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Basic project concept.

So, to get this rolling I thought I'd lay down what we came up with last night for your comments.

The key point of this is it is to be quickly and easily used by a Referee to create a working starport.

The focus is aimed at the player character interaction level. We aren't concerned with the precise tonnage of trade that typically passes through the station beyond the criteria of Very High, High, Medium, Low, Incidental (or whatever scale we hit on), but this does affect how long it takes you to get a bay, get unloaded, how much fuel and resupply is availible.

We want to have brief, concise essays about starport operations, tariffs and charges, facilities, defenses, and laws. We also want to have advice for the GM in how to put a port together quickly and 'realistically'.

We want to cover the various components of a starport (defenses, traffic control, cargo handling, shops, services, warehousing, etc) in a modular manner. For example you might decide you want a Class B port on a waterworld that handles a high volume of trade, and be able to quickly come up with the fact you need (purely random figures) 10 warehousing units (whatever a warehouse unit is), 15 landing area units, 3 port control units, and so on. Of course, a port this busy will have criminal units too, but they depend on the above and the law level and are a different story. I have a few more ideas about this, but need to think them over for a day or so first.

The units themselves will be covered with 10 to 12 within a given type, so you might have "Small Warehouse Unit", "Medium Warehouse Unit", "Small Warehouse Unit, Pressurised", "Medium Warehouse Unit, Secure" and so on. These are then used to built the port. I'm in favour of small example maps for each type to give ideas (again to be used quickly), but what do you think?

There needs to be a chapter of advice for the GM on how to flesh the port out if he needs more details. A chapter of NPCs to use. A chapter of bars, clubs, shops and the like to drop into the entertainment and service section of the port.

I'm also in favour of a chapter of random tables for encounters, adverts, shop items, people, and the stuff GMs need quickly.

We're also considering a Universal Starport Facility Profile (USFP) to help record our modular starports.

A chapter of example starports (one big, one small, one exotic maybe) to show how this can work, maybe with a detailed creation example if we can.

Finally there needs to be a random generation system to allow the Referee to come up with a starport quickly and easily if he jiust wants to roll the dice.

All this must be usable for Imperial, Corporate or Independant ports, and if possible a little advice on non-human ones too.

So folks, what do you think? Remember that this isn't the way the project is going to be, its one set of ideas - if you think any are crap tell me and lets come up with a beter idea.

A topic this big could get unwieldy fast, so one request would be once we start to chat about individual parts of the project we take them so seperate threads to keep the size down. Obviosuly they'll interrelate some, but that is unavoidable. If anyone has a completely radically different idea of how to do this drop it in another thread and we'll run them parallel.

Note that references to modular starport creation mean modular on a metagame level, and not nessecarily physically building-block starports.

So folks - comments, ideas, criticisms? Lets hear your voices.


Shane
 
From da other Project Manager/Minister/(what have you):

Essays oughta be brief guys, 500-1000 words.
Separate topics, can be posted like, say "services"; Fuelling; Docking fees;

Facilities Available- and sub topics beneath them (shipyard/ spacecraft-yard (A & B-class types); Repair/Salavage Yard (C-class type ports).
With annotations to Orbital and dirtside ports of call.From X- to A-class Starports. Remember Space ports are smaller versions of D, E, & X!


We intend to add a chapter of crunchy goodness for those who plan on fleshing out their Fast-Port for their campaign if he/she-GM intends it as a common stopping point in his/her campaign. This for the detailed types. But the basic goal remains the same--Fast generation of whats there, and what the PC's and their ship can expect to find/ run into/ try to avoid..etc
file_23.gif
:D

We're aiming to make a booklet here that any GM can in 10-20minutes knock out a starport his/her players are about to visit. THAT's the goal.
 
I think this is a great idea. IMTU, I've always had a problem making my starports varied enough to seem unique. Although a certain amount of standardization is a good/desirable thing.

I don't know if this is the sort of idea you are looking for, or if this is even the proper place to put it, but one think I've always used for my starports is the concept of modular landing pad clusters at all starports run by the Imperium.

Start with a large central module. This houses all of the standard services for starships (refueling, refitting, power, cargo selling, buying, loading and unloading, passengers, customs, etc.) This central module also would contain shops, bars, restaurants, hotels, passenger lounges, and entertainment facilities used by ships' crews and passengers, as well as a homing beacon for ships.

Around this central module would be 10 landing pads, numbered 0 (zero) through 9.

If a starpost was busy enough to need more landing pads, another module would be added. They would be connected to each other, and to the startown, warehouses, and port tower/offices by monorails and moving sidewalks. Modules would be designated A, B, C, etc. So a ship's assigned docking berth or landing pad would be A9, B7, C0, etc.

Really large starports with more than 26 modules would go to AA, BB, CC, or even up to AAA, BBB, CCC, etc. This is a real easy way to impress upon the players the vastness of some of the Class A starports on major crossroads worlds:

(Starport tower) "Far Trader Beowulf, this is Regina Downport Tower. You are clear for landing in berth Zebra Zebra Zebra 4. Maintain heading of vector . . . "

A similar layout and numbering scheme can be used for orbital facilities, but would usually involve either exterior docking bays or interior hangers.
 
Interesting PJ....

One problem is that so many references are made to so many different styles of port in the books that having one type of modular build port for everything might fly in the face of canon. That said, it is still a usable idea for a type of port used in soe areas and one I like a lot! Maybe modulr starport lumps that are used for temporary ports while a main one is being constructed?

Shane
 
Yeah, but canon does talk about the SPA and how they standardized alot of starport construction. I can't imagine the Imperium building thousands of starports WITHOUT having a 'playbook'. Remember too, worlds have multiple star/ space ports on each world, that increases thier number...
I might have been on a class A starport on planet x only to go to the backup starport B the next time, because of increased traffic. Both are correct, asd nothing broke canon...
So what if one was painstakngly handcrafted by a Traveller God, and the other was thrown up with a pair of d6 on the spur...
-MADDog
 
Well there's also the point that not all starports are Imperial too, MADDOG. Not All ports's need be the same..some gamers found that out on Tremous Dex's B-class port..there wasn't a TAS Hotel there- a non Imperial world at the time!
 
True - But my point is just because it's modular, doesn't make it non-canon...
That's also the beuty of rolling up the modules...
"Whaddya mean, there's no TAS on this stinking planet!"
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It's what the dice SAY....
-MADDog
 
Originally posted by MADDog:
Yeah, but canon does talk about the SPA and how they standardized alot of starport construction. I can't imagine the Imperium building thousands of starports WITHOUT having a 'playbook'. Remember too, worlds have multiple star/ space ports on each world, that increases thier number...
Good point MD, thanks.


Shane
 
I hope I am the First to bring this up...I want to "Playtest" this thing when its ready!!!...Please include me in playtesting when its time. I want to ROLL dice!!!. I will tear this thing up and put it back togather again!!
I am the first vollenter.
 
This was alluded to on one of the other threads here, but just to confirm:

Is it our intention to build the system to also allow construction of Naval or Scout Bases, or is it a civilian starport generation system?

Paul Nemeth
AA
 
Originally posted by Antares Administration:
This was alluded to on one of the other threads here, but just to confirm:
Is it our intention to build the system to also allow construction of Naval or Scout Bases, or is it a civilian starport generation system?
I believe we are focusing on civilian starports. The thing has been noticed that most adventures either start, end, or pass through a starport. These encounters are usually rushed, without a lot of detail, mainly because generating a starport even using GT:Starports is a time consuming process. Talk had progressed that it would be nice if we had a set of starport Legos to snap together quickly that could describe/map the protions of the starport the PCs would be using...Said Lego blocks would be randomly rolled, and those that were needed for a specific type port (A, B, etc) could be randomly rolled for quantity ("Whaddya mean I gotta wait 5 hours for a landing pad to clear!")...
I could be wrong...

-MADDog
 
The way to avoid the "ho hum" of just one more starport is to add a table of unusual features to add at the end of the process. These might be split up and cross indexed according to different planetary UPP characteristics.
1 - it is all perched on a mountain and a [grav/cable] elevator connects to the planetary transit system.
2 - All but the landing pads are underground
3 - starport is a grav city on high TL
4 - native fuzzypets are EVERYWHERE in the starport and they might even get into a ship.
5 - The whole thing uses starship-type grav to hold itself sideways on something
6 - weird laws set up by local imperial noble (everyone wear hats, masks, or wear badge indicating social status...)
7 - bribery is absolutely rampant here because native buy their jobs from SPA and use the job to make money. You can't get anything done without baksheesh
8 - buildings are all built of transparent material
9 - buildings are all spherical and stacked on each other in a heap
10 - steam powered monster trucks haul ships and people around, and three warring guilds of monster truck drivers are vying for control of the starport business -- they yell and shoot at each other a lot

Just examples - but without something like this the book will produce very featureless stuff. Sci-fi isn't about how many warehouses, it's about what secrets lurk in them.
 
We could have some tables to induce variance into "standard desings" (TL related variance, Race related variance, etc).

Forex: D Ports on TL8 world isn`t going to have the same module from A ports on TL 15 worlds.

Hivers have more rounded, more smooth lines...
 
These may be the dividers:

breathable air / no breathable air

TL10+ / TL<10 [Imperial tech will be the only real tech in the latter case]

Starport C or above / starport D or E

That gives you six tables for rolling features - you might roll once for each of the three dividers, or whatever. These major divisions will probably be the relevant ones through the entire generation process...
 
Anyone thought that by having "standardized" modules would make it wayyy more easyer to make starport plans?

With lists of modules and their variation, it should be easy to have some Modules Templates for CC2, AutoRealm, Visio and others...

There could be a simple way to describe the layout of the Starport with a simple schematic.

I`m thinking of molecule-like schematics

Forex:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> L3-L3
/\ |
A2-L3-S1=A7=E</pre>[/QUOTE]L3 being (dummy name) Type 3 Landing pads
A2 Admin Type 2: a Small Controll Tower
A7 Admin Type 3Customs
S1 Type 1 Warehouse (xyz dTons of Storage)
E Extrateritoriality line..


The actual code used would by compliant with the final naming convention, etc... With the port template, just plugging those little hex pictures onto an hex map would render the starport as the author intended, or give Referees a way to keep their layout consistent without having to draw/describe it all with every details.
 
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