Loremakers: Community Questions

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12/12/2023 - 12:00 PMWelcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. 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, March 19th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

Are There Populated UEE Systems That Players Don't Know About?
Question: Are there Human populated systems that aren't on the Starmap because they don't have any significant lore?

Answer: The Starmap represents all of the systems known to the Humans/UEE, so any additional systems discovered would be new for Humanity too. There are two exceptions though. Oretani system was an early UEE system that got cut off when the single jump point connecting it to Ferron system collapsed suddenly in 2485. This trapped all the early terraformers and settlers in the system so it's possible that, if they’re still around, their society might have evolved in ways unknown (or even different) to the rest of Humanity. The other would be if the crew of the Artemis were able to land somewhere that had not yet been found by the rest of Humanity.




Nyx Rest Stops?
Question: There was a lot of talk at CitizenCon about the living conditions on the frontier, and those who played Pyro have commented on how the stations feel much more run-down than those in Stanton. If I recall correctly, while Nyx is also an unclaimed system, it still sees much more traffic than Pyro because of its location and jump point connections. I assume that Nyx has space stations to accommodate haulers and travelers, and was wondering how they might be different from what's in Pyro? Are Nyx’s rest stops still owned & operated by R&R despite the system not being official UEE territory? Is the plan to make them feel generally more well kept than the Pyro stations but still dirtier than Stanton’s?

Answer: Your assessment of the situation in Nyx is pretty spot on. The system went unclaimed by the UEE upon its discovery in 2582 after only the first planet was amenable to Human habitation. Of course, that didn't stop Humanity from exploiting it for resources. As you noted, it avoided the same fate as Pyro because its four large jump points and two medium jump points made it an important transit system. Even the Bremen Beltway, an underground network that smuggled UEE dissidents into Xi'an space during the Messer era, passed through the system. In comparison, Pyro only has one large and two medium jump points. This constant traffic definitely kept Nyx from spiraling into the lawless depths of Pyro and would've encouraged more businesses to take a chance to establish themselves in the system.

Exactly how this manifests in-game is yet to be seen, but your general take feels right. Space stations will look and feel more like Pyro than Stanton. Players who were around when Levski (Delamar) was temporarily placed in Stanton know that it has strong Pyro vibes. Still it won't be as rough as Pyro as it’s managed by the People’s Alliance, a group that fled the Messer regime and attempted to set up a new independent Human government. There's a chance Rest & Relax will have stations in some strategic locations or stations could be independently run, Mom & Pop operations that fall between legit R&Rs and decrepit gang controlled ones.




Who Are the Most Famous Racers in Lore?
Question: I was recently talking with some friends about this. Is there any lore regarding famous in-universe racers? Also curious if there are any non-human racers that have lore attributed to them.

Answer: We've established a number of famous racers within the lore. Below are a few we've mentioned along with their accomplishments.

Gotlieb Yorm won the 2817 Murray Cup Blitz but is now best remembered as the namesake of the racing focused component brand Yorm. An eccentric figure who first made a name for himself in Baker's underground racing circuit, Yorm became famous in 2814 after racing completely nude, claiming that clothes were an unnecessary weight. Forcing Murray Cup officials to establish a rule that all pilots must wear flight suits for safety reasons.

Arena Commander aficionados should recognize the name Ian Rikkord, who won the inaugural Murray Cup in 2479. Rikkord Memorial Raceway is named in his honor. In 2492, Terra McConoway was the first female pilot to win the Murray Cup. She then became the first repeat winner with her victory in 2495. McConoway would retire with seven wins to her name, making her the most decorated Murray Cup champion to this day. Dax “The Hax” Emmelmann became famous for both his 2731 win and for setting a new speed record in the process thanks to his Aurora’s heavily modified thrusters. Fabis Capaldi famously won the race in 2798 despite suffering from Rauk’s syndrome. More recently, Hypatia Darring gained notoriety for her exciting come from behind victory in 2934, and became even more famous when a fictionalized account of her win became a bestselling book called The Cup. Finally, Zack Hugh became known to even non-race fans when following his Murray Cup win in 2942 an amateur racer crashed into and killed Hugh's during his victory lap. The tragedy sparked a rules change to how pilot's qualified for the race.

Some famous alien racers include Banu Issigon Ado, the first non-human to not only compete but win the Murray Cup in 2553. Ado's success popularized the race amongst non-humans. They won a second Murray Cup in 2558 and were leading the 2559 race when their starboard engine exploded during the final lap. An official investigation deemed it an accident but many race fans still question the claim. In 2940, a young Xi'an nyahuoaōng (one who renounces all familial and financial support for a chance to live the life they want) named Shrin Vaatu won the Murray Cup and courted controversy by dedicating his victory to the UEE.

While most of the current racing lore is built around the Murray Cup, there's some exciting areas to expand it. The addition of Wildstar Racing to the game is one such opportunity. We used their introduction to the game to specify that in the early 2800s Zem Kolto gained fame as the first racer from the Wildstar circuit to make it to the Murray Cup. Plus, we've established the Xi'an's love for the Koa e Ko’ia, "holy, distance race". Though we have yet to specify any prominent pilots, the endurance race is growing in popularity within the UEE.

Quantum Travel & Quantum Drives?
Question: The first Quantum Drive created reached 1/10th the speed of light and the technology was improved to allow smaller ships to travel further and faster. Later the drives were built bigger and were able to get larger ships to travel at Quantum. When the Jump Points were discovered, was more advanced space propulsion stopped? If it wasn't for the Jump Points would Humans and other Alien races be still in their home systems until some new form of faster-than-light travel could be invented?

Answer: This is one of those questions that has an answer based on the fact that we're building a game and an answer for the lore. Jump Points were a convenient way to bottleneck travel between systems that would allow the creation of independent playspaces connected by single conduits (rather than slow-burning from one massive playspace to another).

From the lore perspective, yes, it's possible that cultures could have conceivably unlocked faster-than-light travel if they didn't discover jump points, but since we have the jump point mechanic, ultimately all our alien cultures ended up discovering them. That being said, the Xi'an discovered jump points a lot later after their initial space flight relative to Humanity so their technology level overall was more advanced (such as their artistry with anti-gravity) when they did finally start exploring star systems outside of their original one.




Can We Get a Lore Post About the Companies Behind Arena Commander Buying or Merging with Star Marine?
Question: Since these two modes are now merged, can we have it reflected in the in-game lore too?

Answer: As part of the recent improvements to Star Citizen’s multiplayer game modes, there was a desire to streamline and improve the experience. Rather than having to browse the FPS and Vehicle game modes separately, all the options are currently presented together in Arena Commander. This will also make things easier when we begin introducing combined modes.

As for the fictional side of things, just like the experimental game modes themselves, we are still learning as we implement these changes. Rather than updating the current lore to address these inconsistencies, our current plan is to give Arena Commander some additional time to further refine the lobby experience then once things are a bit more locked we will officially incorporate the more finalized flow into the narrative.

Our current thoughts are that Original Systems, faced with the sheer popularity of Arena Commander, decided to retire the Electronic Access brand, and migrate their gaming platform into Arena Commander itself. As InterDimension Software was already partnered with Original Systems to feature their game in Electronic Access, it was an easy transition for them to continue to feature their heart-pounding FPS action there. As for the Star Marine title itself, it is unclear yet whether InterDimension will continue to develop games under the brand, or if they will focus more on their partnership with Original Systems.




Citizen Day?
Questions: How do noncitizens feel about this day? There must be hundreds of millions of people that wanted to become a citizen, but fell short due to valid unforeseen personal reasons or just plain bureaucracy, nepotism, or even failing to pay off corrupt politicians. Are these civilians envious? Do they ignore Citizen Day, celebrate it or try to sabotage it?

Answer: Just like many things in the universe of Star Citizen, we envision Citizenship to be a nuanced matter. There are many civilians who live in the Empire that, while disenfranchised, either do not bother themselves with intersystem politics, or believe that those who have dedicated themselves to civic life are better situated to guide the Empire’s future. And while there are certainly other privileges associated with Citizenship besides voting in the Imperator elections (we are holding off on confirming the specific perks as they will have larger design and economic impacts that are being balanced), the benefits are such that they don’t often impact people’s day-to-day lives.

Of course, as mentioned, there are those that do desire Citizenship and seek it out through various paths like military service, charitable acts, major civic contributions, etc. Typically, if someone fails to earn the status it is less owing to physical capability and widespread corruption, and more because of issues with the law or the inability to dedicate the time needed to the endeavor. Citizenship is not meant to be for everyone, but to those who have made a significant effort to serve or better the Empire.

All of that said, there are groups within the UEE who believe that voting should be a basic right and everyone should be made a Citizen (There are even some who wish to abolish the status altogether). On Citizen Day, there are often protests and demonstrations to such effect. There has also been counter programming scheduled on the day geared toward civilians, along the lines of a punk music festival. Some stores have even been known to offer a tongue-in-cheek “Civilian Discount” that day.



Ambrus Suit?
Question: Is the Ambrus suit for special occasions? It's listed as a formal jumpsuit made by MuyMuy but I can't find much other information on it. Is this more of a daily outfit for the people on Saisei or something you wear to formal occasions? Also, is MuyMuy a popular brand? They don't seem to have a ton of products.

Answer: MuyMuy is a clothing company based in Saisei (Centauri III) that prides itself on using natural fabrics to create comfortable and casual pieces. Its clothing usually has a looser fit that often features layered or draped fabrics. Overall, MuyMuy's style and brand positioning lean Earth-centric, which paints it as pretty traditional in the public eye. Their stuff would be very popular during casual Fridays at an office or with white collar workers relaxing on the weekend. While MuyMuy is a popular brand across the UEE, it has a limited presence in Stanton due to the makeup of the system. People on Hurston and ArcCorp lean more toward industrial and blue collar brands, while those on Crusader and microTech might prefer more modern, Terra-influenced brands.

With the Ambrus suit, MuyMuy is courting consumers drawn to a more modern look by putting a stylish spin on what the company does best. The suit has a more bold and modern design while still featuring a loose fit and draped cape. In addition to the use of natural brocade silk, MuyMuy also sourced worsted ma'xy.un wool from the Xi'an for use in the suit. This combines for an eye-catching and special edition to the MuyMuy line-up. One which walks the line between being right for formal occasions while still being comfortable and practical enough for everyday wear to the office.

Is ArcCorp’s Zeus MK IV From 2687 Going to Be Retconned or Is the In-Game Zeus MK II a Remake of an Older Ship Than That One?
Question: According to the ArcCorp portfolio: "ArcCorp began as a deep-space exploration consortium in 2687. Started in a shipping container by a group of friends, the company aimed to use their lone Zeus IV spacecraft to locate and catalog jump points." Is ArcCorp's Zeus Mk IV going to be changed to a Zeus Mk I or is the in-game Zeus Mk II a remake of a ship older than the Mk IV? If it is a re-imagined Mk II, then why did they re-imagine it rather than the newer Mk IV?

Answer: Good catch! When naming the new Zeus Mk II, the mention in the ArcCorp article was unfortunately overlooked. Since the fact that it was a Zeus craft is not that critical to the story of ArcCorp’s founding, we have gone ahead and updated it to an Aurora which had been released about thirty years prior.




Why is the mobiGlas Form Factor the Dominant Human-to-Machine Interface?
Question: Gameplay reasons aside, it feels like it would be rather tiring to keep your wrist up all the time to use your mobiGlas, while also restricting the use of the screen to a single hand. There are also privacy issues with the large transparent screen. Is there a lore reason why this rather unwieldy and awkward form factor has become the dominant mode of interfacing with one's digital life, instead of AR glasses, contact lenses, or even direct brain-to-machine interfaces?

Answer: In Star Citizen, the mobiGlas works hand-in-hand with other interface designs, many of them also from microTech. Almost everyone is equipped with Reverie AR Lens which provides the wearer critical information on their contact lens, as well various VI interfaces placed into visors and specs to provide even more details to the wearer. There are also datapads and terminals in the ‘verse that are frequently used when longer stretches of interacting with data is required. The mobiGlas fills its role as a portable device that can quickly be used to access a whole host of different apps. The hologram interface won out over traditional screens for providing a larger interface in a smaller package, as well as having the convenience of always living on your wrist. Especially useful in space travel. As for privacy concerns, people of the 30th century have an understanding that privacy in public spaces is minimal anyway and if they truly want it they need to be somewhere more remote.




Why Doesn’t the Cutlass Series Have a Bathroom?
Question: As a loyal user of the Cutlass Black, I wanted to know why it doesn’t have a toilet?

Answer: The initial in-game version of the Cutlass Black did have a toilet as part of its design. An exposed prison-style privy in the cargo hold between a cargo net and the ramp. Using it provided little privacy and considerable danger if the ramp opened during space travel. The rework that produced the current version of the ship removed the toilet, and left the Cutlass Red as the only variant to still have one, tucked into the space occupied by the turret seat in the other variants.

The Ship team hopes to reincorporate a commode into the Cutlass Black and other variants, but space is at a premium on the ship. It would be fun to weave a little lore around the lost loo, like the specs for the military contract the ship was originally designed for mandated its inclusion but Drake removed it following a redesign for the commercial market. But considering there's a chance it returns, it's probably best if we keep it out of lore for the moment. If we justify it with lore reasons now, then we'll have to explain why Drake recalled all the Cutlasses without toilets and replaced them with ones with toilets. An extremely expensive endeavor for a company famous for wanting to keep production costs as low as possible.
12/12/2023 - 12:00 PMWillkommen bei Loremakers: Community Questions, einer Serie, die sich auf die Beantwortung deiner Fragen und Rätsel 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: Die nächste Ausgabe ist für Dienstag, den 19. März, geplant. Bitte beteilige dich an der Diskussion und stelle weitere Fragen zum Universum in unserem Ask A Dev Forum.

Gibt es besiedelte UEE-Systeme, von denen die Spieler nichts wissen?
Frage: Gibt es von Menschen bewohnte Systeme, die nicht auf der Sternenkarte zu finden sind, weil sie keine bedeutende Geschichte haben?

Antwort: Die Sternenkarte stellt alle Systeme dar, die den Menschen/UEE bekannt sind, also wären alle zusätzlichen Systeme, die entdeckt werden, auch für die Menschen neu. Es gibt jedoch zwei Ausnahmen. Das Oretani-System war ein frühes UEE-System, das abgeschnitten wurde, als der einzige Sprungpunkt, der es mit dem Ferron-System verband, im Jahr 2485 plötzlich zusammenbrach. Dadurch wurden alle frühen Terraformer und Siedler in dem System eingeschlossen, so dass es möglich ist, dass sich ihre Gesellschaft auf eine Art und Weise entwickelt hat, die dem Rest der Menschheit unbekannt ist (oder sich sogar von ihr unterscheidet), falls es sie noch gibt. Die andere Möglichkeit wäre, dass die Besatzung der Artemis an einem Ort gelandet ist, den der Rest der Menschheit noch nicht gefunden hat.




Nyx-Rastplätze?
Frage: Auf der CitizenCon wurde viel über die Lebensbedingungen an der Grenze gesprochen, und diejenigen, die Pyro gespielt haben, haben kommentiert, dass die Stationen viel heruntergekommener sind als die in Stanton. Wenn ich mich recht erinnere, ist Nyx zwar auch ein nicht beanspruchtes System, aber aufgrund seiner Lage und der Sprungpunktverbindungen wird es dennoch viel mehr frequentiert als Pyro. Ich gehe davon aus, dass Nyx über Raumstationen für Transporteure und Reisende verfügt und frage mich, wie sie sich von denen in Pyro unterscheiden? Gehören die Raststätten in Nyx immer noch R&R, obwohl das System kein offizielles UEE-Gebiet ist? Sollen sie insgesamt gepflegter sein als die Stationen in Pyro, aber immer noch schmutziger als die in Stanton?

Antwort: Deine Einschätzung der Situation in Nyx ist ziemlich treffend. Das System wurde nach seiner Entdeckung im Jahr 2582 von der UEE nicht in Anspruch genommen, nachdem nur der erste Planet für die Menschen bewohnbar war. Das hat die Menschen natürlich nicht davon abgehalten, es nach Ressourcen auszubeuten. Wie du bemerkt hast, entging er dem gleichen Schicksal wie Pyro, weil seine vier großen und zwei mittleren Sprungpunkte ihn zu einem wichtigen Transitsystem machten. Sogar der Bremer Beltway, ein unterirdisches Netzwerk, das während der Messer-Ära Dissidenten der UEE in den Xi'an-Raum schmuggelte, führte durch das System. Im Vergleich dazu hat Pyro nur einen großen und zwei mittlere Sprungpunkte. Dieser ständige Verkehr hat Nyx definitiv davor bewahrt, in die gesetzlosen Tiefen von Pyro abzurutschen, und hätte mehr Unternehmen ermutigt, die Chance zu ergreifen, sich im System niederzulassen.

Wie sich das im Spiel genau auswirkt, muss sich erst noch zeigen, aber im Großen und Ganzen ist dein Eindruck richtig. Die Raumstationen werden eher wie Pyro als wie Stanton aussehen und sich auch so anfühlen. Spieler/innen, die dabei waren, als Levski (Delamar) vorübergehend nach Stanton verlegt wurde, wissen, dass es stark an Pyro erinnert. Dennoch wird es dort nicht so rau zugehen wie in Pyro, denn es wird von der Volksallianz verwaltet, einer Gruppe, die vor dem Messer-Regime geflohen ist und versucht hat, eine neue unabhängige menschliche Regierung zu gründen. Es besteht die Möglichkeit, dass Rest & Relax an einigen strategischen Orten Stationen haben wird oder dass es sich um unabhängig geführte Mom & Pop-Betriebe handelt, die zwischen legalen R&Rs und heruntergekommenen, von Gangs kontrollierten Betrieben liegen.




Wer sind die berühmtesten Rennfahrer in Lore?
Frage: Ich habe kürzlich mit ein paar Freunden darüber gesprochen. Gibt es irgendwelche Überlieferungen über berühmte Rennfahrer aus dem Universum? Ich bin auch neugierig, ob es nicht-menschliche Rennfahrer gibt, über die es Überlieferungen gibt.

Antwort: Wir haben eine Reihe von berühmten Rennfahrern in der Überlieferung erwähnt. Im Folgenden findest du einige von ihnen und ihre Leistungen.

Gotlieb Yorm gewann 2817 den Murray Cup Blitz, ist aber heute vor allem als Namensgeber der Rennsport-Komponentenmarke Yorm bekannt. Yorm war eine exzentrische Figur, die sich zunächst in der Underground-Rennszene von Baker einen Namen machte. 2814 wurde er berühmt, als er völlig nackt Rennen fuhr und behauptete, dass Kleidung eine unnötige Last sei. Das zwang die Offiziellen des Murray Cups dazu, eine Regel aufzustellen, nach der alle Piloten aus Sicherheitsgründen Fluganzüge tragen müssen.

Arena Commander-Kenner sollten den Namen Ian Rikkord kennen, der den ersten Murray Cup im Jahr 2479 gewann. Ihm zu Ehren ist der Rikkord Memorial Raceway benannt. Im Jahr 2492 war Terra McConoway die erste Pilotin, die den Murray Cup gewann. Mit ihrem Sieg im Jahr 2495 wurde sie dann die erste Wiederholungssiegerin. McConoway ging mit sieben Siegen in den Ruhestand und ist damit bis heute die höchstdekorierte Murray Cup-Siegerin. Dax "The Hax" Emmelmann wurde sowohl durch seinen Sieg 2731 als auch durch den neuen Geschwindigkeitsrekord bekannt, den er dank der stark modifizierten Triebwerke seiner Aurora aufstellte. Fabis Capaldi gewann das Rennen im Jahr 2798, obwohl er am Rauk-Syndrom litt. In jüngerer Zeit erlangte Hypatia Darring Berühmtheit durch ihren aufregenden Sieg im Jahr 2934 und wurde noch berühmter, als ein fiktiver Bericht über ihren Sieg zu einem Bestseller mit dem Titel The Cup wurde. Zack Hugh schließlich wurde auch Nicht-Rennfans bekannt, als nach seinem Murray-Cup-Sieg im Jahr 2942 ein Amateur-Rennfahrer während seiner Siegesrunde in Hughs Auto krachte und ihn tötete. Diese Tragödie war der Auslöser für eine Änderung der Regeln, nach denen sich die Piloten für das Rennen qualifizieren.

Zu den berühmten außerirdischen Rennfahrern gehört Banu Issigon Ado, der erste Nicht-Mensch, der den Murray Cup im Jahr 2553 nicht nur bestritt, sondern auch gewann. Ados Erfolg machte das Rennen unter Nicht-Menschen populär. Sie gewannen 2558 einen zweiten Murray Cup und führten das Rennen 2559 an, als ihr Steuerbordmotor in der letzten Runde explodierte. Eine offizielle Untersuchung ergab, dass es sich um einen Unfall handelte, aber viele Rennfans zweifeln noch immer an dieser Behauptung. Im Jahr 2940 gewann ein junger Xi'an nyahuoaōng (jemand, der auf jegliche familiäre und finanzielle Unterstützung verzichtet, um die Chance zu haben, das Leben zu leben, das er sich wünscht) namens Shrin Vaatu den Murray Cup und sorgte für Kontroversen, indem er seinen Sieg der UEE widmete.

Während sich der Großteil der aktuellen Renngeschichte um den Murray Cup dreht, gibt es einige spannende Bereiche, um sie zu erweitern. Die Aufnahme von Wildstar Racing in das Spiel ist eine dieser Möglichkeiten. Wir haben ihre Einführung ins Spiel genutzt, um festzulegen, dass Zem Kolto Anfang des Jahres 2800 als erster Wildstar-Rennfahrer berühmt wurde und es bis zum Murray Cup schaffte. Außerdem haben wir die Vorliebe der Xi'an für das Koa e Ko'ia, das "heilige Fernrennen", festgestellt. Auch wenn wir noch keine prominenten Piloten benennen können, wird das Langstreckenrennen in der UEE immer beliebter.

Quantenreisen und Quantenantentrieb?
Frage: Der erste Quantenantrieb erreichte ein Zehntel der Lichtgeschwindigkeit und die Technologie wurde verbessert, damit kleinere Schiffe weiter und schneller reisen konnten. Später wurden die Antriebe vergrößert und ermöglichten es größeren Schiffen, mit Quantengeschwindigkeit zu reisen. Als die Sprungpunkte entdeckt wurden, wurde der fortschrittlichere Weltraumantrieb gestoppt? Wären die Menschen und andere außerirdische Rassen ohne die Sprungpunkte immer noch in ihren Heimatsystemen, bis eine neue Form der überlichtschnellen Reise erfunden werden könnte?

Antwort: Das ist eine der Fragen, auf die es eine Antwort gibt, die auf der Tatsache beruht, dass wir ein Spiel entwickeln, und eine Antwort für die Geschichte. Sprungpunkte waren eine bequeme Möglichkeit, um die Reise zwischen Systemen zu beschleunigen, was die Schaffung unabhängiger Spielräume ermöglichte, die durch einzelne Leitungen miteinander verbunden waren (anstatt sich langsam von einem riesigen Spielraum zum anderen zu bewegen).

Aus Sicht der Geschichte ist es möglich, dass Kulturen schneller als das Licht hätten reisen können, wenn sie die Sprungpunkte nicht entdeckt hätten, aber da wir die Sprungpunktmechanik haben, haben alle außerirdischen Kulturen sie schließlich entdeckt. Abgesehen davon haben die Xi'an die Sprungpunkte im Vergleich zu den Menschen erst viel später nach ihrem ersten Raumflug entdeckt, so dass ihr Technologielevel insgesamt fortgeschrittener war (z. B. ihr Umgang mit der Antigravitation), als sie schließlich anfingen, Sternensysteme außerhalb ihres ursprünglichen Systems zu erforschen.




Können wir einen Lore-Post über die Unternehmen hinter Arena Commander bekommen, die Star Marine kaufen oder mit ihr fusionieren?
Frage: Da diese beiden Modi jetzt zusammengelegt wurden, können wir das auch in der Spielgeschichte berücksichtigen?

Antwort: Im Rahmen der jüngsten Verbesserungen der Multiplayer-Modi von Star Citizen wollten wir das Spielerlebnis vereinfachen und verbessern. Anstatt die FPS- und Fahrzeug-Spielmodi separat zu durchsuchen, werden alle Optionen derzeit gemeinsam im Arena Commander präsentiert. Das wird es auch einfacher machen, wenn wir anfangen, kombinierte Modi einzuführen.

Was die fiktionale Seite der Dinge angeht, so lernen wir, genau wie bei den experimentellen Spielmodi selbst, immer noch dazu, während wir diese Änderungen umsetzen. Anstatt die aktuelle Geschichte zu aktualisieren, um diese Ungereimtheiten zu beseitigen, planen wir, Arena Commander noch etwas Zeit zu geben, um die Lobby-Erfahrung weiter zu verfeinern, und sobald die Dinge etwas abgeschlossener sind, werden wir den endgültigen Ablauf offiziell in die Geschichte integrieren.

Derzeit gehen wir davon aus, dass Original Systems angesichts der großen Beliebtheit von Arena Commander beschlossen hat, die Marke Electronic Access in den Ruhestand zu schicken und ihre Spieleplattform in Arena Commander selbst zu integrieren. Da InterDimension Software bereits eine Partnerschaft mit Original Systems eingegangen war, um ihr Spiel in Electronic Access zu veröffentlichen, war es für sie ein einfacher Übergang, ihre herzzerreißende FPS-Action weiterhin dort anzubieten. Was den Star Marine-Titel selbst angeht, ist noch unklar, ob InterDimension weiterhin Spiele unter dieser Marke entwickeln wird oder ob sie sich mehr auf ihre Partnerschaft mit Original Systems konzentrieren werden.




Citizen Day?
Fragen: Wie denken Nicht-Staatsbürger über diesen Tag? Es muss Hunderte von Millionen Menschen geben, die sich einbürgern lassen wollten, aber aus triftigen, unvorhergesehenen persönlichen Gründen oder einfach wegen Bürokratie, Vetternwirtschaft oder weil sie es versäumt haben, korrupte Politiker zu bezahlen, nicht dazu gekommen sind. Sind diese Bürgerinnen und Bürger neidisch? Ignorieren sie den Tag der Staatsbürgerschaft, feiern sie ihn oder versuchen sie, ihn zu sabotieren?

Antwort: Wie viele andere Dinge im Universum von Star Citizen stellen wir uns auch die Bürgerschaft als eine nuancierte Angelegenheit vor. Viele Zivilisten, die im Imperium leben, sind zwar entrechtet, kümmern sich aber nicht um die Politik zwischen den Systemen oder glauben, dass diejenigen, die sich dem bürgerlichen Leben verschrieben haben, besser in der Lage sind, die Zukunft des Imperiums zu gestalten. Neben dem Stimmrecht bei den Imperatorwahlen gibt es zwar noch weitere Privilegien, die mit der Staatsbürgerschaft verbunden sind (wir halten uns mit der Bestätigung der einzelnen Vergünstigungen noch zurück, da sie größere Auswirkungen auf das Design und die Wirtschaft haben, die gerade abgewogen werden), aber die Vorteile sind so groß, dass sie sich nicht oft auf das tägliche Leben der Menschen auswirken.

Natürlich gibt es, wie bereits erwähnt, Menschen, die die Staatsbürgerschaft anstreben und sie auf verschiedenen Wegen erlangen, z. B. durch Militärdienst, wohltätige Handlungen, wichtige Beiträge zur Gesellschaft usw. Wenn es jemandem nicht gelingt, die Staatsbürgerschaft zu erlangen, liegt das in der Regel weniger an seinen körperlichen Fähigkeiten oder an der weit verbreiteten Korruption, sondern eher an Problemen mit dem Gesetz oder an der Unfähigkeit, die nötige Zeit für das Vorhaben aufzubringen. Die Staatsbürgerschaft ist nicht für jedermann gedacht, sondern für diejenigen, die sich besonders bemüht haben, dem Reich zu dienen oder es zu verbessern.

Dennoch gibt es innerhalb der UEE Gruppen, die der Meinung sind, dass das Wahlrecht ein Grundrecht sein sollte und jeder zum Bürger gemacht werden sollte (es gibt sogar einige, die den Status ganz abschaffen wollen). Am Bürgertag gibt es oft Proteste und Demonstrationen zu diesem Thema. Außerdem gibt es an diesem Tag ein Gegenprogramm, das sich an die Zivilbevölkerung richtet, ähnlich wie bei einem Punk-Musikfestival. Einige Geschäfte bieten an diesem Tag sogar einen augenzwinkernden "Zivilistenrabatt" an.



Ambrus-Anzug?
Frage: Ist der Ambrus-Anzug für besondere Anlässe geeignet? Er wird als formeller Jumpsuit von MuyMuy aufgeführt, aber ich kann nicht viele andere Informationen darüber finden. Ist das eher ein Alltagsoutfit für die Leute auf Saisei oder etwas, das man zu formellen Anlässen trägt? Und ist MuyMuy eine beliebte Marke? Sie scheinen nicht sehr viele Produkte zu haben.

Antwort: MuyMuy ist ein Bekleidungsunternehmen mit Sitz in Saisei (Centauri III), das auf die Verwendung natürlicher Stoffe für bequeme und legere Kleidung setzt. Die Kleidung hat meist eine lockere Passform und besteht oft aus mehrlagigen oder drapierten Stoffen. Insgesamt sind der Stil und die Markenpositionierung von MuyMuy eher erdverbunden, was das Unternehmen in der Öffentlichkeit als ziemlich traditionell erscheinen lässt. Die Sachen von MuyMuy sind sehr beliebt für legere Freitage im Büro oder bei Angestellten, die am Wochenende entspannen. Während MuyMuy in der gesamten UEE eine beliebte Marke ist, ist sie in Stanton aufgrund der Struktur des Systems nur begrenzt präsent. Die Menschen auf Hurston und ArcCorp bevorzugen eher Industrie- und Arbeitermarken, während die Menschen auf Crusader und microTech eher moderne, von Terra geprägte Marken bevorzugen.

Mit dem Ambrus-Anzug wirbt MuyMuy um Kunden, die einen moderneren Look bevorzugen, indem es das, was das Unternehmen am besten kann, stilvoll in Szene setzt. Der Anzug hat ein kühneres und moderneres Design, ist aber trotzdem locker geschnitten und hat ein drapiertes Cape. Neben der Verwendung von natürlicher Brokatseide hat MuyMuy für den Anzug auch Kammgarnwolle aus der Region Xi'an eingekauft. Das macht die MuyMuy-Kollektion zu einer auffälligen und besonderen Ausgabe. Ein Anzug, der sowohl für formelle Anlässe geeignet ist als auch bequem und praktisch genug für den Alltag im Büro.

Wird die Zeus MK IV von ArcCorp aus dem Jahr 2687 nachgebaut oder ist die Zeus MK II im Spiel ein Remake eines älteren Schiffes als dieses?
Frage: Im Portfolio von ArcCorp heißt es: "ArcCorp begann als Konsortium zur Erforschung des Weltraums im Jahr 2687. Das Unternehmen wurde von einer Gruppe von Freunden in einem Schiffscontainer gegründet, um mit ihrem einsamen Zeus IV-Raumschiff Sprungpunkte zu lokalisieren und zu katalogisieren." Wird die Zeus Mk IV von ArcCorp in eine Zeus Mk I umgewandelt oder ist die Zeus Mk II im Spiel ein Remake eines Schiffs, das älter ist als die Mk IV? Wenn es sich um eine neu gestaltete Mk II handelt, warum wurde sie dann neu gestaltet und nicht die neuere Mk IV?

Antwort: Gut erkannt! Bei der Benennung der neuen Zeus Mk II wurde die Erwähnung in dem ArcCorp-Artikel leider übersehen. Da die Tatsache, dass es sich um ein Zeus-Schiff handelte, für die Gründungsgeschichte von ArcCorp nicht so wichtig ist, haben wir den Namen auf eine Aurora geändert, die etwa dreißig Jahre zuvor auf den Markt gekommen war.




Warum ist der Formfaktor mobiGlas die vorherrschende Schnittstelle zwischen Mensch und Maschine?
Frage: Abgesehen von den spielerischen Gründen wäre es ziemlich anstrengend, das Handgelenk die ganze Zeit hochzuhalten, um das mobiGlas zu benutzen, und gleichzeitig den Bildschirm nur mit einer Hand zu bedienen. Außerdem gibt es Probleme mit der Privatsphäre durch den großen, transparenten Bildschirm. Gibt es einen Grund dafür, dass dieser eher unhandliche und unbequeme Formfaktor die vorherrschende Art der Interaktion mit dem digitalen Leben geworden ist und nicht etwa AR-Brillen, Kontaktlinsen oder sogar direkte Brain-to-Machine-Interfaces?

Antwort: In Star Citizen arbeitet das mobiGlas Hand in Hand mit anderen Interface-Designs, von denen viele ebenfalls von microTech stammen. Fast jeder ist mit der Reverie AR Lens ausgestattet, die dem Träger wichtige Informationen auf die Kontaktlinse liefert, sowie mit verschiedenen VI-Schnittstellen in Visieren und Brillen, die dem Träger noch mehr Details liefern. Es gibt auch Datenpads und Terminals, die häufig benutzt werden, wenn man längere Zeit mit Daten interagieren muss. Das mobiGlas erfüllt seine Rolle als tragbares Gerät, mit dem man schnell auf eine ganze Reihe verschiedener Apps zugreifen kann. Die Hologramm-Oberfläche hat sich gegenüber den herkömmlichen Bildschirmen durchgesetzt, weil sie eine größere Oberfläche in einem kleineren Gehäuse bietet und außerdem bequem am Handgelenk getragen werden kann. Das ist besonders in der Raumfahrt nützlich. Was den Schutz der Privatsphäre angeht, so wissen die Menschen im 30. Jahrhundert, dass die Privatsphäre in öffentlichen Räumen ohnehin minimal ist und dass sie, wenn sie sie wirklich wollen, an einem abgelegenen Ort leben müssen.




Warum hat die Cutlass-Serie keine Toilette?
Frage: Als treuer Nutzer der Cutlass Black wollte ich wissen, warum sie keine Toilette hat?

Antwort: Die erste Version der Cutlass Black im Spiel hatte eine Toilette als Teil ihres Designs. Es handelte sich um ein offenes, gefängnisähnliches Klo im Frachtraum zwischen einem Frachtnetz und der Rampe. Sie bot wenig Privatsphäre und barg erhebliche Gefahren, wenn sich die Rampe während der Raumfahrt öffnete. Bei der Überarbeitung, die zur aktuellen Version des Schiffs führte, wurde die Toilette entfernt. Die Cutlass Red ist die einzige Variante, die noch eine Toilette hat, und zwar dort, wo bei den anderen Varianten der Sitz des Turms ist.

Das Schiffsteam hofft, eine Toilette in die Cutlass Black und andere Varianten einbauen zu können, aber der Platz auf dem Schiff ist knapp bemessen. Es wäre lustig, eine kleine Geschichte über die verlorene Toilette zu erzählen, z. B. dass sie in den Spezifikationen für den Militärauftrag, für den das Schiff ursprünglich entworfen wurde, vorgeschrieben war, aber Drake sie nach einer Umgestaltung für den kommerziellen Markt wieder entfernt hat. Aber da die Möglichkeit besteht, dass es wieder auftaucht, ist es wahrscheinlich am besten, wenn wir es vorerst aus der Überlieferung heraushalten. Wenn wir es jetzt mit Lore-Gründen rechtfertigen, müssen wir erklären, warum Drake alle Cutlasses ohne Toilette zurückgerufen und durch solche mit Toilette ersetzt hat. Ein extrem teures Unterfangen für ein Unternehmen, das dafür bekannt ist, die Produktionskosten so niedrig wie möglich zu halten.
12/12/2023 - 12:00 PMWelcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. 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, March 19th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

Are There Populated UEE Systems That Players Don't Know About?
Question: Are there Human populated systems that aren't on the Starmap because they don't have any significant lore?

Answer: The Starmap represents all of the systems known to the Humans/UEE, so any additional systems discovered would be new for Humanity too. There are two exceptions though. Oretani system was an early UEE system that got cut off when the single jump point connecting it to Ferron system collapsed suddenly in 2485. This trapped all the early terraformers and settlers in the system so it's possible that, if they’re still around, their society might have evolved in ways unknown (or even different) to the rest of Humanity. The other would be if the crew of the Artemis were able to land somewhere that had not yet been found by the rest of Humanity.




Nyx Rest Stops?
Question: There was a lot of talk at CitizenCon about the living conditions on the frontier, and those who played Pyro have commented on how the stations feel much more run-down than those in Stanton. If I recall correctly, while Nyx is also an unclaimed system, it still sees much more traffic than Pyro because of its location and jump point connections. I assume that Nyx has space stations to accommodate haulers and travelers, and was wondering how they might be different from what's in Pyro? Are Nyx’s rest stops still owned & operated by R&R despite the system not being official UEE territory? Is the plan to make them feel generally more well kept than the Pyro stations but still dirtier than Stanton’s?

Answer: Your assessment of the situation in Nyx is pretty spot on. The system went unclaimed by the UEE upon its discovery in 2582 after only the first planet was amenable to Human habitation. Of course, that didn't stop Humanity from exploiting it for resources. As you noted, it avoided the same fate as Pyro because its four large jump points and two medium jump points made it an important transit system. Even the Bremen Beltway, an underground network that smuggled UEE dissidents into Xi'an space during the Messer era, passed through the system. In comparison, Pyro only has one large and two medium jump points. This constant traffic definitely kept Nyx from spiraling into the lawless depths of Pyro and would've encouraged more businesses to take a chance to establish themselves in the system.

Exactly how this manifests in-game is yet to be seen, but your general take feels right. Space stations will look and feel more like Pyro than Stanton. Players who were around when Levski (Delamar) was temporarily placed in Stanton know that it has strong Pyro vibes. Still it won't be as rough as Pyro as it’s managed by the People’s Alliance, a group that fled the Messer regime and attempted to set up a new independent Human government. There's a chance Rest & Relax will have stations in some strategic locations or stations could be independently run, Mom & Pop operations that fall between legit R&Rs and decrepit gang controlled ones.




Who Are the Most Famous Racers in Lore?
Question: I was recently talking with some friends about this. Is there any lore regarding famous in-universe racers? Also curious if there are any non-human racers that have lore attributed to them.

Answer: We've established a number of famous racers within the lore. Below are a few we've mentioned along with their accomplishments.

Gotlieb Yorm won the 2817 Murray Cup Blitz but is now best remembered as the namesake of the racing focused component brand Yorm. An eccentric figure who first made a name for himself in Baker's underground racing circuit, Yorm became famous in 2814 after racing completely nude, claiming that clothes were an unnecessary weight. Forcing Murray Cup officials to establish a rule that all pilots must wear flight suits for safety reasons.

Arena Commander aficionados should recognize the name Ian Rikkord, who won the inaugural Murray Cup in 2479. Rikkord Memorial Raceway is named in his honor. In 2492, Terra McConoway was the first female pilot to win the Murray Cup. She then became the first repeat winner with her victory in 2495. McConoway would retire with seven wins to her name, making her the most decorated Murray Cup champion to this day. Dax “The Hax” Emmelmann became famous for both his 2731 win and for setting a new speed record in the process thanks to his Aurora’s heavily modified thrusters. Fabis Capaldi famously won the race in 2798 despite suffering from Rauk’s syndrome. More recently, Hypatia Darring gained notoriety for her exciting come from behind victory in 2934, and became even more famous when a fictionalized account of her win became a bestselling book called The Cup. Finally, Zack Hugh became known to even non-race fans when following his Murray Cup win in 2942 an amateur racer crashed into and killed Hugh's during his victory lap. The tragedy sparked a rules change to how pilot's qualified for the race.

Some famous alien racers include Banu Issigon Ado, the first non-human to not only compete but win the Murray Cup in 2553. Ado's success popularized the race amongst non-humans. They won a second Murray Cup in 2558 and were leading the 2559 race when their starboard engine exploded during the final lap. An official investigation deemed it an accident but many race fans still question the claim. In 2940, a young Xi'an nyahuoaōng (one who renounces all familial and financial support for a chance to live the life they want) named Shrin Vaatu won the Murray Cup and courted controversy by dedicating his victory to the UEE.

While most of the current racing lore is built around the Murray Cup, there's some exciting areas to expand it. The addition of Wildstar Racing to the game is one such opportunity. We used their introduction to the game to specify that in the early 2800s Zem Kolto gained fame as the first racer from the Wildstar circuit to make it to the Murray Cup. Plus, we've established the Xi'an's love for the Koa e Ko’ia, "holy, distance race". Though we have yet to specify any prominent pilots, the endurance race is growing in popularity within the UEE.

Quantum Travel & Quantum Drives?
Question: The first Quantum Drive created reached 1/10th the speed of light and the technology was improved to allow smaller ships to travel further and faster. Later the drives were built bigger and were able to get larger ships to travel at Quantum. When the Jump Points were discovered, was more advanced space propulsion stopped? If it wasn't for the Jump Points would Humans and other Alien races be still in their home systems until some new form of faster-than-light travel could be invented?

Answer: This is one of those questions that has an answer based on the fact that we're building a game and an answer for the lore. Jump Points were a convenient way to bottleneck travel between systems that would allow the creation of independent playspaces connected by single conduits (rather than slow-burning from one massive playspace to another).

From the lore perspective, yes, it's possible that cultures could have conceivably unlocked faster-than-light travel if they didn't discover jump points, but since we have the jump point mechanic, ultimately all our alien cultures ended up discovering them. That being said, the Xi'an discovered jump points a lot later after their initial space flight relative to Humanity so their technology level overall was more advanced (such as their artistry with anti-gravity) when they did finally start exploring star systems outside of their original one.




Can We Get a Lore Post About the Companies Behind Arena Commander Buying or Merging with Star Marine?
Question: Since these two modes are now merged, can we have it reflected in the in-game lore too?

Answer: As part of the recent improvements to Star Citizen’s multiplayer game modes, there was a desire to streamline and improve the experience. Rather than having to browse the FPS and Vehicle game modes separately, all the options are currently presented together in Arena Commander. This will also make things easier when we begin introducing combined modes.

As for the fictional side of things, just like the experimental game modes themselves, we are still learning as we implement these changes. Rather than updating the current lore to address these inconsistencies, our current plan is to give Arena Commander some additional time to further refine the lobby experience then once things are a bit more locked we will officially incorporate the more finalized flow into the narrative.

Our current thoughts are that Original Systems, faced with the sheer popularity of Arena Commander, decided to retire the Electronic Access brand, and migrate their gaming platform into Arena Commander itself. As InterDimension Software was already partnered with Original Systems to feature their game in Electronic Access, it was an easy transition for them to continue to feature their heart-pounding FPS action there. As for the Star Marine title itself, it is unclear yet whether InterDimension will continue to develop games under the brand, or if they will focus more on their partnership with Original Systems.




Citizen Day?
Questions: How do noncitizens feel about this day? There must be hundreds of millions of people that wanted to become a citizen, but fell short due to valid unforeseen personal reasons or just plain bureaucracy, nepotism, or even failing to pay off corrupt politicians. Are these civilians envious? Do they ignore Citizen Day, celebrate it or try to sabotage it?

Answer: Just like many things in the universe of Star Citizen, we envision Citizenship to be a nuanced matter. There are many civilians who live in the Empire that, while disenfranchised, either do not bother themselves with intersystem politics, or believe that those who have dedicated themselves to civic life are better situated to guide the Empire’s future. And while there are certainly other privileges associated with Citizenship besides voting in the Imperator elections (we are holding off on confirming the specific perks as they will have larger design and economic impacts that are being balanced), the benefits are such that they don’t often impact people’s day-to-day lives.

Of course, as mentioned, there are those that do desire Citizenship and seek it out through various paths like military service, charitable acts, major civic contributions, etc. Typically, if someone fails to earn the status it is less owing to physical capability and widespread corruption, and more because of issues with the law or the inability to dedicate the time needed to the endeavor. Citizenship is not meant to be for everyone, but to those who have made a significant effort to serve or better the Empire.

All of that said, there are groups within the UEE who believe that voting should be a basic right and everyone should be made a Citizen (There are even some who wish to abolish the status altogether). On Citizen Day, there are often protests and demonstrations to such effect. There has also been counter programming scheduled on the day geared toward civilians, along the lines of a punk music festival. Some stores have even been known to offer a tongue-in-cheek “Civilian Discount” that day.



Ambrus Suit?
Question: Is the Ambrus suit for special occasions? It's listed as a formal jumpsuit made by MuyMuy but I can't find much other information on it. Is this more of a daily outfit for the people on Saisei or something you wear to formal occasions? Also, is MuyMuy a popular brand? They don't seem to have a ton of products.

Answer: MuyMuy is a clothing company based in Saisei (Centauri III) that prides itself on using natural fabrics to create comfortable and casual pieces. Its clothing usually has a looser fit that often features layered or draped fabrics. Overall, MuyMuy's style and brand positioning lean Earth-centric, which paints it as pretty traditional in the public eye. Their stuff would be very popular during casual Fridays at an office or with white collar workers relaxing on the weekend. While MuyMuy is a popular brand across the UEE, it has a limited presence in Stanton due to the makeup of the system. People on Hurston and ArcCorp lean more toward industrial and blue collar brands, while those on Crusader and microTech might prefer more modern, Terra-influenced brands.

With the Ambrus suit, MuyMuy is courting consumers drawn to a more modern look by putting a stylish spin on what the company does best. The suit has a more bold and modern design while still featuring a loose fit and draped cape. In addition to the use of natural brocade silk, MuyMuy also sourced worsted ma'xy.un wool from the Xi'an for use in the suit. This combines for an eye-catching and special edition to the MuyMuy line-up. One which walks the line between being right for formal occasions while still being comfortable and practical enough for everyday wear to the office.

Is ArcCorp’s Zeus MK IV From 2687 Going to Be Retconned or Is the In-Game Zeus MK II a Remake of an Older Ship Than That One?
Question: According to the ArcCorp portfolio: "ArcCorp began as a deep-space exploration consortium in 2687. Started in a shipping container by a group of friends, the company aimed to use their lone Zeus IV spacecraft to locate and catalog jump points." Is ArcCorp's Zeus Mk IV going to be changed to a Zeus Mk I or is the in-game Zeus Mk II a remake of a ship older than the Mk IV? If it is a re-imagined Mk II, then why did they re-imagine it rather than the newer Mk IV?

Answer: Good catch! When naming the new Zeus Mk II, the mention in the ArcCorp article was unfortunately overlooked. Since the fact that it was a Zeus craft is not that critical to the story of ArcCorp’s founding, we have gone ahead and updated it to an Aurora which had been released about thirty years prior.




Why is the mobiGlas Form Factor the Dominant Human-to-Machine Interface?
Question: Gameplay reasons aside, it feels like it would be rather tiring to keep your wrist up all the time to use your mobiGlas, while also restricting the use of the screen to a single hand. There are also privacy issues with the large transparent screen. Is there a lore reason why this rather unwieldy and awkward form factor has become the dominant mode of interfacing with one's digital life, instead of AR glasses, contact lenses, or even direct brain-to-machine interfaces?

Answer: In Star Citizen, the mobiGlas works hand-in-hand with other interface designs, many of them also from microTech. Almost everyone is equipped with Reverie AR Lens which provides the wearer critical information on their contact lens, as well various VI interfaces placed into visors and specs to provide even more details to the wearer. There are also datapads and terminals in the ‘verse that are frequently used when longer stretches of interacting with data is required. The mobiGlas fills its role as a portable device that can quickly be used to access a whole host of different apps. The hologram interface won out over traditional screens for providing a larger interface in a smaller package, as well as having the convenience of always living on your wrist. Especially useful in space travel. As for privacy concerns, people of the 30th century have an understanding that privacy in public spaces is minimal anyway and if they truly want it they need to be somewhere more remote.




Why Doesn’t the Cutlass Series Have a Bathroom?
Question: As a loyal user of the Cutlass Black, I wanted to know why it doesn’t have a toilet?

Answer: The initial in-game version of the Cutlass Black did have a toilet as part of its design. An exposed prison-style privy in the cargo hold between a cargo net and the ramp. Using it provided little privacy and considerable danger if the ramp opened during space travel. The rework that produced the current version of the ship removed the toilet, and left the Cutlass Red as the only variant to still have one, tucked into the space occupied by the turret seat in the other variants.

The Ship team hopes to reincorporate a commode into the Cutlass Black and other variants, but space is at a premium on the ship. It would be fun to weave a little lore around the lost loo, like the specs for the military contract the ship was originally designed for mandated its inclusion but Drake removed it following a redesign for the commercial market. But considering there's a chance it returns, it's probably best if we keep it out of lore for the moment. If we justify it with lore reasons now, then we'll have to explain why Drake recalled all the Cutlasses without toilets and replaced them with ones with toilets. An extremely expensive endeavor for a company famous for wanting to keep production costs as low as possible.

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