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Highports

The Red Mars trilogy also has an elevator and the cable gets cut and falls, pretty good descriptions of the stuff.
 
On the subject of highports, I might point out that there are a number of practical reasons for worlds to wish to have one:

Controlling disease is a lot easier if you're doing your medical inspections in orbit and allow a few days quarantine before letting people (or other biologicals) go planetside. If something gets out, you quarantine the highport and have a good chance at containing it.

Orbital customs also offers advantages: a company can take possession of its property in orbit after customs clears it, then arrange for it to be shipped directly to the company's factory rather than having it go to a central downport and then have to be shipped from there.

If customs finds a problem - a consignment of fruit with an unwelcome insect hitch-hiker, for example - it's got a better chance of controlling it in a controlled habitat than planetside.

Ships can be inspected to make sure they're safe for de-orbit before they try hitting atmosphere at 7000 to 17000 kph.
 
There are lots of practical justifications for Highports for safety as well as efficiency.

Such as logistically, Highports in non-geosync orbits, could allow more efficient distribution - as world and port spin in reference to each other. There is also the issue of fuel - planets without readily available water might have Highports to better support collecting fuel from other parts of the system.

But, just as big a factor would be Socio/Political concerns.

Looking to the UWP, government and law types instantly springs to mind - those that would want to restrict knowledge and access to interstellar commerce, and those interstellar commerce would want to avoid interfacing with. Also, water worlds, which the rules describe as generally still having some land surface, make downports attractive refueling points, especially depending on Starport type (re: availability of fuel). But government type (0, 7) may indicate the dispersion of the consumer base, as well as no central power - making it more efficient and prudent to use a Highport, also taking advantage of orbit for distribution as mentioned above.

Atmospheres unfriendly to ships as well as people benefit from Highports. Expanding to the UWP based trade codes, certain ones would be well served with Highports for efficient access by vessels that cannot land in atmo.

Then there are meta-system strategic reasons - systems located on trade routes that would be unlikely to experience much trade themselves, but for which ships would go through for refueling and for inter-ship trade.
 
Is there anything in the CT material that defines/qualifies Highports and Lowports and any mechanic for determining their presence? [Ala MgT]

Thanks!

If, using LBB6 Scouts, the starport is D/E, is is almost certainly a "downport".

The same goes for G/H spaceports.
 
Actually, only type E makes mention of 'bedrock' in my books - all other types could equally well refer to 'Highports'.

Even type E uses the term 'Essentially' - so there is support, even then, for an interpretation that allows Type E to refer to a 'Highport'. Implying simply a beacon in space for ships to gather around and navigate off of.
 
So far, from the response on this thread, it does not appear that there is any source for the term 'Highport' in Classic Traveller. (This being the Classic Traveller forum ;) )

Later editions defined the term and may even have added rules related to starport type (though arbitrary definitions such as A & B have highports, C & E don't, sounds way too simplistic).
 
I say this not to limit imagination but simply to offer a perspective. As noted CT doesn't mention Highports, or Downports for that matter. It only says Starport. Note the singular. As in the (main)World of a system has only one place the characters can land their ship. Yes, land. The implication is strongly suggested that the Starport is always ON the planet.

There's a reason or two for this I think. To encourage getting off the ship and wandering around the new world, meeting new life forms, and shooting... err, interacting with them.

There are no Highports and they aren't really needed in CT as all the player ships are streamlined. Or maybe there are Highports (some reference somewhere to cargo accepted in orbit is delivered in orbit, but cargo accepted on the ground is not delivered until on the ground) but they aren't (usually) meant for player character use. And anyway, if you accept cargo at a Highport in system Alpha bound for system Beta which doesn't have a Highport that surely doesn't mean you have to wait for one to be built so the delivery rule above doesn't really make sense.

In any case, I can see a simple rule like A & B have Highports, C & E don't being fine. Think I've long used just such myself, at least as a general guideline. It's just a game, and the Imperium (who runs the Starports) may have just such a definition (we already have similar service level definitions of Starports). And it fits with the shipyard split. So a world with a Class C Starport is a Downport and not only needs to upgrade the services before being labled a Class B Starport, it also has to provide those services at a Highport. So some systems may well have both, though I'd say only the best is properly THE Starport (with the other relegated to backup status, planetary spaceport, and not Imperial).

Likewise though I see other factors making more sense, but they can't be hard ruled and have to be left up to the referee to decide. Things like (some mentioned already) high-gravity worlds, high-law worlds, balkanized worlds, and harsh atmosphere worlds probably having only a Highport (of whatever service level) and no Downport for routine traffic. Or high-law worlds might just demand a Downport as being (perceived at least) easier to control.

Making the players leave their ship at the Highport and use local shuttles to visit the world is a good way to broaden adventure possibilities too. Otherwise they may just use the ship weapons or leave when the whim strikes them. Having to wait for local transport, clear customs, etc. can add to the game. And how else are you going to get them to use that Beanstalk? Play the tourist trap lure card? :)
 
Ship building and repair

Since A and B ports can build starships and spaceships of arbitrary size and configuration, as well as overhauls and refits of same, there MUST be a high-port to facilitate them, and one would naturally assume passenger and cargo handling capability for non streamlined craft, including dispersed structures that could not "land" in a gravity field, regardless of atmosphere.

Class C ports can do "major repairs" which would also require facilities for ships that can't land.

Class D can do minor ship repairs, but would be off the mains, so depending on the exact definition of minor, may or may not require a high port by Imperial standards.

Since by definition a class E port has no Imperial facilities, it would depend entirely on what type of traffic comes and goes, and local planetary conditions.

As always my opinions and YMMV.

Down ports of some sort, even if it just land space for small craft, and dirt side warehousing seem vital on anyworld that expects benifits from traffic. There is no benifit to having interstellar traffic in your system unless people and goods can move to and from the surface. Interdicted worlds might be an exception, depending of the reasons for being interdicted. I would suspect that every interdicted world would at a minimum have Warning Beacon and monitoring to record intrusions. I would also expect that if there was not at least a an sdb and support facility in system, that a picket of some sort would transit the system every few weeks to be certain that nobody has violated the quarantine. If it is interdicted for research, or monitor pre spacefarers, bases would be entirely determined by the scope and needs of the mission.

Without those precautions, pirates and illegal corporate operations would thrive in an interdicted system.

Mr Tek, and his extra long winded missives.... :)
 
Since A and B ports can build starships and spaceships of arbitrary size and configuration, as well as overhauls and refits of same, there MUST be a high-port to facilitate them,...
Vacuum worlds... ;)

High Guard (CT Reprint) has 'Non-streamlined configurations are built in orbit under the supervision of the building shipyard, or on the surface of a vacuum world.

That is not explicit that the building shipyard is not itself 'in orbit', in fact it seems to explicitly avoid saying such and to imply a starport could still build/service a ship without being or having a 'Highport' per se.

... It only says Starport. Note the singular. As in the (main)World of a system has only one place the characters can land their ship. Yes, land. The implication is strongly suggested that the Starport is always ON the planet. ...
Far-trader, sorry, don't find any mention of 'landing' at bases in the first 6 books (not sure about 7), except in Pilot/Ship's boat skill - and no connection to bases.

The rules do only refer to a single 'starport', though (spaceports explicitly not being starports). Implying that it would either be a Downport or a Highport, but not both, referred to as the starport. Though, one could call the combination 'the starport' I suppose (seems clumsy, but, meh...)

Hmmm, my current thoughts are:
By definition the Downport would be terrestrial (more precisely non-orbital - as it could be located on, under, or above the surface). The Highport would be in orbit (otherwise it is a 'spaceship'... or Downport) and accept all ships, including non-streamlined. Generally, Highport would be the point of demarc for starships (Downport bound would have to clear with Highport first?), when it exists. Downport would provide access to terrestrial trade, when it exists.
 
Yes, canonically, downports can be subsurface, such as the starport at Leedor on Aramis. (TTA) So are the bases. The landing pads are surface, then elevatored down to the caves. (Whole city is subterranean. Deep subterranean.)
 
Here's an idea for a Type E highport:

An old subsidized merchant has been "retired" in orbit around this TL-5 world for quite a few years, courtesy of a misjump. Crew and passengers were rescued some weeks later courtesy of the Navy, but the captain elected to remain here rather than return to face what was likely to be the end of his career.

The captain has since found happiness with a local woman, an enterprising young widow who saw opportunity where he'd seen calamity. He, his wife and children live aboard along with a handful of staff. The ship's jump drive hasn't worked since the accident. The maneuver drives work, in theory, but the power plant runs at much reduced efficiency, not enough to give the drives full power; the drives haven't been applied to do more than maintain orbit since the ship got here anyway. The turrets still work, as does the computer. The cargo deck has been converted into a small botanical garden, complete with a park bench; sunlamps are installed on a timer in the ceiling, along with mist-sprayers - it's really quite nice. Maintaining environmental systems is a never-ending chore, but the ship has become something of a local institution - an orbiting hotel popular among honeymooning couples and local notables, delivered up and taken home by the ship's launch; there's really no other way any of these people are ever going to see their world from orbit. That and some weather mapping work, and careful haggling with the occasional passing trader for parts, has kept the ship funded and in repair - or at least, as much in repair as can be managed.

They're more than willing to extend hospitality to a visiting ship if you'd be willing to lend them your engineer for a couple of days, and would you happen to have a spare CO2 recycler? The life support system in the engineering section's been acting up, you see.
 
Here's an idea for a Type E highport:

An old subsidized merchant has been "retired" in orbit around this TL-5 world for quite a few years, courtesy of a misjump. Crew and passengers were rescued some weeks later courtesy of the Navy, but the captain elected to remain here rather than return to face what was likely to be the end of his career.

Lovely! I've used similar ideas in the past, myself. For a D port... Add in remounting the demountables to the outside, and any demountables, inflatables and/or drop tanks "borrowed" from &/or stored for others... and convert the shuttle to tankage, to refill them (slowly)... and probably some solar, as well.

And, if another ship comes in in similar condition, just pull it up, add some solar to it, and weld them together.
 
I'm not sure of how cannon but, JTAS 19 pp 37-42. With missing tables in JTAS 21 pg 3.
This article defines the SPA and states that A & B have orbitals C & D do not and E's are not operated by the SPA.

I knew I read this!
 
Has anyone ever consider Out Stations. They are orbital facility in the outer system (Usually around gas gaints.) that limit interstellar contact with the native populations?
 
Has anyone ever consider Out Stations. They are orbital facility in the outer system (Usually around gas gaints.) that limit interstellar contact with the native populations?

I have those IMTU, I call them "Fuel Stars" which is the trademark of the mega-corp that runs them.
 
No reason to limit them to the outer system only

You could build large stations in empty hexes to join mains - although there would have to be an extremely good economic reason to do so.

There is a canonical example of a system that is made up entirely of stations and bases - Sirius in the Solomani Rim.

You have a couple of ways to build such an empty hex station too.

Use conventional jump ships to transport all the base construction stuff, fuel etc.

Or stick manoeuvre drives on asteroids and accelerate them to high near c velocities - canon has the ESA colony ships that settled the Islands Cluster achieving a cruising velocity of 0.6c IIRC.
 
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Has anyone ever consider Out Stations. They are orbital facility in the outer system (Usually around gas gaints.) that limit interstellar contact with the native populations?

Several systems in the Marches absolutely require them. Solar jump interference puts the mainworlds several weeks travel inbound.
 
I'm not sure of how cannon but, JTAS 19 pp 37-42. With missing tables in JTAS 21 pg 3.
This article defines the SPA and states that A & B have orbitals C & D do not and E's are not operated by the SPA.

I knew I read this!
Thanks! IIRC, JTAS are officially canon (from a FFE list) - though I may be mistaken. I can see Im systems following those definitions.

Assuming 'orbitals' is the term used, that does not necessarily imply Highport to me (i.e. docking, customs, exchanges, etc.) - it could be for more limited function, such as repair/construction. It may (depending on how 'orbital' may be qualified) imply that Im Class A and B always have a downport.

That also leaves E starports open to being 'highports'.

Re: the Out System comments above, sounds like some canon material might have Class A/B startports that are not downports? ('Sirius in the Solomani Rim.' - assuming it is CT and Class A/B...)

[And still no use of the term 'highport' in CT?]
 
[And still no use of the term 'highport' in CT?]

Perhaps in Exonidas Spaceport - let me check the Dragon CD... But it's non-canon, anyway.

Exonidas Spaceport, by Jeff Swycaffer, Dragon 059, pp 34-
It's an explicit "High Port" and "Down Port", two capitalized words each.

That's probably where I started using the two, since I had it before I had TTA.
 
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