Originally posted by Liam Devlin:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
I'd tie the size of civilian facilities to the starport class using the above as guidelines. Something like:
Class A starports: Highport and Downport Facilties limited to 10,000tons maximum size.
Class B Starports: Highport and Downport Facilities are limited to 5,000tons.
Class C Starports: Downport Facilities limited to 1,000tons. No Highport.
Class D Starports: Downport Facilities limited to 500tons. No Highport.
Just off the top of my head. I had it worked out similarily at least once before but with more details and a population factor.
All Good points Far Trader, but I figure the size of the port's facilities is directly tied to the Population of the world, and the size berths based on amount of traffic and the largest sized vessel serving the Imperium commercially.</font>
So too have I in the past, had it all worked out once, but I've simplified
I just no longer see a
need to figure that the traffic a system sees is related to population. The generation of the starport and population are not tied together in the rules.
So to me the Class B starport speaks more about how important a system is on the interstellar level than the billion dirt-farmers the world has scratching out a living there. That's my currently evolved take on it.
Originally posted by Liam Devlin:
I disagree with the C & D-class Highports assessment on these grounds:
1) Orbital habitats/ in system space ports (F, G & H) have the equivalent of E & D-class ports until they achieve Size F (and have a UWP pop 5) in which they can then support an A, B, or C-class orbital starshipyard. That means all those habitats of Size A-E must have D-class orbital ports of call, right?
That's from where, WBH? Just curious, it's around here somewhere but not handy. I just don't recall spaceports ever being given official equality to any starport and always effectively at best nearly equal to a Class C, certainly not A or B. I always figured the two, starports and spaceports, were kind of meshed: A, B, C, F, D, G, H, E, Y, X.
An orbital (or any) starshipyard must be Class A by definition. And a spaceshipyard must be at least Class B. Spaceports can't build ships at all.
Maybe I'm denser than usual today, I can't follow your argument above too well
I think I agree, and perhaps didn't state it well in the short simplified notes earlier, that orbital facilities may be tied to pretty much any class of port. It will depend on other circumstances than the class of port. Things like local atmosphere, population density, surface conditions, etc.
Originally posted by Liam Devlin:
2) Planetary tech level and it's population can also dictate whether or not a world can even build an orbital starport. Generally considered one needs a Pop 6, TL8+, with either an A, B, or C-class starport as minimums. This relegates By TL7 & below and population 5 and below to which worlds have only downside ports.
Agreed on prinicple if not specifics. I also think there should be a tie-in of TL and Starport class, at least as far as no Class A starport should be less than TL9. And there should be a minimum population level for Class A and B starports as well. But now I'm getting into "fixing" the rules rather than working out what the results mean re the topic.
Originally posted by Liam Devlin:
3) Supported by a large mainworld pop, the downside port of call will almost always be a larger facility than the orbital one. Asteroid systems are an exception I'm sure, as well as worlds with 0-2 atmospheres for USL hulled vessels.
Agreed again. Though I suppose an asteroid and negligable atmosphere/size situation has little need for differentiating orbital and ground facilities. The "ground" facilities would be effectively orbital in practical terms. No (or little) atmosphere or gravity to impact ship operations and little difference in the actual infracstructure required.