the UEE surveys and studies the black hole found there.
What's to Keep People From Using Regen as a Method of FTL Communication?
Question: The current regen tech seems to lend itself to FTL Communication. How do you see it impacting more traditional data running?
Answer: Since faster than light (FTL) communication doesn't exist in the Star Citizen universe, it's easy to see why dying and immediately regening elsewhere seems like a tempting data running option. That said, we've done our best to make it an ineffective one. When doing a mission, data would probably have to be stored on a physical device, which would either remain on the deceased's body or the server aboard their now abandoned ship. Needing a physical device or ship server to store and transfer the data should negate regen as a viable FTL option for missions.
Narratively, it does get a little trickier when it comes to general knowledge about stuff like the location of an enemy encampment or extremely valuable mineral lode. As a player, you could regen with the knowledge still fresh and share it with others to your advantage. We address this in-lore with the concept of gap, which refers to the length of time between an imprint being made and when someone is regenerated. The longer the gap, the more memories and experiences will be lost, which is why frequent imprinting is strongly encouraged. Regen making people's short term memory a bit hazy reduces the reliability of this method of data running. In addition, the regen process degrades that person's imprint and makes it less viable going forward. While some might try to exploit the tech for communication, it'll come at the cost of degrading their imprint and bringing them a step closer to being wiped, which means that character will not be able to regen.
What Can You Tell Us About the Terran Cities of New Austin and Quasi?
Question: What information is out there regarding the cities of New Austin or Quasi? Looking to know more about how these cities are designed and the atmosphere surrounding them, including living conditions, available work and cultures.
Answer: Happy to fill in some details on New Austin and Quasi. Let's start with the obvious. Like Prime, both cities are located on Terra III, an oxygen rich Super-Earth that was naturally habitable for Humans. Quasi is the planet's second largest city after Prime and located in the southern hemisphere in the shadow of the Nessay Mountains. Summers there are relatively cool and it gets more than 200 mm of snow per season. The city is a tourist destination in part due to the large and mysterious ancient ruins located nearby. Esperia founders the Ingstrom brothers grew up in Quasi and became fascinated with the ruins.
Meanwhile, New Austin is a smaller and more industrial city, though there's been a concerted effort to integrate factories into the natural environment instead of destroying it. Compared to Prime and Quasi, New Austin has more of a "blue collar" vibe with the city center's most famous landmark being the Old Hall where members of the United Resource Workers would meet. Generally less expensive than Terra's other major cities, New Austin has become an increasingly popular spot for people and companies to move to. The Sataball Territorial League has their headquarters there, and most famously, Jennifer Friskers moved the headquarters of Origin Jumpworks from Earth to New Austin in 2913. A move that still stings some Earth-centric forces, who some suspect were behind the hack of Origin in 2944 that released details of their "Goldfinch" ship prototype. Despite being smaller and less of a tourist destination than Prime and Quasi, New Austin still boasts impressive infrastructure and enough prestige to have hosted CitizenCon in 2948.
What Happened to These Two Old Anvil Ships Mentioned in Lore?
Question: The Anvil Aerospace portfolio claims:
"The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladiator."
I have a few questions regarding the Osprey and the Devastator. Were these ships renamed, and if so what are their current names? What were the proposed classifications of these ships? Will players be able to buy/acquire these ships in-game, and if not why?
Answer: When world building we often include names of ships, items, people, places and other things that aren't an immediate focus for the lore or game. This flavor text enriches the world by creating a sense of history and mystery. Plus, having a few names like this sitting around helps when the Ship Team presents a new craft in need of one. In fact, that's exactly how the Hurricane got its name. While the Hornet and Gladiator were part of Anvil's original ship line-up, the Hurricane was not. When the Ship Team brought us the idea for an Anvil heavy fighter featuring six powerful ballistic guns, the Hurricane name fit perfectly.
The Osprey has already shown up in lore as part of a fleet of security ships in an episode of Lost Squad, a spectrum show focused on the fateful days before the fall of Caliban to the Vanduul in 2884. The call out is intentionally lean on specifics but the ship is being used by a security force and engaging hostiles, so there's a strong chance it's a fighter. However, the Devastator has not been mentioned outside of the Anvil portfolio. With all that said, we'll avoid getting into anything more specific, so the Osprey and Devastator names could be used if the right Anvil ship design presents itself in the future.
Will Gangs Have Identifying Colors?
Question: Do the Nine Tails and the gangs of Pyro have a color scheme? If so, will the armor and gear they wear show that, and is that a lore or character team decision?
Answer: Yes, you will be seeing these visual distinctions between gangs in Pyro. The look of each gang is definitely taken into consideration during their development and is something we hope to keep improving for the current outlaws in-game. A gang's colors or other distinct visual traits are part of the kick-off process with the Character team. We also consider what type of armor they would wear and how it could distinguish between different ranks within the gang. Then there's the question of if the gang has a symbol, identifying tattoos or even, like the insane Pyro gang the Fire Rats, if members have severe burns or scars from initiation rights. A lot of these visual details are worked out together with the Character team. We provide them the palette and then let them work their magic on the specifics.
Yet, it doesn't stop there on the Narrative side. When creating these gangs we also consider factors like their area of influence, organization structure, approximate wealth, allies, rivals, and more. Answering such questions often leads us to ways to best visually present them. For example, a wealthy gang with a strict hierarchy and penchant for combat might have good gear and clear visual distinctions between ranks. Meanwhile, a shipjacking gang more focused on survival than riches might not have a cohesive look and instead mix and match whatever armor and equipment they find after a successful mission. There might even be a gang or two who avoid identifying colors and marks so they can remain mysterious and harder to track down. Simply, our goal is a diversity of looks for gangs and it's a very collaborative process between Narrative and Characters.
Will There Ever Be a New Tevarin Ship Manufacturer?
Question: Is there any possibility of a new Tevarin ship manufacturer? One that takes cues from what designs they have available to create their own new series of non-combat related ships?
Answer: This is an interesting two-part question that could potentially play out several ways. Let's start with the idea of there being a new Tevarin ship manufacturer. Currently there aren't any plans for one, but if ever needed, there are two obvious candidates. So let's do a little hypothetical worldbuilding for how we'd justify one if the Ship Team was inspired to create such a ship.
The first option would be a bold new aerospace start-up based on Jalan, Elysium system, formerly the Tevarin's homeworld of Kaleeth. Could see the company lean into the Tevarin cultural resurgence and want to make an initial splash with a non-combat ship. Their ships probably wouldn't be replicas but instead blend Tevarin design and aesthetic with some Human flourishes.
Another option would be the emergence of a new ship manufacturer in the Branaugh system, which is currently home to the largest concentration of Tevarin people. These ships would have originally been built for practical purposes and primarily used by the Tevarin within the system, thus a focus on producing non-combat craft. Compared to major UEE manufacturers, they would probably be a bit low tech and maybe use more modular designs, like a modern Tevarin take on the Drake aesthetic. Justifying why and how these ships have made their way into the wider UEE would definitely take a little more Narrative shoe leather but could be done. Like the company above, these ships wouldn't be straight replicas but modern ships designed for Tevarins that also incorporate elements from their past in interesting new ways.
Finally, if there's ever a desire to create an old school Tevarin hauler or other non-combat ship, there's always Esperia and their access to the Tevarin ships abandoned in the Kabal system. Wouldn't be surprised if some of the ships found there were geared toward the more practical and non-combat needs of the species.
Entertainment Options in 2952
Question: Would people in 2952 still have access to entertainment from the 20th century?
Answer: Yes, cultural touchstones from our era and even earlier are still around in 2952. Works of art that speak to the Human condition transcend time and cultural differences. Not to say that Romeo and Juliet is as well known in 2952 as it is today, but I'd bet there's an ancient literature course at Rhetor University where it's still studied and even performed. In addition, the influence of Human culture from preceding eras is readily apparent in the names of ships. Companies wouldn't call a ship Hercules, Vulcan, Valkyrie, Kraken, and so forth if people in the people in 2952 didn't understand the reference.
It is safe to suppose a lot of art and entertainment that we're familiar with would still be around in 2952, but not be as universally known and available as it is today. Don’t expect 2001: A Space Odyssey to be regularly broadcast on spectrum, but there would probably be a copy of it (film nerd aside: ideally a 70mm print that archivists have figured out how to preserve perfectly) at the Ark that scholars could check out when researching how Humans first represented space travel. And of course, on a meta-level, don’t be surprised if the people of the 30th century tend to gravitate towards 20th century media in the public domain.
How Could Harper Nguyen Have Discovered the Jump From Ellis to Taranis?
Question: I have a question regarding the article Discovered: Journals of Harper Nguyen portraying the discovery of an unknown jump point to Taranis. Taranis was discovered in 2478 by the Mythic Horizon, and based on the discovery dates of the other systems connected to it, Taranis could’ve only been discovered from Ellis. So how is it possible for Harper Nguyen to get credit for making the discovery of the jump from Ellis to Taranis jump point in 2795?
Answer: Thanks for bringing this to our attention. This dispatch was written prior to a reshuffling of some system discovery dates. Since the current discovery dates mean Taranis could only be discovered from Ellis, we've updated the article to reflect that Harper Nguyen first traversed the jump from Terra to Taranis instead.
What Would the Air at Orison Smell Like?
Question: For reference, here’s a description regarding the outer layers of Jupiter.
"Jupiter, that giant planet of swirling gas, smells different depending on which layer you're inhaling. The lighter layers of gas smell like ammonia (think cleaning products and urine), and a little deeper, it's ammonia as well as rotten egg."
Do you imagine that Orison would smell rather stinky or pleasant?
Answer: Orison smells like fresh baked waffles cones! Wait, that might be my custom Sweet Smell Helmet that I equip for a waste disposal mission. Anyways, we've not established a particular scent associated with Crusader's atmosphere at that elevation but there's some in-game and in-lore clues that point in a direction.
The open-air design of Orison indicates there isn't a repugnant smell constantly floating around. If it was rotten egg terrible, then those platforms would be enclosed to make it bearable. Plus, Orison fancies itself a tourist destination, so if sickly smells were a factor, you would see signage saying that the stink is normal and recommending that one wear a helmet to avoid the stench. Meanwhile, Orison also probably doesn't have some magical pleasant smell either. The Hosanna tree, which Crusader specially cultivated to grow in Orison, is described as having "delicately scented pink flowers." If their scent can be picked up on the platforms, then I'd venture to guess there isn't a strong prevailing smell that's either pleasant or repugnant at that level of the gas giant.
What I can say with some certainty is that Hurston has to be the worst smelling planet in Stanton. Why else would Bag Head have become such a popular helmet?
What is the Process for Designing A Star System and Its Aesthetics?
Question: I was recently poking around the lore/galactapedia and looked up the Vega system. I saw the sections I'd expect, including information on the planetary system and star, but noticed that it said that Vega was 80% the size of Earth's sun Sol. The star currently called Vega actually has a radius of 2.3 to 2.8 times the size of Sol and is 2.1 times more massive. So that had me wondering:
Is this the same Vega (fifth brightest star seen from Earth in the night sky) that we colloquially know?
Do your design teams look up real information on real celestial bodies to provide a starting point for laying out features and objects such as stars within star systems?
Answer: Let's start with your first question. No, the star at the center of the Vega system is not the Vega star seen from Earth, which explains the difference in size. Same goes for any other system in-game that shares a name with a star in our sky. None are meant to represent the star we’re familiar with.
Next, creating a system is an extremely collaborative endeavor between Narrative, Art, and Design. We'll focus on the Narrative side here but if you're interested in other aspects of the process check out this recent episode of Star Citizen Live with the Planet Content Team. On the Narrative side, we first brainstormed details for each system and then worked extensively with astronomers on the science behind each one. Sometimes we bent the science a bit to make something work for the game, and sometimes we changed our original idea to match the science. This process led to a massive spreadsheet that includes a tab dedicated to the stars in-game that tracks details like Stellar Classification, Solar Mass, Surface Temperature, and much, much more. That way when Art and Design begin to do their thing we can deliver details that guide them on everything from how the star should look and exactly where the habitable planets should be placed within the green band to a moon’s temperature range and Beaufort Wind Scale.
Simply, part of Narrative's job is to provide a scientific foundation for these systems and then collaborate with Art and Design. While these details provide a good starting point for other teams, and are based on current scientific thinking, there still may be adjustments due to art or gameplay requirements. This is still a game, so at the end of the day, what looks and plays best might sometimes win out over hard science.
What's the Most Dangerous UEE System?
Question: What UEE system is the most dangerous for an ordinary civilian or Citizen to live in? In terms of overall crime levels & risk of piracy.
Answer: Hmmm.... not a suspicious question at all. Sure this is all part of your research into the best places to raise a family in the UEE? Since player actions will also ultimately factor into exactly how dangerous a system will be, we haven't planted a flag and said with certainty that this one system has the most criminal activity. That said, as a simple hauler who prefers stunning vistas to combat operations, here's a few systems I'll be avoiding unless absolutely necessary.
Let's start with Nexus, which is called the "Crossroads of Crime'' for a reason. Currently, it has four jump points and three of them lead into unclaimed systems that outlaws can easily escape into. Some of the most infamous criminal actions of the past few decades (Kellar's Run and the Walzer Massacre) occurred in Nexus. Criminality became so rampant that the UEE launched a major operation to reclaim Nexus III in 2934. An event that inspired the appropriately named Theaters of War map "Crossroads of Crime." Even though the UEE military now controls Nexus III, Lago (Nexus IV) remains so dangerous that most cities and outposts are heavily fortified. To get a feel for what that means for its residents, check out the short story Sid & Cyrus about an aging couple forced to venture into the untamed planetside in search of their daughter.
Following Nexus, Charon might not seem like an obvious choice, but a brutal civil war has been raging on Charon III since 2944. That means its local governments are unstable and more concerned with their survival than safety in the system. In addition, Charon owns the unique distinction of being the only UEE system to revoke their representation in the UEE Senate in protest over horrors committed there during the Messer regime. This means the Advocacy and other UEE forces are probably less likely to come to your defense here than elsewhere in the Empire.
Next, Magnus, Ferron, and Fora all have a long history of outlaw activity due to a variety of factors, including ineffectual local government and law enforcement forces. Kruger Intergalactic left Magnus for Castra in 2789 after a key shipment of parts was hijacked by outlaws, threatening their extremely lucrative and important contract with RSI. Meanwhile in Fora, a terraforming mishap on Hyperion (Fora III), the only potentially habitable planet, left this system on the edge of Banu space largely ignored by the rest of the empire. The Starmap even claims "Informal censuses of the area indicate that visitors are more likely to encounter a smuggler, outlaw or Banu settler than a UEE Citizen while in this five-planet system." Finally, Ferron was once a thriving system until manufacturers fled due to political pressure from the Messer regime and the system's easily accessible resources being mostly depleted. Things have gotten so bad that the police force in Tram, Asura (Ferron III) has gone on strike in the past in protest of the overwhelming dangers they face on the job.
Lastly, for completion's sake, two of the UEE’s most dangerous systems are that way due to natural phenomena. Banshee system has at its center a pulsar spewing so much radiation that too much exposure is a death sentence, leading to the system's only habitable areas being underground. Finally, the recently discovered Tamsa system is still technically off-limits to people while the UEE surveys and studies the black hole found there.
What's to Keep People From Using Regen as a Method of FTL Communication?
Question: The current regen tech seems to lend itself to FTL Communication. How do you see it impacting more traditional data running?
Answer: Since faster than light (FTL) communication doesn't exist in the Star Citizen universe, it's easy to see why dying and immediately regening elsewhere seems like a tempting data running option. That said, we've done our best to make it an ineffective one. When doing a mission, data would probably have to be stored on a physical device, which would either remain on the deceased's body or the server aboard their now abandoned ship. Needing a physical device or ship server to store and transfer the data should negate regen as a viable FTL option for missions.
Narratively, it does get a little trickier when it comes to general knowledge about stuff like the location of an enemy encampment or extremely valuable mineral lode. As a player, you could regen with the knowledge still fresh and share it with others to your advantage. We address this in-lore with the concept of gap, which refers to the length of time between an imprint being made and when someone is regenerated. The longer the gap, the more memories and experiences will be lost, which is why frequent imprinting is strongly encouraged. Regen making people's short term memory a bit hazy reduces the reliability of this method of data running. In addition, the regen process degrades that person's imprint and makes it less viable going forward. While some might try to exploit the tech for communication, it'll come at the cost of degrading their imprint and bringing them a step closer to being wiped, which means that character will not be able to regen.
What Can You Tell Us About the Terran Cities of New Austin and Quasi?
Question: What information is out there regarding the cities of New Austin or Quasi? Looking to know more about how these cities are designed and the atmosphere surrounding them, including living conditions, available work and cultures.
Answer: Happy to fill in some details on New Austin and Quasi. Let's start with the obvious. Like Prime, both cities are located on Terra III, an oxygen rich Super-Earth that was naturally habitable for Humans. Quasi is the planet's second largest city after Prime and located in the southern hemisphere in the shadow of the Nessay Mountains. Summers there are relatively cool and it gets more than 200 mm of snow per season. The city is a tourist destination in part due to the large and mysterious ancient ruins located nearby. Esperia founders the Ingstrom brothers grew up in Quasi and became fascinated with the ruins.
Meanwhile, New Austin is a smaller and more industrial city, though there's been a concerted effort to integrate factories into the natural environment instead of destroying it. Compared to Prime and Quasi, New Austin has more of a "blue collar" vibe with the city center's most famous landmark being the Old Hall where members of the United Resource Workers would meet. Generally less expensive than Terra's other major cities, New Austin has become an increasingly popular spot for people and companies to move to. The Sataball Territorial League has their headquarters there, and most famously, Jennifer Friskers moved the headquarters of Origin Jumpworks from Earth to New Austin in 2913. A move that still stings some Earth-centric forces, who some suspect were behind the hack of Origin in 2944 that released details of their "Goldfinch" ship prototype. Despite being smaller and less of a tourist destination than Prime and Quasi, New Austin still boasts impressive infrastructure and enough prestige to have hosted CitizenCon in 2948.
What Happened to These Two Old Anvil Ships Mentioned in Lore?
Question: The Anvil Aerospace portfolio claims:
"The company has produced dozens of successful and iconic military spacecraft over the years, including the Hurricane, Osprey, Devastator, Hornet and Gladiator."
I have a few questions regarding the Osprey and the Devastator. Were these ships renamed, and if so what are their current names? What were the proposed classifications of these ships? Will players be able to buy/acquire these ships in-game, and if not why?
Answer: When world building we often include names of ships, items, people, places and other things that aren't an immediate focus for the lore or game. This flavor text enriches the world by creating a sense of history and mystery. Plus, having a few names like this sitting around helps when the Ship Team presents a new craft in need of one. In fact, that's exactly how the Hurricane got its name. While the Hornet and Gladiator were part of Anvil's original ship line-up, the Hurricane was not. When the Ship Team brought us the idea for an Anvil heavy fighter featuring six powerful ballistic guns, the Hurricane name fit perfectly.
The Osprey has already shown up in lore as part of a fleet of security ships in an episode of Lost Squad, a spectrum show focused on the fateful days before the fall of Caliban to the Vanduul in 2884. The call out is intentionally lean on specifics but the ship is being used by a security force and engaging hostiles, so there's a strong chance it's a fighter. However, the Devastator has not been mentioned outside of the Anvil portfolio. With all that said, we'll avoid getting into anything more specific, so the Osprey and Devastator names could be used if the right Anvil ship design presents itself in the future.
Will Gangs Have Identifying Colors?
Question: Do the Nine Tails and the gangs of Pyro have a color scheme? If so, will the armor and gear they wear show that, and is that a lore or character team decision?
Answer: Yes, you will be seeing these visual distinctions between gangs in Pyro. The look of each gang is definitely taken into consideration during their development and is something we hope to keep improving for the current outlaws in-game. A gang's colors or other distinct visual traits are part of the kick-off process with the Character team. We also consider what type of armor they would wear and how it could distinguish between different ranks within the gang. Then there's the question of if the gang has a symbol, identifying tattoos or even, like the insane Pyro gang the Fire Rats, if members have severe burns or scars from initiation rights. A lot of these visual details are worked out together with the Character team. We provide them the palette and then let them work their magic on the specifics.
Yet, it doesn't stop there on the Narrative side. When creating these gangs we also consider factors like their area of influence, organization structure, approximate wealth, allies, rivals, and more. Answering such questions often leads us to ways to best visually present them. For example, a wealthy gang with a strict hierarchy and penchant for combat might have good gear and clear visual distinctions between ranks. Meanwhile, a shipjacking gang more focused on survival than riches might not have a cohesive look and instead mix and match whatever armor and equipment they find after a successful mission. There might even be a gang or two who avoid identifying colors and marks so they can remain mysterious and harder to track down. Simply, our goal is a diversity of looks for gangs and it's a very collaborative process between Narrative and Characters.
Will There Ever Be a New Tevarin Ship Manufacturer?
Question: Is there any possibility of a new Tevarin ship manufacturer? One that takes cues from what designs they have available to create their own new series of non-combat related ships?
Answer: This is an interesting two-part question that could potentially play out several ways. Let's start with the idea of there being a new Tevarin ship manufacturer. Currently there aren't any plans for one, but if ever needed, there are two obvious candidates. So let's do a little hypothetical worldbuilding for how we'd justify one if the Ship Team was inspired to create such a ship.
The first option would be a bold new aerospace start-up based on Jalan, Elysium system, formerly the Tevarin's homeworld of Kaleeth. Could see the company lean into the Tevarin cultural resurgence and want to make an initial splash with a non-combat ship. Their ships probably wouldn't be replicas but instead blend Tevarin design and aesthetic with some Human flourishes.
Another option would be the emergence of a new ship manufacturer in the Branaugh system, which is currently home to the largest concentration of Tevarin people. These ships would have originally been built for practical purposes and primarily used by the Tevarin within the system, thus a focus on producing non-combat craft. Compared to major UEE manufacturers, they would probably be a bit low tech and maybe use more modular designs, like a modern Tevarin take on the Drake aesthetic. Justifying why and how these ships have made their way into the wider UEE would definitely take a little more Narrative shoe leather but could be done. Like the company above, these ships wouldn't be straight replicas but modern ships designed for Tevarins that also incorporate elements from their past in interesting new ways.
Finally, if there's ever a desire to create an old school Tevarin hauler or other non-combat ship, there's always Esperia and their access to the Tevarin ships abandoned in the Kabal system. Wouldn't be surprised if some of the ships found there were geared toward the more practical and non-combat needs of the species.
Entertainment Options in 2952
Question: Would people in 2952 still have access to entertainment from the 20th century?
Answer: Yes, cultural touchstones from our era and even earlier are still around in 2952. Works of art that speak to the Human condition transcend time and cultural differences. Not to say that Romeo and Juliet is as well known in 2952 as it is today, but I'd bet there's an ancient literature course at Rhetor University where it's still studied and even performed. In addition, the influence of Human culture from preceding eras is readily apparent in the names of ships. Companies wouldn't call a ship Hercules, Vulcan, Valkyrie, Kraken, and so forth if people in the people in 2952 didn't understand the reference.
It is safe to suppose a lot of art and entertainment that we're familiar with would still be around in 2952, but not be as universally known and available as it is today. Don’t expect 2001: A Space Odyssey to be regularly broadcast on spectrum, but there would probably be a copy of it (film nerd aside: ideally a 70mm print that archivists have figured out how to preserve perfectly) at the Ark that scholars could check out when researching how Humans first represented space travel. And of course, on a meta-level, don’t be surprised if the people of the 30th century tend to gravitate towards 20th century media in the public domain.
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- 4 years ago (2022-03-02T02:00:00+00:00)