Loremakers: Community Questions

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08/23/2022 - 5:00 PMWelcome 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 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, November 22nd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

Gangs and Syndicates in Nyx
Question: I know Nyx is still a ways out, but do we have any preliminary thoughts on gang and syndicate names for the region?

Answer: One of the interesting challenges when looking at this system is trying to figure out how to make it feel distinct from other lawless systems like Pyro. We're still working with Design to figure out the exact number of gangs that will be needed in Nyx, but here's a sneak peek at one that we've been talking about.

The Moraine are an organization of thieves and smugglers based out of the Glaciem Ring. Too aggressive to be welcomed into the ranks of the People's Alliance, the Moraine believe that it is their right to steal from the rich and powerful who have benefited from widespread corruption. They use the profits from their criminal activity to finance their organization and create the life they feel they deserve.

One of the things that distinguishes the Moraine from other gangs is their intense loyalty to each other, even at the expense of personal enrichment. The first tenet of the Moraine’s code is: "All for the Family". In everything they do, the "found family" that the Moraine have gathered must come first. They never steal from each other and will treat the life/well-being of a fellow gang member over any reward.

Their commitment to family is so deep that the Moraine even build and maintain settlements around the Glaciem Ring. Some of these are used as dead drops in their smuggling endeavors, others are safe havens for the families of the active members within the Moraine. Although this can be viewed as a sign that the Moraine are more sympathetic, others believe that it’s a way to keep tighter control on their members as a potential traitor’s family is within easy reach of the organization and would pay the price on the traitor's behalf.

Questions on Works of Wonder
Question: Given the similarities between the in-lore empire and the Roman Empire, what are the most grandiose constructions of the reigns of the Imperators? Did something like Hadrian's wall, the Pantheon, etc get built during this time? Why is the lore so oddly absent of architectural majesty? Do any plans exist to create parallels to these wondrous monuments in-game?

Specifically the pre-modern era, before the Messers fell. It seems odd to me that a bunch of megalomaniac, paranoid autocrats wouldn't create huge monuments to themselves, their power, or the glory of mankind/the empire. Even more odd, the few works of wonder that we do know of (The Ark, Synthworld) are either created under a more decentralized power structure, or otherwise (Lorville, ArcCorp) under a non-governmental, company-driven, profit-driven initiative.

Answer: Interesting question with a lot to unpack. Let's start broad and then focus on specifics. First, in the project's early days, Narrative created a broad timeline of architectural movements covering Humanity's expansion into space until the era of the game. Each style was given a Narrative framework to justify its existence and look, like the development of Hennowism around 2580 with its austere and defensive bunker aesthetic following Humanity's first war with the Tevarin. We intentionally kept these movements broad and loosely defined so they would direct and inspire the Art team while still allowing plenty of leeway for them to work their magic. So, to answer your question about the lore's being "oddly absent of architectural majesty," one reason would be that if we get too specific then we'll be constraining the Art and Environment team. We have weaved in some general architectural era call outs for a few locations, like Sherman in Castra containing the Monumentalist architecture style started by Imperator Corsen Messer V to be imposing and a symbol of the Empire’s immense power over the individual. While we’ve drawn these distinctions there's still plenty of freedom to explore what looks and feels right for a location when it comes time to tackle it.

That said, there are specific grandiose construction projects called out in lore from the Messer era. Yet, the two most prominent ones no longer exist. The first being the Empire’s Light Conversion Center on Charon III. This massive network of maximum security prisons housed political dissidents during the Messer era and was razed by the UEE following the downfall of the regime. The other well-known grandiose construction was Khanos Stadium in Angeli, Croshaw system. A vanity project for Ulysses Messer X that drove him to drain UEE coffers and steeply raise taxes to pay for it. The construction of Khanos Stadium created increased resentment against the regime and eventually drove the children of Ulysses Messer X to stage a coup that also destroyed the stadium during its grand opening. There's also the question of how many Messer era constructions would still survive in their original form. Buildings may still be there but many monuments to the Messers might not have survived the revolution. Deciding what's still there, and in what form, will be a fun aspect of world building with the Art team going forward.

The two most obvious wonderous monuments in-game, which you mentioned, are from the current era simply because we want players to visit them, and even help deliver supplies for one's construction. Of course, these locations are Synthworld, the UEE’s attempt to construct a planet, and The Ark, a repository for all the universe's knowledge, and their construction has been spun in lore as an attempt by the UEE to prove that Humanity could still come together as one to achieve ultra-ambitious goals. ArcCorp would definitely also be considered a wonder by some, and while yes it was built by a private entity, they’re also the de facto government of the planet, so would have the authority to streamline the ambitious construction undertaken there. ArcCorp also rents out most of the planet’s offices and production facilities, so while the planet-encompassing city would have been expensive to build, they clearly saw it as an investment that would constantly generate profits for them.

Botany in Star Citizen
Question: Will the Galactapedia have more categorized entries for the flora of the verse?

I've seen in one or two entries mentions of Genus and Family when talking about species. I'm more curious about plant life on some of the moons, such as Amberdeen, Daymar ect. These plants are looking to be evolved to angiosperm levels of complexity while being in a non Earth life atmosphere. I mean photosynthesis can happen with little to no O2 in the air, in our current knowledge you mainly need co2, water and UV rays.

Just wondering if there is basically a Botany lore goal for how deep it will go?

Answer: Plant lore generally comes in two phases. When a new world goes into production, the Narrative team will do an initial pass to outline some flora that highlights the uniqueness of the planet and also focuses on collectables that may be of value to Players when they have a chance to explore. These help to inspire the Concept and Art teams who go on to create these assets and many more as development progresses. Once the Art team creates the final assets, the Narrative team will then go through and provide additional lore. The environment the plant lives in and what it looks like will inform the direction in which we develop the lore. For example, if the planet the plant is on was terraformed as in the Kavische’s case, we decide where the plant came from and how it got on the terraformed planet. If the plant is dark red or black, we might decide it came from a planet with a dim M-type star. If the plant is blue, we might decide it came from a planet with an F-type bright star. If there isn't any carbon dioxide for the plant to absorb, we may say that it evolved to consume nitrogen compounds instead. There are a lot of other factors to consider, like availability of water, the overall temperature, does anything eat it, how might it have evolved to ward off predators, etc. In a nutshell, we adapt the lore of a plant to how the plant is used in the game.

As far as taxonomic classification goes, we're comfortable giving a genus and species for some of the plants, but prefer not to go higher in taxonomic rank than that. If we were to create a whole expansive classification system all the way up to the domain for each planet with naturally-occuring life, things would get very out of hand very fast. We'd also need to get much, much better at Greek and Latin because unfortunately none of us majored in Classics.

Historical Ships
Question: I've been curious for a while whether there has been any discussions about making ships that are not "state of the art?" Surely lore-wise there was a time when ships did not have artificial gravity regardless of thrust direction, or possibly ships that were not designed for QT that have been retrofitted with quantum drives.

We have plenty of people in our current timeline who choose either out of necessity or for nostalgia to drive older vehicles. Some upgrade them to run like newer vehicles, others keep them as true to the original as possible. I'm certain there would be people in the SC universe who would choose to do the same with ships.

Answer: Lore is littered with references to ships that would no longer be considered "state of the art" in the current UEE. From the Zeus, the first commercially available spacecraft, to the 2783 Retaliator still coveted by Bomber Boys, to the extensive classic ship collection Silas Koerner has stashed in a massive underground museum in Bremen, we've established a number of older ships and a culture of collectors that would want to preserve them in their original condition. That said, adding such a ship to the game poses a number of potential issues that would require solutions and support from many teams other than Narrative.

To begin, what ships get prioritized in the pipeline is mainly a decision for the Vehicle team and Chris Roberts. Narrative is here to support and provide lore around the selected ships, and if an older "classic" ship would happen to be on their list, then we would probably suggest one from the backlog of established ships. Still, selecting an older ship would create issues for the Vehicle team, which has been able to refine and ramp up their pipeline thanks to them honing in on the specific look and shape language of each manufacturer. Yet designing a ship made by a manufacturer centuries earlier would require them to explore what that brand would've looked like then. For example, Ford cars manufactured in the 1950s definitely have a distinct and different feel than their current ones. We would want that reality reflected in-game too, because otherwise what's the point of making an older ship if it’s essentially similar to their current offerings. So this becomes more of a time commitment for the Vehicle team as they reimagine a brand's look and build out any new assets needed to achieve it. There's also a wealth of design and gameplay issues to consider. Would "modern" components and capacitors be able to work with the ship, and if not how hard would it be for it to find replacements? Would the Zeus, which was built prior to Humanity discovering modern shield technology from the Tevarin, really not have defensive shields or weapons, which weren't standard on ships until the Second Tevarin War? And how much fun would that be for players flying a Zeus if it's common knowledge the ship is an easy kill?

Meanwhile, on the Narrative side, there would probably be laws set by the UEE to ensure all registered ships have some basic safety features that might've been absent from earlier vessels. Much like Esperia's take on alien ships, I wouldn't be surprised if an older ship makes it into the game that it gets framed as an updated version that embodies the look and spirit of the classic ship but with all the modern conveniences. The true classic, original ships would be so rare in the UEE that only the uber-wealthy, like Silas Koerner, could get their hands on one, and they would only be allowed to fly it under very strict conditions at events like the IAE.

What's life like in the emergency medicine profession?
Questions: I'm interested in the lore behind the medics and doctors of Star Citizen's verse, as we all know the verse is a cold, and dangerous world where death lurks around every corner. It's only natural for hospital staff and paramedics to be up-armored or even more respected right? Are they paid better than we would consider today? What's the EMS system look like and are there any prominent individuals that pioneered emergency medicine for the future?

Answer: Medicine occupies a really important place in both the 'verse and in Star Citizen's gameplay. However, aspects of this topic - like how much medics and doctors earn - have more to do with design than lore. We'll leave that side of things to the design team. As for the lore...

The portfolio on the Brentworth Care Centers offers some insight here. The answer is ultimately quite simple. First, most well-equipped hospitals are in larger cities and space stations which have safety fail safes in place to mitigate danger. Threats to the medical infrastructure of those areas would elicit an immediate response from the governing authority. Second, seeing hospital staff in armor would likely distress patients, undermining any medical organizations' efforts to comfort their patients.

Of course, in a place where violent crime is rampant like Grim HEX, you would probably expect that the doctors and medical staff would have more weapons and armor on display (or easily accessible).

Next, you also asked about paramedics and Emergency Medical Services. There are many different kinds of emergency medical service providers in the 'verse. Some of them work for planetary governments, others for individual hospitals, and the rest - the vast majority of such groups - are private companies that provide different specialties and/or zones of operation. For example, Rijora Rescue, a Tevarin volunteer organization providing free medical service to Tevarin communities around the 'verse and using their efforts to help renew a sense of cultural pride and identity amidst their diaspora.

Emergency medical responders arm and armor themselves differently based on a number of factors including their company and location of operation. Some are more specialized paramedics, but there’s much more to "emergency response" than just medical treatment! In the broader field of Search & Rescue, responders need the skills and gear to address and overcome many different disaster scenarios. As a result, they are far more likely to carry armor and weapons, along with multi-tools, fire extinguishers, and other more specific pieces of equipment, depending on the nature of the beacon they are responding to.

Lastly, you asked about notable individuals in the field of medicine. We'd be remiss not to mention Doctors Diyo Nikolas and Ted Santos who founded BiotiCorp; the cutting-edge medical manufacturer responsible for the creation of the Calliope Machine. Now used widely throughout the UEE, it can efficiently perform massive bioreconstructive surgery that would have previously taken a team of surgeons multiple operations. The device is so effective, it's even been adopted for cosmetic surgeries. Plus, as mentioned in an early question, there is also Dr. Ibrahim who changed the universe with his work on regeneration.

So, there you have it. Medicine is always evolving, with new technologies rapidly challenging our understanding of what it means to live in the 'verse.

How old is the paladin helmet?
Question: The org I'm in wears the Paladin Helmet and I wanted to know, how old it is?

Answer: The Paladin Helmet was first released to the public in 2855 and though the striking visual style has remained unaltered, Virgil updates the model with the latest defensive alloys to keep the Paladin Helmet competitive in the market.

The initial designs of the Paladin Helmet were first developed by Virgil Limited’s industrial division for salvage and repair operations. But it wasn't until the armor piece was reviewed by company executives that the helmet was adopted for the company's personal armor line. They kept the striking visual look but reworked the design to reinforce the helmet's protective plating and accommodate a combat-rated durable alloy to improve its overall defensive capabilities.

Thanks for this question! It got us thinking deeper about the company’s history, which we plan on expanding further upon in a future company portfolio.

Symbolism and History of UNE and UPE Logos
Question: I have some questions regarding the UNE and UPE flags recently released as part of the Subscriber Desk Flag set. I figured the interlocking rings mean unity, but is that all there is to it, as far as SC lore is concerned? Why did the UNE choose exactly 3 (not 5 or more) interlocking rings? What made that choice so solid that the UPE chose to keep it (albeit making it 4 rings) after so many years? Why didn't the UEE flag keep the rings, and instead used its acronym as its centerpiece? Finally, is the aforementioned interlocking rings symbol still used in the UEE or has it been completely phased out?

Answer: The design for the UNE and UPE flags is a great example of how teams collaborate. It was also a task the Narrative team pushed for because defining the flags and symbols of previous iterations of Human government would create a visual language that could be added to locations, props, or other assets to hint at its age.

Now, the UEE flag was designed years ago so we already had a general look and some symbols as inspiration. Since the transition between various forms of government (UNE to UPE to UEE) was peaceful, we wanted to represent this process as evolutionary not reactionary by ensuring the colors and/or symbols persisted between the flags. Each flag would honor what came before while also adapting new elements to represent the ideals of the new government. Ideas like this and further guidance that contextualized the flags, along with general suggestions for what the UNE and UPE could look like, were compiled by Narrative in a document and passed along to the Props teams, who then worked on and implemented the design. Once the flags were done, Narrative came back into the process to do a pass on the name and description strings used in-game when interacting with the desk flag set. Some of the symbolism you asked about was addressed in those descriptions but other aspects weren't touched upon, so let's dig into it here.

The three interlocking rings on the UNE flag are meant to symbolize unity between Humanity's three main population centers (Earth, Mars, and Croshaw system) when the first unified government formed. The three rings being retained for the UPE flag paid homage to this while also adding a larger ring around the three interlocking ones to represent the wider universe that had since been discovered and brought into the UPE. Another circle with breaks in the four cardinal directions was also added outside that largest ring as a symbol of the UPE's intention to keep expanding in every direction. That brings us to the UEE flag, which retained the two outer circles in its design but dropped the three interlocking rings and replaced it with UEE. This can be read as an acknowledgement that the Empire had become something much bigger than those first three population centers. The three interlocking rings symbol was phased out with the creation of the UEE, so seeing it somewhere should be a hint that the item is centuries old. Players that like to loot might even see these symbols on some interesting items recently added to the game.

Regeneration Question
Question: Since regeneration slowly deteriorates the body each time you die. Wouldn't it deteriorate the brain. People could start to become less rational and paranoid or other side effects after each regeneration. It could get to the point where their brains won't let them take care of themselves and you have instances where people say something like "don't worry about Bob, he's just had one too many regenerations."

Answer: You’re absolutely right! Bob could be in a lot of trouble. Regeneration technology is still quite new to the verse and not without issues. The question of how regeneration impacts the brain is particularly interesting!

If you want to learn more about regeneration technology, I recommend you read the foundational Death of a Spaceman post to learn about some of the underpinning thinking behind the ongoing design of this system. If you're looking for a short glossary of regeneration-related terminology, as well as a primer on the history of this unprecedented technology, the Loremakers' Guide to Regeneration is another post worth reading.

To summarize though, regeneration tech as we know it is fundamentally a synthesis of alien technology and human ingenuity. Even before gaining access to the Vanduul biogenetic scanning technology that would pave the way for the creation of the Ibrahim Sphere, Dr. Aka Ibrahim was passionate about finding a way to repair brain functionality for patients who had suffered some sort of mental loss or trauma.

While the Ibrahim Sphere has changed the meaning of life and death in the verse, there are still serious consequences to both mental and physical injuries and afflictions.

In order to benefit from an Ibrahim Sphere a person must have an imprint made. As a holistic record of an individual person, these imprints also register the body's age and preexisting mental and physical trauma. So, as a person undergoes subsequent regenerations, they still suffer from all the normal consequences of aging, along with the degenerative changes that can accompany it, as well as suffering from additional complicating factors such as traumatic response echos (TREs) that can permanently alter an imprint and gradually lead to its degradation - only hastening the body's natural degeneration. Not only that, but people who don't imprint frequently enough may suffer gaps in their memory upon regenerating, as in the Hazy Days short story featured in February's Jump Point.

As game development continues we hope that we will be able to represent these side effects of the process in-game, whether with cybernetic limbs or other physical indicators. Every regeneration brings you closer to suffering a permanent death, but fame and fortune are still out there for the taking.

Lore Post Idea
Question: I like the idea of a lore post about the fallout and ramifications around a tech (or pilot) releasing classified data on new military vehicles to win an argument on the forums for Arena Commander. You guys could even use it as a way to tease any new vehicles that are in the pipeline right before they release. Have you ever considered doing this?

Answer: Turns out we've already done something similar to this! Back in 2017, Marketing showed us an interesting teaser for the Eclipse that included shaky, handheld footage of the stealth bomber from a distance. Marketing wanted the teaser to pique people's interest in the ship, including its striking silhouette while landed, without giving away too many details, and wondered if we could provide a little Narrative framework. We were more than happy to pitch in.

In the run-up to the teaser's release, we first planted a mention that a former, secretive military ship was on the verge of being declassified in a Showdown interview with Imperator Costigan. The following week we wrote a dispatch centered around a spectrum forum called "Zero-G Gearheads" where spacecraft enthusiasts gather to discuss their shared love of ships. Using Imperator Costigan's mention of a secretive ship to kick off a thread, we had members of the forum speculate on what was coming, and used the forum's social dynamics to push one of the posters into doing something very dumb. Upon the ship's announcement, the Eclipse ship brochure was even framed as a classified document now released to the public with a few important redactions still in place. Overall, it was a fun way to blend an interesting take on a Marketing teaser into the wider lore.

Nine Tails Lore
Question: So let's talk about the Nine Tails lore. As a narrative introduction that will be built upon later, it is fine. It sets up a mystery and ties the gang to a wider world that has not been filled out yet letting us know that there's more to come. My concern is that this lore by itself sets the gang up to be convenient for gameplay at the expense of immersive lore. If the developers need a bad guy to do something stupid or pointless because it would create interesting gameplay, they can have the Nine Tails do it. Why are the Nine Tails doing this thing? Because they're crazy random that's why!

Answer: While it's helpful to have Nine Tails around for law-abiding players to confront, their actions aren't crazy random in our eyes. There's a deeper motivation and backstory for them, but in this interesting environment of live development, the question is when do we advance their story. We don't want to spoil anything, but want to assure you that even though the Nine Tails’ motivations aren't as apparent as XenoThreats’, that there's a method to their madness. In the meantime, we can't wait to see what theories the community cooks up!
23.08.2022 - 5:00 PMWillkommen 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 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: Der nächste Beitrag ist für Dienstag, den 22. November, geplant. Bitte beteilige dich an der Diskussion und stelle alle anderen Fragen, die du zum Universum hast, in unserem Ask A Dev Forum.

Banden und Syndikate in Nyx
Frage: Ich weiß, dass Nyx noch in weiter Ferne liegt, aber haben wir schon erste Ideen für Banden- und Syndikatsnamen für die Region?

Antwort: Eine der interessanten Herausforderungen bei diesem System ist es, herauszufinden, wie es sich von anderen gesetzlosen Systemen wie Pyro unterscheiden soll. Wir arbeiten immer noch mit dem Designteam zusammen, um die genaue Anzahl der Gangs herauszufinden, die in Nyx benötigt werden, aber hier ist ein kleiner Vorgeschmack auf eine, über die wir schon gesprochen haben.

Die Moraine sind eine Organisation von Dieben und Schmugglern mit Sitz im Glaciem-Ring. Die Moraine sind zu aggressiv, um in die Reihen der Volksallianz aufgenommen zu werden. Sie glauben, dass es ihr Recht ist, die Reichen und Mächtigen zu bestehlen, die von der weit verbreiteten Korruption profitiert haben. Mit den Gewinnen aus ihren kriminellen Aktivitäten finanzieren sie ihre Organisation und schaffen sich das Leben, das sie glauben, verdient zu haben.

Was die Moraine von anderen Gangs unterscheidet, ist ihre ausgeprägte Loyalität zueinander, selbst auf Kosten der persönlichen Bereicherung. Der erste Grundsatz des Moraine-Kodex lautet: "Alles für die Familie". Bei allem, was sie tun, muss die "gefundene Familie", die die Moraine versammelt haben, an erster Stelle stehen. Sie bestehlen sich niemals gegenseitig und stellen das Leben und Wohlergehen eines anderen Bandenmitglieds über jede Belohnung.

Ihr Engagement für die Familie geht so weit, dass die Moraine sogar Siedlungen rund um den Glaciem-Ring bauen und unterhalten. Einige davon dienen als tote Briefkästen für ihre Schmuggelversuche, andere sind sichere Zufluchtsorte für die Familien der aktiven Mitglieder der Moraine. Obwohl dies als ein Zeichen dafür gewertet werden kann, dass die Moraine sympathischer sind, glauben andere, dass es ein Weg ist, ihre Mitglieder besser zu kontrollieren, da die Familie eines potenziellen Verräters für die Organisation leicht erreichbar ist und den Preis für den Verräter zahlen würde.

Fragen zu Works of Wonder
Frage: Wenn man die Ähnlichkeiten zwischen dem Imperium der Inloren und dem Römischen Reich bedenkt, was sind dann die grandiosesten Bauwerke der Herrschaft der Imperatoren? Wurde so etwas wie der Hadrianswall, das Pantheon usw. in dieser Zeit gebaut? Warum fehlt es in den Überlieferungen so merkwürdig an architektonischer Pracht? Gibt es Pläne, um Parallelen zu diesen wundersamen Monumenten im Spiel zu schaffen?

Vor allem die vormoderne Ära, bevor die Messers gefallen sind. Es erscheint mir seltsam, dass eine Gruppe größenwahnsinniger, paranoider Autokraten keine riesigen Denkmäler für sich selbst, ihre Macht oder den Ruhm der Menschheit/des Reiches errichten würde. Noch merkwürdiger ist, dass die wenigen Wunderwerke, von denen wir wissen (Die Arche, Synthworld), entweder unter einer eher dezentralen Machtstruktur oder (Lorville, ArcCorp) unter einer nicht-staatlichen, unternehmensgesteuerten, gewinnorientierten Initiative entstanden sind.

Antwort: Eine interessante Frage, bei der es viel zu klären gibt. Fangen wir ganz allgemein an und konzentrieren uns dann auf die Einzelheiten. In den Anfängen des Projekts hat Narrative eine breite Zeitleiste mit architektonischen Bewegungen erstellt, die die Expansion der Menschheit in den Weltraum bis zur Ära des Spiels abdeckt. Jedem Stil wurde ein narrativer Rahmen gegeben, um seine Existenz und sein Aussehen zu rechtfertigen, wie die Entwicklung des Hennowismus um 2580 mit seiner strengen und defensiven Bunkerästhetik nach dem ersten Krieg der Menschheit mit den Tevarin. Wir haben diese Bewegungen absichtlich weit gefasst und locker definiert, damit sie das Art-Team leiten und inspirieren, ihm aber trotzdem viel Spielraum für seine Arbeit lassen. Um deine Frage zu beantworten, ob die Überlieferungen "seltsam wenig architektonisch majestätisch" sind: Ein Grund dafür ist, dass wir das Kunst- und Umweltteam einschränken, wenn wir zu spezifisch werden. Wir haben für einige Orte einige allgemeine architektonische Hinweise auf die Ära eingeflochten, wie z. B. Sherman in Castra, das den von Imperator Corsen Messer V eingeführten monumentalistischen Baustil enthält, der imposant und ein Symbol für die immense Macht des Imperiums über den Einzelnen ist. Auch wenn wir diese Unterscheidungen getroffen haben, gibt es immer noch viel Spielraum, um herauszufinden, was für einen Ort richtig aussieht und sich richtig anfühlt, wenn es an der Zeit ist, ihn in Angriff zu nehmen.

Dennoch gibt es bestimmte grandiose Bauprojekte, die in den Überlieferungen aus der Messer-Ära erwähnt werden. Die beiden bekanntesten davon gibt es jedoch nicht mehr. Das erste ist das Lichtumwandlungszentrum des Imperiums auf Charon III. Dieses riesige Netzwerk von Hochsicherheitsgefängnissen beherbergte während der Messer-Ära politische Dissidenten und wurde nach dem Sturz des Regimes von der UEE abgerissen. Das andere bekannte grandiose Bauwerk war das Khanos-Stadion in Angeli im Croshaw-System. Ein Eitelkeitsprojekt für Ulysses Messer X, das ihn dazu brachte, die Kassen der UEE zu leeren und die Steuern stark zu erhöhen, um es zu bezahlen. Der Bau des Khanos-Stadions schürte den Unmut gegen das Regime und brachte die Kinder von Ulysses Messer X schließlich dazu, einen Putsch zu veranstalten, bei dem auch das Stadion während der Eröffnung zerstört wurde. Es stellt sich auch die Frage, wie viele Bauten aus der Ära Messer noch in ihrer ursprünglichen Form erhalten sind. Die Gebäude sind vielleicht noch da, aber viele Denkmäler der Messers haben die Revolution vielleicht nicht überlebt. Die Entscheidung, was noch da ist und in welcher Form, wird ein unterhaltsamer Aspekt des Weltenbaus mit dem Art-Team in der Zukunft sein.

Die beiden offensichtlichsten Monumente im Spiel, die du erwähnt hast, stammen aus der heutigen Zeit, weil wir wollen, dass die Spieler sie besuchen und sogar dabei helfen, Vorräte für den Bau eines Monuments zu liefern. Natürlich handelt es sich bei diesen Orten um die Synthworld, das Verseuch der UEE, einen Planeten zu errichten, und die Arche, einen Speicher für das gesamte Wissen des Universums, deren Bau in der Geschichte als Versuch der UEE dargestellt wird, zu beweisen, dass die Menschheit immer noch zusammenkommen kann, um extrem ehrgeizige Ziele zu erreichen. ArcCorp wird von manchen als Wunder angesehen, und obwohl es von einem privaten Unternehmen gebaut wurde, ist es de facto die Regierung des Planeten und hat somit die Befugnis, die ehrgeizigen Bauvorhaben zu steuern. ArcCorp vermietet außerdem die meisten Büros und Produktionsanlagen des Planeten. Obwohl der Bau der den ganzen Planeten umspannenden Stadt also teuer gewesen wäre, sahen sie sie eindeutig als eine Investition an, die ihnen ständig Gewinne einbringen würde.

Botanik in Star Citizen
Frage: Wird die Galactapedia mehr kategorisierte Einträge für die Flora des Verses haben?

Ich habe in ein oder zwei Einträgen gesehen, dass Gattungen und Familien erwähnt werden, wenn es um Arten geht. Ich bin eher neugierig auf die Pflanzenwelt auf einigen Monden, wie Amberdeen, Daymar usw. Diese Pflanzen scheinen die Komplexität von Angiospermen erreicht zu haben, obwohl sie sich in einer Atmosphäre befinden, die nicht der Erde entspricht. Ich meine, dass die Photosynthese mit wenig bis gar keinem O2 in der Luft stattfinden kann. Nach unserem derzeitigen Wissen braucht man hauptsächlich CO2, Wasser und UV-Strahlen.

Ich frage mich nur, ob es ein Ziel für die Botanik gibt, wie tief sie gehen wird?

Antwort: Pflanzenkunde gibt es in der Regel in zwei Phasen. Wenn eine neue Welt in Produktion geht, macht das Erzählteam einen ersten Durchgang, um die Flora zu skizzieren, die die Einzigartigkeit des Planeten hervorhebt, und konzentriert sich auf Sammelobjekte, die für die Spieler wertvoll sein können, wenn sie die Möglichkeit haben, sie zu erkunden. Dies dient als Inspiration für das Konzept- und das Art-Team, die im Laufe der Entwicklung diese und viele weitere Objekte erstellen. Sobald das Art-Team die endgültigen Assets erstellt hat, kümmert sich das Narrative-Team um zusätzliche Informationen. Die Umgebung, in der die Pflanze lebt und wie sie aussieht, bestimmt die Richtung, in die wir die Geschichte entwickeln. Wenn der Planet, auf dem sich die Pflanze befindet, zum Beispiel terraformiert wurde, wie im Fall der Kavischen, entscheiden wir, woher die Pflanze kommt und wie sie auf den terraformierten Planeten gelangt ist. Wenn die Pflanze dunkelrot oder schwarz ist, könnten wir entscheiden, dass sie von einem Planeten mit einem schwachen Stern vom Typ M stammt. Wenn die Pflanze blau ist, könnte sie von einem Planeten mit einem hellen Stern vom Typ F stammen. Wenn die Pflanze kein Kohlendioxid aufnehmen kann, könnte man sagen, dass sie sich entwickelt hat, um stattdessen Stickstoffverbindungen zu verzehren. Es gibt noch viele andere Faktoren zu berücksichtigen, wie z. B. die Verfügbarkeit von Wasser, die allgemeine Temperatur, ob sie von anderen Pflanzen gefressen wird, wie sie sich entwickelt hat, um Fressfeinde abzuwehren, usw. Kurz gesagt: Wir passen die Überlieferung einer Pflanze an die Verwendung im Spiel an.

Was die taxonomische Einordnung angeht, können wir für einige Pflanzen eine Gattung und eine Art angeben, wollen aber nicht weiter in der taxonomischen Rangordnung gehen. Wenn wir für jeden Planeten, auf dem natürliches Leben vorkommt, ein umfassendes Klassifizierungssystem bis hin zur Domäne erstellen würden, würden die Dinge sehr schnell aus dem Ruder laufen. Außerdem müssten wir viel, viel besser Griechisch und Latein lernen, denn leider hat keiner von uns Klassische Philologie studiert.

Historische Schiffe
Frage: Ich bin schon eine Weile neugierig, ob es irgendwelche Diskussionen darüber gab, Schiffe zu bauen, die nicht dem "Stand der Technik" entsprechen? Sicherlich gab es eine Zeit, in der Schiffe keine künstliche Schwerkraft hatten, unabhängig von der Schubrichtung, oder möglicherweise Schiffe, die nicht für QT konzipiert waren und mit Quantenantentrieben nachgerüstet wurden.

In unserer aktuellen Zeitlinie gibt es viele Menschen, die entweder aus der Not heraus oder aus Nostalgie ältere Fahrzeuge fahren. Manche rüsten sie auf, damit sie wie neuere Fahrzeuge fahren, andere halten sie so originalgetreu wie möglich. Ich bin mir sicher, dass es auch im SC-Universum Menschen gibt, die das Gleiche mit ihren Schiffen tun würden.

Antwort: Die Überlieferung ist voll von Hinweisen auf Schiffe, die in der heutigen UEE nicht mehr als "Stand der Technik" gelten würden. Von der Zeus, dem ersten kommerziell erhältlichen Raumschiff, über den Retaliator von 2783, der immer noch von den Bomber Boys begehrt wird, bis hin zu der umfangreichen Sammlung klassischer Schiffe, die Silas Koerner in einem riesigen unterirdischen Museum in Bremen versteckt hat, haben wir eine Reihe älterer Schiffe und eine Kultur von Sammlern, die sie in ihrem Originalzustand erhalten wollen. Allerdings wirft die Aufnahme eines solchen Schiffes in das Spiel eine Reihe potenzieller Probleme auf, die Lösungen und Unterstützung von vielen anderen Teams als Narrative erfordern würden.

Welche Schiffe in der Pipeline Priorität haben, ist in erster Linie eine Entscheidung des Fahrzeugteams und von Chris Roberts. Wenn ein älteres, "klassisches" Schiff auf ihrer Liste steht, würden wir wahrscheinlich eines aus dem Bestand der etablierten Schiffe vorschlagen. Die Auswahl eines älteren Schiffes würde jedoch Probleme für das Fahrzeugteam mit sich bringen, das seine Pipeline verfeinern und ausbauen konnte, weil es sich auf das spezifische Aussehen und die Formensprache der einzelnen Hersteller eingestellt hat. Um ein Schiff zu entwerfen, das von einem jahrhundertealten Hersteller gebaut wurde, müssten sie erforschen, wie diese Marke damals ausgesehen hätte. Ein Beispiel: Die Autos von Ford aus den 1950er Jahren sehen ganz anders aus als die heutigen. Wir möchten, dass sich diese Realität auch im Spiel widerspiegelt, denn was nützt es, ein älteres Schiff zu bauen, wenn es im Wesentlichen den aktuellen Modellen ähnelt. Das bedeutet also, dass das Fahrzeugteam viel Zeit in die Neugestaltung des Erscheinungsbildes einer Marke und in die Entwicklung der dafür notwendigen neuen Assets investieren muss. Außerdem gibt es eine Fülle von Design- und Gameplay-Fragen zu berücksichtigen. Würden "moderne" Komponenten und Kondensatoren mit dem Schiff funktionieren, und wenn nicht, wie schwer wäre es, Ersatz zu finden? Würde die Zeus, die gebaut wurde, bevor die Menschheit die moderne Schildtechnologie der Tevarin entdeckte, wirklich keine Verteidigungsschilde oder Waffen haben, die bis zum Zweiten Tevarin-Krieg nicht zur Standardausrüstung von Schiffen gehörten? Und wie viel Spaß würde es den Spielerinnen und Spielern machen, eine Zeus zu fliegen, wenn es allgemein bekannt ist, dass das Schiff leicht zu töten ist?

Auf der anderen Seite würde die UEE wahrscheinlich Gesetze erlassen, die sicherstellen, dass alle registrierten Schiffe über einige grundlegende Sicherheitsmerkmale verfügen, die bei früheren Schiffen vielleicht nicht vorhanden waren. Ähnlich wie bei Esperia würde es mich nicht überraschen, wenn ein älteres Schiff als aktualisierte Version ins Spiel kommt, die das Aussehen und den Geist des klassischen Schiffes verkörpert, aber mit allen modernen Annehmlichkeiten ausgestattet ist. Die echten klassischen, originalen Schiffe wären in der UEE so selten, dass nur die Superreichen wie Silas Koerner eines in die Hände bekommen könnten, und sie würden es nur unter sehr strengen Bedingungen bei Veranstaltungen wie der IAE fliegen dürfen.

Wie sieht das Leben in der Notfallmedizin aus?
Fragen: Ich interessiere mich für die Geschichte der Mediziner und Ärzte im Star Citizen Verse, denn wie wir alle wissen, ist das Verse eine kalte und gefährliche Welt, in der der Tod hinter jeder Ecke lauert. Da ist es nur natürlich, dass Krankenhauspersonal und Sanitäter besser gepanzert sind oder sogar noch mehr Ansehen genießen, oder? Werden sie besser bezahlt, als wir es heute annehmen würden? Wie sieht das EMS-System aus und gibt es prominente Persönlichkeiten, die in der Notfallmedizin Pionierarbeit für die Zukunft geleistet haben?

Antwort: Die Medizin nimmt sowohl im Verse als auch im Spiel von Star Citizen einen sehr wichtigen Platz ein. Allerdings haben Aspekte dieses Themas - wie z.B. wie viel Sanitäter und Ärzte verdienen - mehr mit dem Design als mit der Geschichte zu tun. Diesen Aspekt überlassen wir dem Designteam. Was die Überlieferungen angeht...

Das Portfolio der Brentworth Care Centers bietet hier einige Einblicke. Die Antwort ist letztlich ganz einfach. Erstens befinden sich die meisten gut ausgestatteten Krankenhäuser in größeren Städten und Raumstationen, die über Sicherheitsvorkehrungen verfügen, um die Gefahr zu mindern. Eine Bedrohung der medizinischen Infrastruktur in diesen Gebieten würde eine sofortige Reaktion der zuständigen Behörden nach sich ziehen. Zweitens würde der Anblick von gepanzertem Krankenhauspersonal die Patienten wahrscheinlich beunruhigen und die Bemühungen der medizinischen Organisationen, ihre Patienten zu trösten, untergraben.

Natürlich würdest du an einem Ort wie Grim HEX, an dem Gewaltverbrechen weit verbreitet sind, erwarten, dass die Ärzte und das medizinische Personal mehr Waffen und Rüstungen zur Schau stellen (oder leicht zugänglich sind).

Du hast auch nach Sanitätern und Rettungsdiensten gefragt. Es gibt viele verschiedene Arten von medizinischen Notdiensten im Universum. Einige von ihnen arbeiten für planetarische Regierungen, andere für einzelne Krankenhäuser und der Rest - die überwiegende Mehrheit dieser Gruppen - sind private Unternehmen, die verschiedene Spezialisierungen und/oder Einsatzgebiete anbieten. Ein Beispiel dafür ist Rijora Rescue, eine Freiwilligenorganisation der Tevarin, die kostenlose medizinische Hilfe für Tevarin-Gemeinschaften im ganzen Vers anbietet und mit ihren Bemühungen dazu beiträgt, den kulturellen Stolz und die Identität der Tevarin in der Diaspora zu erneuern.

Rettungssanitäter sind je nach Unternehmen und Einsatzort unterschiedlich bewaffnet und gerüstet. Einige sind spezialisierte Sanitäter, aber es gibt noch viel mehr als nur die medizinische Versorgung! Im breiteren Feld der Such- und Rettungsdienste brauchen die Einsatzkräfte die Fähigkeiten und die Ausrüstung, um viele verschiedene Katastrophenszenarien anzugehen und zu bewältigen. Je nach Art des Einsatzes tragen sie daher häufig Rüstungen und Waffen sowie Multi-Tools, Feuerlöscher und andere spezielle Ausrüstungsgegenstände bei sich.

Schließlich hast du nach bemerkenswerten Persönlichkeiten aus dem Bereich der Medizin gefragt. Wir wären nachlässig, wenn wir nicht die Ärzte Diyo Nikolas und Ted Santos erwähnen würden, die BiotiCorp gegründet haben, einen hochmodernen medizinischen Hersteller, der für die Entwicklung der Calliope-Maschine verantwortlich ist. Die Calliope-Maschine wird heute in der gesamten UEE eingesetzt und kann große biorekonstruktive Operationen durchführen, für die früher ein Team von Chirurgen mehrere Operationen gebraucht hätte. Das Gerät ist so effektiv, dass es sogar für Schönheitsoperationen eingesetzt wird. Wie in einer früheren Frage erwähnt, gibt es auch noch Dr. Ibrahim, der mit seiner Arbeit zur Regeneration das Universum verändert hat.

Da hast du es also. Die Medizin entwickelt sich ständig weiter, und neue Technologien stellen unser Verständnis davon, was es bedeutet, im Universum zu leben, immer wieder in Frage.

Wie alt ist der Paladinhelm?
Frage: Die Orga, in der ich bin, trägt den Paladin-Helm und ich wollte wissen, wie alt er ist?

Antwort: Der Paladin-Helm wurde erstmals im Jahr 2855 der Öffentlichkeit vorgestellt. Obwohl der markante optische Stil unverändert geblieben ist, aktualisiert Virgil das Modell mit den neuesten Verteidigungslegierungen, damit der Paladin-Helm auf dem Markt wettbewerbsfähig bleibt.

Die ersten Entwürfe des Paladin-Helms wurden von der Industrieabteilung von Virgil Limited für Bergungs- und Reparaturarbeiten entwickelt. Aber erst nach einer Überprüfung durch die Unternehmensleitung wurde der Helm für die persönliche Rüstungslinie des Unternehmens übernommen. Das markante Aussehen wurde beibehalten, aber das Design wurde überarbeitet, um die Schutzpanzerung des Helms zu verstärken und eine kampftaugliche, langlebige Legierung zu verwenden, um die Verteidigungsfähigkeiten insgesamt zu verbessern.

Vielen Dank für diese Frage! Sie hat uns zum Nachdenken über die Geschichte des Unternehmens angeregt, auf die wir in einem zukünftigen Unternehmensportfolio näher eingehen wollen.

Symbolik und Geschichte der Logos von UNE und UPE
Frage: Ich habe ein paar Fragen zu den UNE- und UPE-Flaggen, die kürzlich als Teil des Abonnenten-Schreibtischflaggen-Sets veröffentlicht wurden. Ich dachte mir, dass die ineinander greifenden Ringe für Einheit stehen, aber ist das alles, was die SC-Überlieferung angeht? Warum hat die UNE genau 3 (und nicht 5 oder mehr) ineinander greifende Ringe gewählt? Was machte diese Wahl so solide, dass die UPE sie nach so vielen Jahren beibehielt (auch wenn sie nun 4 Ringe hat)? Warum hat die UEE-Flagge die Ringe nicht beibehalten und stattdessen ihr Akronym als Kernstück verwendet? Und schließlich: Wird das oben erwähnte Symbol der ineinandergreifenden Ringe in der UEE immer noch verwendet oder wurde es komplett abgeschafft?

Antwort: Das Design der UNE- und UPE-Flaggen ist ein gutes Beispiel für die Zusammenarbeit von Teams. Es war auch eine Aufgabe, auf die das Erzählteam gedrängt hat, weil die Definition der Flaggen und Symbole früherer Versionen der menschlichen Regierung eine visuelle Sprache schaffen würde, die an Orten, Requisiten oder anderen Gegenständen angebracht werden könnte, um auf ihr Alter hinzuweisen.

Die Flagge der UEE wurde bereits vor Jahren entworfen, sodass wir bereits ein allgemeines Aussehen und einige Symbole als Inspiration hatten. Da der Übergang zwischen den verschiedenen Regierungsformen (UNE zu UPE zu UEE) friedlich verlief, wollten wir diesen Prozess als evolutionär und nicht als reaktionär darstellen, indem wir dafür sorgten, dass die Farben und/oder Symbole zwischen den Flaggen bestehen blieben. Jede Flagge sollte das Vorangegangene ehren und gleichzeitig neue Elemente aufnehmen, um die Ideale der neuen Regierung zu repräsentieren. Ideen wie diese und weitere Hinweise zum Kontext der Flaggen sowie allgemeine Vorschläge, wie die UNE und die UPE aussehen könnten, wurden von Narrative in einem Dokument zusammengestellt und an die Requisitenteams weitergegeben, die dann das Design ausarbeiteten und umsetzten. Als die Flaggen fertig waren, kam Narrative zurück in den Prozess, um die Namen und Beschreibungen zu überarbeiten, die im Spiel verwendet werden, wenn man mit den Schreibtischflaggen interagiert. Ein Teil der Symbolik, nach der du gefragt hast, wurde in diesen Beschreibungen angesprochen, aber andere Aspekte wurden nicht erwähnt, also gehen wir hier näher darauf ein.

Die drei ineinander greifenden Ringe auf der UNE-Flagge sollen die Einheit zwischen den drei wichtigsten Bevölkerungszentren der Menschheit (Erde, Mars und Croshaw-System) symbolisieren, als die erste einheitliche Regierung gebildet wurde. Die drei Ringe, die für die UPE-Flagge beibehalten wurden, sind eine Hommage an diese Einheit, wobei ein größerer Ring um die drei ineinander greifenden Ringe herum hinzugefügt wurde, um das weitere Universum zu repräsentieren, das seitdem entdeckt und in die UPE eingebracht wurde. Ein weiterer Kreis mit Unterbrechungen in den vier Himmelsrichtungen wurde außerhalb des größten Rings hinzugefügt, um die Absicht der UPE zu symbolisieren, sich in alle Richtungen auszudehnen. Das bringt uns zur UEE-Flagge, die die beiden äußeren Kreise in ihrem Design beibehielt, aber die drei ineinandergreifenden Ringe fallen ließ und durch UEE ersetzte. Dies kann als Anerkennung dafür verstanden werden, dass das Imperium zu etwas viel Größerem geworden war als die ersten drei Bevölkerungszentren. Das Symbol der drei ineinander greifenden Ringe wurde mit der Gründung der UEE abgeschafft, also sollte es ein Hinweis darauf sein, dass der Gegenstand Jahrhunderte alt ist. Spielerinnen und Spieler, die gerne plündern, werden diese Symbole vielleicht sogar auf einigen interessanten Gegenständen sehen, die kürzlich dem Spiel hinzugefügt wurden.

Frage zur Regeneration
Frage: Da die Regeneration den Körper jedes Mal, wenn du stirbst, langsam verschlechtert. Würde sie nicht auch das Gehirn beeinträchtigen? Die Menschen könnten nach jeder Regeneration weniger rational und paranoid werden oder andere Nebenwirkungen haben. Es könnte so weit kommen, dass ihr Gehirn sie nicht mehr auf sich selbst aufpassen lässt, und es gibt Fälle, in denen die Leute sagen: "Mach dir keine Sorgen um Bob, er hat sich nur einmal zu oft regeneriert."

Antwort: Du hast absolut Recht! Bob könnte in großen Schwierigkeiten stecken. Die Regenerationstechnologie ist noch recht neu und nicht unproblematisch. Die Frage, wie sich die Regeneration auf das Gehirn auswirkt, ist besonders interessant!

Wenn du mehr über die Regenerationstechnologie erfahren möchtest, empfehle ich dir, den grundlegenden Beitrag Death of a Spaceman zu lesen, um etwas über die grundlegenden Überlegungen zu erfahren, die hinter der Entwicklung dieses Systems stehen. Wenn du ein kurzes Glossar über die Terminologie der Regeneration und eine Einführung in die Geschichte dieser beispiellosen Technologie suchst, ist der Loremakers' Guide to Regeneration ein weiterer lesenswerter Beitrag.

Zusammenfassend lässt sich sagen, dass die Regenerationstechnologie, wie wir sie kennen, im Grunde eine Synthese aus außerirdischer Technologie und menschlichem Einfallsreichtum ist. Schon bevor er Zugang zur biogenetischen Scantechnologie der Vanduul erhielt, die den Weg für die Erschaffung der Ibrahim-Sphäre ebnete, war es Dr. Aka Ibrahims Leidenschaft, einen Weg zu finden, um die Gehirnfunktionen von Patienten zu reparieren, die einen geistigen Verlust oder ein Trauma erlitten hatten.

Obwohl die Ibrahim-Sphäre die Bedeutung von Leben und Tod in das Verseen verändert hat, haben geistige und körperliche Verletzungen und Leiden immer noch schwerwiegende Folgen.

Um von einer Ibrahim-Sphäre profitieren zu können, muss eine Person einen Abdruck machen lassen. Als ganzheitliche Aufzeichnung einer individuellen Person registrieren diese Abdrücke auch das Alter des Körpers und bereits vorhandene geistige und körperliche Traumata. Wenn sich eine Person also später regeneriert, leidet sie immer noch unter den normalen Folgen des Alterns und den degenerativen Veränderungen, die damit einhergehen können, sowie unter zusätzlichen erschwerenden Faktoren wie traumatischen Reaktionen (TREs), die eine Prägung dauerhaft verändern und allmählich zu ihrem Abbau führen können - was die natürliche Degeneration des Körpers nur noch beschleunigt. Außerdem können Menschen, die sich nicht häufig genug prägen, nach der Regeneration Lücken in ihrem Gedächtnis haben, wie in der Kurzgeschichte Hazy Days in der Februar-Ausgabe von Jump Point.

Wir hoffen, dass wir im Laufe der Spielentwicklung in der Lage sein werden, diese Nebeneffekte des Prozesses im Spiel darzustellen, sei es durch kybernetische Gliedmaßen oder andere physische Indikatoren. Jede Regeneration bringt dich dem endgültigen Tod näher, aber Ruhm und Reichtum sind immer noch zu haben.

Idee für einen Lore Post
Frage: Mir gefällt die Idee eines Lore-Posts über die Folgen und Konsequenzen, wenn ein Techniker (oder Pilot) geheime Daten über neue Militärfahrzeuge veröffentlicht, um einen Streit in den Foren für Arena Commander zu gewinnen. Ihr könntet damit sogar neue Fahrzeuge ankündigen, die kurz vor ihrer Veröffentlichung in Planung sind. Habt ihr jemals darüber nachgedacht, das zu tun?

Antwort: Ja: Es hat sich herausgestellt, dass wir etwas Ähnliches schon einmal gemacht haben! Im Jahr 2017 zeigte uns das Marketing einen interessanten Teaser für den Eclipse, der wackelige Aufnahmen des Tarnkappenbombers aus der Ferne zeigte. Das Marketing wollte, dass der Teaser das Interesse der Leute an dem Schiff weckt, einschließlich seiner markanten Silhouette im Landeanflug, ohne zu viele Details zu verraten, und fragte uns, ob wir einen kleinen narrativen Rahmen liefern könnten. Wir waren mehr als bereit, mitzuhelfen.

Im Vorfeld der Veröffentlichung des Teasers haben wir in einem Showdown-Interview mit Imperator Costigan zuerst erwähnt, dass ein ehemaliges, geheimes Militärschiff kurz vor der Freigabe steht. In der darauffolgenden Woche schrieben wir eine Meldung über ein Spektrum-Forum namens "Zero-G Gearheads", in dem sich Raumschiff-Enthusiasten treffen, um über ihre gemeinsame Liebe zu Schiffen zu diskutieren. Indem wir Imperator Costigans Erwähnung eines geheimnisvollen Schiffes zum Anlass nahmen, einen Thread zu eröffnen, ließen wir die Mitglieder des Forums darüber spekulieren, was kommen würde, und nutzten die soziale Dynamik des Forums, um einen der Poster dazu zu bringen, etwas sehr Dummes zu tun. Bei der Ankündigung des Schiffes wurde die Eclipse-Schiffsbroschüre sogar als geheimes Dokument dargestellt, das nun mit einigen wichtigen Schwärzungen für die Öffentlichkeit freigegeben wurde. Alles in allem war es eine unterhaltsame Art und Weise, einen interessanten Marketing-Teaser in die weitere Geschichte einzubinden.

Nine Tails-Überlieferung
Frage: Lasst uns über die Geschichte der Nine Tails sprechen. Als erzählerische Einführung, auf der später aufgebaut wird, ist sie in Ordnung. Sie stellt ein Geheimnis dar und bindet die Bande in eine größere Welt ein, die noch nicht ausgefüllt wurde, und lässt uns wissen, dass es noch mehr geben wird. Meine Sorge ist, dass die Bande allein durch diese Geschichte so aufgebaut wird, dass sie für das Gameplay praktisch ist, was auf Kosten einer spannenden Geschichte geht. Wenn die Entwickler einen Bösewicht brauchen, der etwas Dummes oder Sinnloses tut, weil es das Gameplay interessant macht, können sie die Nine Tails das tun lassen. Warum tun die Nine Tails diese Dinge? Weil sie verrückt und willkürlich sind, deshalb!

Antwort: Auch wenn es hilfreich ist, dass es die Nine Tails gibt, mit denen gesetzestreue Spieler/innen konfrontiert werden, sind ihre Handlungen in unseren Augen nicht wahllos. Es gibt eine tiefere Motivation und eine Hintergrundgeschichte für sie, aber in dieser interessanten Umgebung der Live-Entwicklung ist die Frage, wann wir ihre Geschichte vorantreiben. Wir wollen nichts verraten, aber wir möchten dir versichern, dass die Beweggründe der Nine Tails zwar nicht so offensichtlich sind wie die der XenoThreats, aber dass es eine Methode für ihren Wahnsinn gibt. In der Zwischenzeit können wir es kaum erwarten, zu sehen, welche Theorien sich die Community ausdenkt!
08/23/2022 - 5:00 PMWelcome 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 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, November 22nd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

Gangs and Syndicates in Nyx
Question: I know Nyx is still a ways out, but do we have any preliminary thoughts on gang and syndicate names for the region?

Answer: One of the interesting challenges when looking at this system is trying to figure out how to make it feel distinct from other lawless systems like Pyro. We're still working with Design to figure out the exact number of gangs that will be needed in Nyx, but here's a sneak peek at one that we've been talking about.

The Moraine are an organization of thieves and smugglers based out of the Glaciem Ring. Too aggressive to be welcomed into the ranks of the People's Alliance, the Moraine believe that it is their right to steal from the rich and powerful who have benefited from widespread corruption. They use the profits from their criminal activity to finance their organization and create the life they feel they deserve.

One of the things that distinguishes the Moraine from other gangs is their intense loyalty to each other, even at the expense of personal enrichment. The first tenet of the Moraine’s code is: "All for the Family". In everything they do, the "found family" that the Moraine have gathered must come first. They never steal from each other and will treat the life/well-being of a fellow gang member over any reward.

Their commitment to family is so deep that the Moraine even build and maintain settlements around the Glaciem Ring. Some of these are used as dead drops in their smuggling endeavors, others are safe havens for the families of the active members within the Moraine. Although this can be viewed as a sign that the Moraine are more sympathetic, others believe that it’s a way to keep tighter control on their members as a potential traitor’s family is within easy reach of the organization and would pay the price on the traitor's behalf.

Questions on Works of Wonder
Question: Given the similarities between the in-lore empire and the Roman Empire, what are the most grandiose constructions of the reigns of the Imperators? Did something like Hadrian's wall, the Pantheon, etc get built during this time? Why is the lore so oddly absent of architectural majesty? Do any plans exist to create parallels to these wondrous monuments in-game?

Specifically the pre-modern era, before the Messers fell. It seems odd to me that a bunch of megalomaniac, paranoid autocrats wouldn't create huge monuments to themselves, their power, or the glory of mankind/the empire. Even more odd, the few works of wonder that we do know of (The Ark, Synthworld) are either created under a more decentralized power structure, or otherwise (Lorville, ArcCorp) under a non-governmental, company-driven, profit-driven initiative.

Answer: Interesting question with a lot to unpack. Let's start broad and then focus on specifics. First, in the project's early days, Narrative created a broad timeline of architectural movements covering Humanity's expansion into space until the era of the game. Each style was given a Narrative framework to justify its existence and look, like the development of Hennowism around 2580 with its austere and defensive bunker aesthetic following Humanity's first war with the Tevarin. We intentionally kept these movements broad and loosely defined so they would direct and inspire the Art team while still allowing plenty of leeway for them to work their magic. So, to answer your question about the lore's being "oddly absent of architectural majesty," one reason would be that if we get too specific then we'll be constraining the Art and Environment team. We have weaved in some general architectural era call outs for a few locations, like Sherman in Castra containing the Monumentalist architecture style started by Imperator Corsen Messer V to be imposing and a symbol of the Empire’s immense power over the individual. While we’ve drawn these distinctions there's still plenty of freedom to explore what looks and feels right for a location when it comes time to tackle it.

That said, there are specific grandiose construction projects called out in lore from the Messer era. Yet, the two most prominent ones no longer exist. The first being the Empire’s Light Conversion Center on Charon III. This massive network of maximum security prisons housed political dissidents during the Messer era and was razed by the UEE following the downfall of the regime. The other well-known grandiose construction was Khanos Stadium in Angeli, Croshaw system. A vanity project for Ulysses Messer X that drove him to drain UEE coffers and steeply raise taxes to pay for it. The construction of Khanos Stadium created increased resentment against the regime and eventually drove the children of Ulysses Messer X to stage a coup that also destroyed the stadium during its grand opening. There's also the question of how many Messer era constructions would still survive in their original form. Buildings may still be there but many monuments to the Messers might not have survived the revolution. Deciding what's still there, and in what form, will be a fun aspect of world building with the Art team going forward.

The two most obvious wonderous monuments in-game, which you mentioned, are from the current era simply because we want players to visit them, and even help deliver supplies for one's construction. Of course, these locations are Synthworld, the UEE’s attempt to construct a planet, and The Ark, a repository for all the universe's knowledge, and their construction has been spun in lore as an attempt by the UEE to prove that Humanity could still come together as one to achieve ultra-ambitious goals. ArcCorp would definitely also be considered a wonder by some, and while yes it was built by a private entity, they’re also the de facto government of the planet, so would have the authority to streamline the ambitious construction undertaken there. ArcCorp also rents out most of the planet’s offices and production facilities, so while the planet-encompassing city would have been expensive to build, they clearly saw it as an investment that would constantly generate profits for them.

Botany in Star Citizen
Question: Will the Galactapedia have more categorized entries for the flora of the verse?

I've seen in one or two entries mentions of Genus and Family when talking about species. I'm more curious about plant life on some of the moons, such as Amberdeen, Daymar ect. These plants are looking to be evolved to angiosperm levels of complexity while being in a non Earth life atmosphere. I mean photosynthesis can happen with little to no O2 in the air, in our current knowledge you mainly need co2, water and UV rays.

Just wondering if there is basically a Botany lore goal for how deep it will go?

Answer: Plant lore generally comes in two phases. When a new world goes into production, the Narrative team will do an initial pass to outline some flora that highlights the uniqueness of the planet and also focuses on collectables that may be of value to Players when they have a chance to explore. These help to inspire the Concept and Art teams who go on to create these assets and many more as development progresses. Once the Art team creates the final assets, the Narrative team will then go through and provide additional lore. The environment the plant lives in and what it looks like will inform the direction in which we develop the lore. For example, if the planet the plant is on was terraformed as in the Kavische’s case, we decide where the plant came from and how it got on the terraformed planet. If the plant is dark red or black, we might decide it came from a planet with a dim M-type star. If the plant is blue, we might decide it came from a planet with an F-type bright star. If there isn't any carbon dioxide for the plant to absorb, we may say that it evolved to consume nitrogen compounds instead. There are a lot of other factors to consider, like availability of water, the overall temperature, does anything eat it, how might it have evolved to ward off predators, etc. In a nutshell, we adapt the lore of a plant to how the plant is used in the game.

As far as taxonomic classification goes, we're comfortable giving a genus and species for some of the plants, but prefer not to go higher in taxonomic rank than that. If we were to create a whole expansive classification system all the way up to the domain for each planet with naturally-occuring life, things would get very out of hand very fast. We'd also need to get much, much better at Greek and Latin because unfortunately none of us majored in Classics.

Historical Ships
Question: I've been curious for a while whether there has been any discussions about making ships that are not "state of the art?" Surely lore-wise there was a time when ships did not have artificial gravity regardless of thrust direction, or possibly ships that were not designed for QT that have been retrofitted with quantum drives.

We have plenty of people in our current timeline who choose either out of necessity or for nostalgia to drive older vehicles. Some upgrade them to run like newer vehicles, others keep them as true to the original as possible. I'm certain there would be people in the SC universe who would choose to do the same with ships.

Answer: Lore is littered with references to ships that would no longer be considered "state of the art" in the current UEE. From the Zeus, the first commercially available spacecraft, to the 2783 Retaliator still coveted by Bomber Boys, to the extensive classic ship collection Silas Koerner has stashed in a massive underground museum in Bremen, we've established a number of older ships and a culture of collectors that would want to preserve them in their original condition. That said, adding such a ship to the game poses a number of potential issues that would require solutions and support from many teams other than Narrative.

To begin, what ships get prioritized in the pipeline is mainly a decision for the Vehicle team and Chris Roberts. Narrative is here to support and provide lore around the selected ships, and if an older "classic" ship would happen to be on their list, then we would probably suggest one from the backlog of established ships. Still, selecting an older ship would create issues for the Vehicle team, which has been able to refine and ramp up their pipeline thanks to them honing in on the specific look and shape language of each manufacturer. Yet designing a ship made by a manufacturer centuries earlier would require them to explore what that brand would've looked like then. For example, Ford cars manufactured in the 1950s definitely have a distinct and different feel than their current ones. We would want that reality reflected in-game too, because otherwise what's the point of making an older ship if it’s essentially similar to their current offerings. So this becomes more of a time commitment for the Vehicle team as they reimagine a brand's look and build out any new assets needed to achieve it. There's also a wealth of design and gameplay issues to consider. Would "modern" components and capacitors be able to work with the ship, and if not how hard would it be for it to find replacements? Would the Zeus, which was built prior to Humanity discovering modern shield technology from the Tevarin, really not have defensive shields or weapons, which weren't standard on ships until the Second Tevarin War? And how much fun would that be for players flying a Zeus if it's common knowledge the ship is an easy kill?

Meanwhile, on the Narrative side, there would probably be laws set by the UEE to ensure all registered ships have some basic safety features that might've been absent from earlier vessels. Much like Esperia's take on alien ships, I wouldn't be surprised if an older ship makes it into the game that it gets framed as an updated version that embodies the look and spirit of the classic ship but with all the modern conveniences. The true classic, original ships would be so rare in the UEE that only the uber-wealthy, like Silas Koerner, could get their hands on one, and they would only be allowed to fly it under very strict conditions at events like the IAE.

What's life like in the emergency medicine profession?
Questions: I'm interested in the lore behind the medics and doctors of Star Citizen's verse, as we all know the verse is a cold, and dangerous world where death lurks around every corner. It's only natural for hospital staff and paramedics to be up-armored or even more respected right? Are they paid better than we would consider today? What's the EMS system look like and are there any prominent individuals that pioneered emergency medicine for the future?

Answer: Medicine occupies a really important place in both the 'verse and in Star Citizen's gameplay. However, aspects of this topic - like how much medics and doctors earn - have more to do with design than lore. We'll leave that side of things to the design team. As for the lore...

The portfolio on the Brentworth Care Centers offers some insight here. The answer is ultimately quite simple. First, most well-equipped hospitals are in larger cities and space stations which have safety fail safes in place to mitigate danger. Threats to the medical infrastructure of those areas would elicit an immediate response from the governing authority. Second, seeing hospital staff in armor would likely distress patients, undermining any medical organizations' efforts to comfort their patients.

Of course, in a place where violent crime is rampant like Grim HEX, you would probably expect that the doctors and medical staff would have more weapons and armor on display (or easily accessible).

Next, you also asked about paramedics and Emergency Medical Services. There are many different kinds of emergency medical service providers in the 'verse. Some of them work for planetary governments, others for individual hospitals, and the rest - the vast majority of such groups - are private companies that provide different specialties and/or zones of operation. For example, Rijora Rescue, a Tevarin volunteer organization providing free medical service to Tevarin communities around the 'verse and using their efforts to help renew a sense of cultural pride and identity amidst their diaspora.

Emergency medical responders arm and armor themselves differently based on a number of factors including their company and location of operation. Some are more specialized paramedics, but there’s much more to "emergency response" than just medical treatment! In the broader field of Search & Rescue, responders need the skills and gear to address and overcome many different disaster scenarios. As a result, they are far more likely to carry armor and weapons, along with multi-tools, fire extinguishers, and other more specific pieces of equipment, depending on the nature of the beacon they are responding to.

Lastly, you asked about notable individuals in the field of medicine. We'd be remiss not to mention Doctors Diyo Nikolas and Ted Santos who founded BiotiCorp; the cutting-edge medical manufacturer responsible for the creation of the Calliope Machine. Now used widely throughout the UEE, it can efficiently perform massive bioreconstructive surgery that would have previously taken a team of surgeons multiple operations. The device is so effective, it's even been adopted for cosmetic surgeries. Plus, as mentioned in an early question, there is also Dr. Ibrahim who changed the universe with his work on regeneration.

So, there you have it. Medicine is always evolving, with new technologies rapidly challenging our understanding of what it means to live in the 'verse.

How old is the paladin helmet?
Question: The org I'm in wears the Paladin Helmet and I wanted to know, how old it is?

Answer: The Paladin Helmet was first released to the public in 2855 and though the striking visual style has remained unaltered, Virgil updates the model with the latest defensive alloys to keep the Paladin Helmet competitive in the market.

The initial designs of the Paladin Helmet were first developed by Virgil Limited’s industrial division for salvage and repair operations. But it wasn't until the armor piece was reviewed by company executives that the helmet was adopted for the company's personal armor line. They kept the striking visual look but reworked the design to reinforce the helmet's protective plating and accommodate a combat-rated durable alloy to improve its overall defensive capabilities.

Thanks for this question! It got us thinking deeper about the company’s history, which we plan on expanding further upon in a future company portfolio.

Symbolism and History of UNE and UPE Logos
Question: I have some questions regarding the UNE and UPE flags recently released as part of the Subscriber Desk Flag set. I figured the interlocking rings mean unity, but is that all there is to it, as far as SC lore is concerned? Why did the UNE choose exactly 3 (not 5 or more) interlocking rings? What made that choice so solid that the UPE chose to keep it (albeit making it 4 rings) after so many years? Why didn't the UEE flag keep the rings, and instead used its acronym as its centerpiece? Finally, is the aforementioned interlocking rings symbol still used in the UEE or has it been completely phased out?

Answer: The design for the UNE and UPE flags is a great example of how teams collaborate. It was also a task the Narrative team pushed for because defining the flags and symbols of previous iterations of Human government would create a visual language that could be added to locations, props, or other assets to hint at its age.

Now, the UEE flag was designed years ago so we already had a general look and some symbols as inspiration. Since the transition between various forms of government (UNE to UPE to UEE) was peaceful, we wanted to represent this process as evolutionary not reactionary by ensuring the colors and/or symbols persisted between the flags. Each flag would honor what came before while also adapting new elements to represent the ideals of the new government. Ideas like this and further guidance that contextualized the flags, along with general suggestions for what the UNE and UPE could look like, were compiled by Narrative in a document and passed along to the Props teams, who then worked on and implemented the design. Once the flags were done, Narrative came back into the process to do a pass on the name and description strings used in-game when interacting with the desk flag set. Some of the symbolism you asked about was addressed in those descriptions but other aspects weren't touched upon, so let's dig into it here.

The three interlocking rings on the UNE flag are meant to symbolize unity between Humanity's three main population centers (Earth, Mars, and Croshaw system) when the first unified government formed. The three rings being retained for the UPE flag paid homage to this while also adding a larger ring around the three interlocking ones to represent the wider universe that had since been discovered and brought into the UPE. Another circle with breaks in the four cardinal directions was also added outside that largest ring as a symbol of the UPE's intention to keep expanding in every direction. That brings us to the UEE flag, which retained the two outer circles in its design but dropped the three interlocking rings and replaced it with UEE. This can be read as an acknowledgement that the Empire had become something much bigger than those first three population centers. The three interlocking rings symbol was phased out with the creation of the UEE, so seeing it somewhere should be a hint that the item is centuries old. Players that like to loot might even see these symbols on some interesting items recently added to the game.

Regeneration Question
Question: Since regeneration slowly deteriorates the body each time you die. Wouldn't it deteriorate the brain. People could start to become less rational and paranoid or other side effects after each regeneration. It could get to the point where their brains won't let them take care of themselves and you have instances where people say something like "don't worry about Bob, he's just had one too many regenerations."

Answer: You’re absolutely right! Bob could be in a lot of trouble. Regeneration technology is still quite new to the verse and not without issues. The question of how regeneration impacts the brain is particularly interesting!

If you want to learn more about regeneration technology, I recommend you read the foundational Death of a Spaceman post to learn about some of the underpinning thinking behind the ongoing design of this system. If you're looking for a short glossary of regeneration-related terminology, as well as a primer on the history of this unprecedented technology, the Loremakers' Guide to Regeneration is another post worth reading.

To summarize though, regeneration tech as we know it is fundamentally a synthesis of alien technology and human ingenuity. Even before gaining access to the Vanduul biogenetic scanning technology that would pave the way for the creation of the Ibrahim Sphere, Dr. Aka Ibrahim was passionate about finding a way to repair brain functionality for patients who had suffered some sort of mental loss or trauma.

While the Ibrahim Sphere has changed the meaning of life and death in the verse, there are still serious consequences to both mental and physical injuries and afflictions.

In order to benefit from an Ibrahim Sphere a person must have an imprint made. As a holistic record of an individual person, these imprints also register the body's age and preexisting mental and physical trauma. So, as a person undergoes subsequent regenerations, they still suffer from all the normal consequences of aging, along with the degenerative changes that can accompany it, as well as suffering from additional complicating factors such as traumatic response echos (TREs) that can permanently alter an imprint and gradually lead to its degradation - only hastening the body's natural degeneration. Not only that, but people who don't imprint frequently enough may suffer gaps in their memory upon regenerating, as in the Hazy Days short story featured in February's Jump Point.

As game development continues we hope that we will be able to represent these side effects of the process in-game, whether with cybernetic limbs or other physical indicators. Every regeneration brings you closer to suffering a permanent death, but fame and fortune are still out there for the taking.

Lore Post Idea
Question: I like the idea of a lore post about the fallout and ramifications around a tech (or pilot) releasing classified data on new military vehicles to win an argument on the forums for Arena Commander. You guys could even use it as a way to tease any new vehicles that are in the pipeline right before they release. Have you ever considered doing this?

Answer: Turns out we've already done something similar to this! Back in 2017, Marketing showed us an interesting teaser for the Eclipse that included shaky, handheld footage of the stealth bomber from a distance. Marketing wanted the teaser to pique people's interest in the ship, including its striking silhouette while landed, without giving away too many details, and wondered if we could provide a little Narrative framework. We were more than happy to pitch in.

In the run-up to the teaser's release, we first planted a mention that a former, secretive military ship was on the verge of being declassified in a Showdown interview with Imperator Costigan. The following week we wrote a dispatch centered around a spectrum forum called "Zero-G Gearheads" where spacecraft enthusiasts gather to discuss their shared love of ships. Using Imperator Costigan's mention of a secretive ship to kick off a thread, we had members of the forum speculate on what was coming, and used the forum's social dynamics to push one of the posters into doing something very dumb. Upon the ship's announcement, the Eclipse ship brochure was even framed as a classified document now released to the public with a few important redactions still in place. Overall, it was a fun way to blend an interesting take on a Marketing teaser into the wider lore.

Nine Tails Lore
Question: So let's talk about the Nine Tails lore. As a narrative introduction that will be built upon later, it is fine. It sets up a mystery and ties the gang to a wider world that has not been filled out yet letting us know that there's more to come. My concern is that this lore by itself sets the gang up to be convenient for gameplay at the expense of immersive lore. If the developers need a bad guy to do something stupid or pointless because it would create interesting gameplay, they can have the Nine Tails do it. Why are the Nine Tails doing this thing? Because they're crazy random that's why!

Answer: While it's helpful to have Nine Tails around for law-abiding players to confront, their actions aren't crazy random in our eyes. There's a deeper motivation and backstory for them, but in this interesting environment of live development, the question is when do we advance their story. We don't want to spoil anything, but want to assure you that even though the Nine Tails’ motivations aren't as apparent as XenoThreats’, that there's a method to their madness. In the meantime, we can't wait to see what theories the community cooks up!

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