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Basic project concept.

Basics,,,,I would like to know what kind od dice will be used, i.e., 6, 10,20 sideed. one type or all 3 types??? All 3 types would give a more RANDOM feel, The MATH "CURVE" would be different for each ROLL, giving a much more diverse result.

How many CHAPTERS in book???...need first estement to start work with???

How many Pages in book, need Guesstement to visulize and workwith.

Need both OFFICERS and OFFICERS ONLY to make these COMMAND decisions, and make them SOON!!

Need advice on ACTUAL MECHANICS of system...i.e.
what to roll up first or Sequence of rolls.
 
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?

Paul Nemeth
AA
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Maddog-- 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...

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Gentleman, we are aiming at making a fast generation set booklet for starports--within this, whether or not it has Milspec bases as per canon or not, whether it is orbital or not; whteher it is underwater/ underground (or in an asteroid or not), Its NOT just civilian, corporate starports, private starports/spaceports are also options available.

And to be able to roll your dice in 10-20 minutes prior gametime, and lie in wait for those pesky Gamers!
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And be ready for them.. :eek: :D
 
Originally posted by Mythmere:
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.
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BINGO Mythmere!
Guys, ladies (yes, we have them too!..Eak, Shar Leigh<roses lasses, every time!>).. this is what we need..NOT just Numbers..the Gm will have those on Tables 1-6, 1-10, 1-20 choices..

Say:(example only)
Trade volume-Annual
6*Very High (ABC ktns- XYZktns)
5*High (ABC Ktns)
4*Moderate (etc)
3*Average (etc)
2*Low (10-100dtns)
1*Incidental (1-10 dtns)**

**Arbitrarily numbered-no worries, 'kay?)-
But this is what we're aiming at- leave the EXACT amount up to the GM..its descriptives the GM imparts to the players..Not gettin bogged into Numbers & GT-Accountancy, Hooah?
 
OKAY......Brakes applied time! Lets not get mishmashed on the module word.. this is a modular set of Tables, not *just* modularized construction thingys making a starport! there sems to be some confusion, and I apologize for not catching it sooner--I work nights, and monitor then-I do sleep, sometimes<grins>!

Carry on! the ideas are flowing..keep em rolling folks!
 
Originally posted by Mythmere:
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...
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Excellent idea, Mythmere!
population will also play a part in them as well.
harkening back to CT-JTAS days.. Orbital habitats, C-class ports, TL-8+ are possible. And these will have spaceports/ places to dock!

This atnmosphere/TL dividing line could mean looking at at a UPP say of..

A201677-7* & and A201677-A and at a glance know one facility is dirtside, the other more than likely orbital!

(*yes, there is such a world in the Gateway 4 sectors!)..

Rolling hot guys, keep the good ideas coming!

TL-8 is a definite dividing line.
 
Bad Maddog. Bad Maddog... :(

But as in the other thread..(something about what makes up the pieces...God I wish I had short term memory still...)
I was under the impression that canon said all starports start with a downport and add a highport element when they reach a certain size, TL, or SP level (ie - Starport B or A or TL over 9 or whatever...)
Once again, could be wrong...
-MADDog
 
Originally posted by MADDog:
Bad Maddog. Bad Maddog... :(

No yer not..we're brainstorming here now..cheer up!

But as in the other thread..(something about what makes up the pieces...God I wish I had short term memory still...)
I was under the impression that canon said all starports start with a downport and add a highport element when they reach a certain size, TL, or SP level (ie - Starport B or A or TL over 9 or whatever...)
Once again, could be wrong...
-MADDog
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True enough..
but consider this.. the GM knows the players are going to planet X-ray Alpha..He/she looks at the UWP for the mainworld (arbitrarily rolled #'s, relax):
"XA" grid XXXX B-946567-7 In 134 Na etc..
You're mission as GM is to flesh out this TL-7 B-class port. Obviously they build spacecraft (as per port canon)...do they build TL-7 craft, or does the world have a spacecraft firm from elsewhere farming out work here?

As a Gm, and with what we're planning, these are decisons we're gonna have to insert into the tables.
 
I could see a lower TL world earning negative DMs, pushing the roll towards more primitive things, but part of the SPA is insuring the 'spice flows'. If a world is on a main, it should still have a chance at a spiffy, new starport, even if the natives are trying to figure out that 'fire thing'. Part of 'setting' is those anomalies that pop up...
"This world has full drydocking facilities, and it's TL3!"
"Yeah, but we are on the main run to Gateway, and the next jump on the main can take its toll..."

(Also, I'm going to lobby for the lowest TL level spaceports being Water Harbors...
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)

-MADDog
 
Originally posted by MADDog:
I could see a lower TL world earning negative DMs, pushing the roll towards more primitive things, but part of the SPA is insuring the 'spice flows'.

###Nice *Dune* analogy!<nods>. But is SPA homgenous outside the Imperium? say, in Hinterworlds, or ZHodani Consulate? Cultural tweaks definitely a possibility, and remain *canon*..hmmm thinking material!

If a world is on a main, it should still have a chance at a spiffy, new starport, even if the natives are trying to figure out that 'fire thing'. Part of 'setting' is those anomalies that pop up...
"This world has full drydocking facilities, and it's TL3!"


Explaining that is part of this generation tables we're aiming at-precisely! And DM's for it being dirtside, vis a' vis orbital at that TL..local infrastructure cannot support it..hmm another godd idea! (possible it can be orbital/ ala Downbelow Station CJ Cherryh).

"Yeah, but we are on the main run to Gateway, and the next jump on the main can take its toll..."

(Also, I'm going to lobby for the lowest TL level spaceports being Water Harbors...
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)

-MADDog
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or ice--remembering thin atmosphere worlds with high hydrospheres. :D
 
Atmosphere 2-0 will also effect the types of ships seen (SL/ USL) in traffic (encounter table notes), IIRC as well..great Mythmere! (by all means keep it up!)--!

Hey, there's more folks with ideas here--lets be havin' em, shall we? if its copywrights yer worried over, this will become Qli property like Hunter said..Here's your chance to make a mark on the game we all love and play/ tinker with! :D
:cool:
 
While we're brainstorming, we should have info on Starport Encounters (as in my post in this forum, and the one in [I think] The Lone Star).

Also, what about staport size? A Referee (be female or male, still a Ref) may need a small class A port for a high-tech (10 plus), low pop planet that has a small staryard, or a large class C port for a mid-tech (6 to 9), high pop world with some valuable resources but not much investment (for example).
 
Just a thought Liam, as you seem to be the sap, er sapient, yeah that's what I meant
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who volunteered to head this 'little' project (gee I thought you knew better
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seriously, congrats on the promotion, SIR!)

Have you considered perhaps making this a split publication. By that I mean a free .pdf (or whatever) of the minimal basics (your 15 minute or less 'instant starport') and then the whole package 'full meal deal' for sale?

The basic freebie would help ensure consistant treatment by all GM's in future work referencing starports and should work as a good preview for anyone not sure they want to buy the whole thing.

Just a thought.
 
In his T5 Starport post, MadDog makes a good point. Solo play is where the referee gets some of his best ideas.

Please pardon my long post; I think that the narrative explains what I like to see in general.

---

Sunbeard the Pirate arrives insystem. The mainworld has some water, a nice atmosphere, a C starport, TL 8, mid pop.

What will Sunbeard look for? He'll be looking for codes that we can determine...

In the paragraphs below, numbers serve as decision points.


(1) Does he see an orbital port of any kind? Penalty for starport class and population... probably there will be a beacon, or nothing.

Fine. (2) Is there an orbital cargo & fuel service that will nonetheless deliver his cargo to surface? If so, then he can arrange a buyer and perform the transaction almost immediately, and he can refuel and go even as the cargo is on its way down. But no, there's no such service here.

So then, he'll be looking to land. (3) Does he need to request clearance from a tower? Yes -- there will almost certainly be a control tower. He states his business ("speculative trade"). (4) Is he told to stand to and await a customs inspection boat? No, not this time. He is granted permission to land (5) a few hours hence at (6) a particular airstrip or pad.

A few hours later, he sets his ship down. (7) Does the starport have maglev or some sort of transport system for storing his ship while he's on surface? Yes, so he takes a receipt while his ship is whisked away. Otherwise he might just let his ship sit off to one side on the launch pad. Or something...

The world is a nice one, and (8) the starport's no-frills, and (9) the starport's quite modularized, so there's just covered walkways between the major sections of the starport. In fact, (10) there are some sections that aren't inside, such as an open-air market and some small eateries. But he wants to go to the commodity exchange, which is (11) inside the concourse of this starport.


A system that approximated this would be pretty nice.
 
Originally posted by far-trader:
Just a thought Liam, as you seem to be the sap, er sapient, yeah that's what I meant
file_22.gif
who volunteered to head this 'little' project (gee I thought you knew better
file_21.gif
seriously, congrats on the promotion, SIR!)


<Laughing>.hahaha Sap-ient..LOL<smiles>. Thanks Far trader..-I think! :rolleyes: ;)

Have you considered perhaps making this a split publication. By that I mean a free .pdf (or whatever) of the minimal basics (your 15 minute or less 'instant starport') and then the whole package 'full meal deal' for sale?

The basic freebie would help ensure consistant treatment by all GM's in future work referencing starports and should work as a good preview for anyone not sure they want to buy the whole thing.

Just a thought.
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I would not presume marketing expertise I do not have..thats da Boss' department(see ANCIENT: Hunter). And its too early along for that..<files idea away for further rumination>. ;)
 
Originally posted by robject:
Sunbeard the Pirate arrives insystem. The mainworld has some water, a nice atmosphere, a C starport, TL 8, mid pop. What will Sunbeard look for? He'll be looking for codes that we can determine...

In the paragraphs below, numbers serve as decision points.


(1) Does he see an orbital port of any kind? Penalty for starport class and population... probably there will be a beacon, or nothing.

Fine. (2) Is there an orbital cargo & fuel service that will nonetheless deliver his cargo to surface? If so, then he can arrange a buyer and perform the transaction almost immediately, and he can refuel and go even as the cargo is on its way down. But no, there's no such service here.

So then, he'll be looking to land. (3) Does he need to request clearance from a tower? Yes -- there will almost certainly be a control tower. He states his business ("speculative trade"). (4) Is he told to stand to and await a customs inspection boat? No, not this time. He is granted permission to land (5) a few hours hence at (6) a particular airstrip or pad.

A few hours later, he sets his ship down. (7) Does the starport have maglev or some sort of transport system for storing his ship while he's on surface? Yes, so he takes a receipt while his ship is whisked away. Otherwise he might just let his ship sit off to one side on the launch pad. Or something...

The world is a nice one, and (8) the starport's no-frills, and (9) the starport's quite modularized, so there's just covered walkways between the major sections of the starport. In fact, (10) there are some sections that aren't inside, such as an open-air market and some small eateries. But he wants to go to the commodity exchange, which is (11) inside the concourse of this starport.


A system that approximated this would be pretty nice.
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thats a concept we'd like to see. The Gm can answer the Player's Questions bada bing-bada boom-bada bam. And it didn't take the Gm an Hour and half+ to answer them! Good visualization Robject!<nods>.Thank You!
 
Wow...It's really quiet in here...


Hey, would certain ports require a pilot to help navigate or land a starcraft in an unknown location? I was watching TV and they had this pilot who got onboard a tanker to guid it into port...That if the captain had the skill cert., and had been there before it might not be needed, but newbies and those not capable of certain feats would require the cutter to run up a pilot to the craft...

just a thought
-MADDog
 
Trader Jim peeks into "basic project concepts"
Wow...its quiet in here..HELLO, HELLO..any one here???...WHERE IS THE WATCHMAN!!!...WHERE IS SECURITY!!!!....nothing but a faint echo...Trader walks around an old crate labled "ideas" addressed to "Liam". Damn, this place is DUSTY!!..Jim stops in his track....horrified he sees a pile of new fresh, knawed, human bones with a skull..bits and pieces of fresh flesh still clining to the bones... a torn, shredded security uniform lies at his feet.
a faint odor of foulness is in the air, in the dust the rightboot of "something" has left a mark.
inprinted into the thick dust is a mark that looks simular to a "WOLF"
EEEE GADDDS....Its that ******* and ******

MADDOG!!!!!!!!

Trader Jims leave quietly.... :eek: :eek:
 
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