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Highports

sgbrown

SOC-12
Looking at the deckplans for the Type P liner in a different thread sparked several ideas for a running traveller adventure. This led to the next thing that I think most traveller campaigns would need - deckplans or floorplans for the ports. Any thoughts on what a "standard" highport should look like and how big it should be?
 
Standard High Port?

For small highports (like backwater Class B and the occasional rare Class C Highport) the Station in FASA's Adventure Class ships would work well. For larger Highports they will reflect the nature of the system. For example at Glisten there is unlikely to be a Downport, it is all High Port. Mora has a Hydrographic percentage of 100 and is the gateway to the Spinward Marches. This would make it an excessively busy High Port. Trin, Regina and Rhylanor would be more typical. GURPS Traveller has a module on Starports which does include a few example High Ports.
 
I like the detail in the downport on Robject's page. And I thought I'd have more luck finding highport info first!

Of course the modules would have to be pieced together to fit the site - and modified for world type but still - the catalog should go a long way to setting up standard "elements" that travellers would be used to seeing.
 
Also, COTI had spent quite a lot of effort into detailing the different ways starports serve their population, based on world TL and environment. If those posts are still here they're well worth finding.
 
I've imagined everything from planetary "orbital" rings to your standard "spoke and wheel" configuration, to your garden variety free form structure.

I would think a highport, physically, would be quite different from system to system, though have some common attributes; i.e. Logan is different from SFO, which is different from JFK, which are all different from Dulles. But each having the commong theme that they serve aircraft traffic.

Both downports and high ports would probably share the same criteria defined by traffic parameters, but, according to each systems' (planetary government, or Imperial) needs.

A military depot layouts is likely different from a commercial ports'. What similarities and differences do 21st century military air bases and naval ports have with their civilian counterparts? That might be a good place to start.
 
Fifty Starbases from Judges Guild has an interesting system for classifying highports. There are three types of orbital facilities, of increasing complexity and capability: orbital docks, orbital stations, and orbital ports. These are each classified as basic, standard, or extensive. A basic orbital dock exists to handle cargo transfer, while an extensive orbital port is a functional space city capable of building and servicing most starships.

The book also describes many ancillary facilities and features of both high- and downports as well as information on operations. It does not include maps or plans of highports, and the starbase descriptions do not adhere tightly to Traveller canon, if that's a concern to you. (For example, class D starports automatically have orbital docks. Stuff like that gets under some gamers' skins, but I have no problem changing canon to suit my needs, so the JG stuff is very helpful to me.)
 
Originally posted by robject:
Hmmm. I've been wanting to sketch out highport components for some time now; I've got the downport more or less, and assumed the highport would be a scaled version of it. But I haven't spent much time thinking about that.

Here's my downport doc.

http://eaglestone.pocketempires.com/StarportModuleCatalog.html
Robject, I dind't know that was you. Good stuff, I found it very inspiring. Has that been up for a while, I swear I saw it years ago, maybe even through Joe Hecks site.
 
The problem with highports is twofold:

1) they vary WIDELY in features

2) This variance is also wide between different takes on the OTU.

Some people's OTU's have very few highports, and those are mostly traffic control and a place to meet shuttles for transfer outside the radiation.

Others see them as separate populations, large habs and Cities in Space that serve as the cargo ports for the whole world.

Still others see highports as a waypoint, but one of several major ports.
 
My current project (CT rules, non-TU setting) makes extensive uses of space stations, from small communications stations on system edges for approach traffic to city-size agglomerations that serve as a "main world" for a strategically important system.

Variety is the spice of life, but rough on the designer.

For deckplans and floorplans, a better option might be to sketch out "standard" areas that could be replicated at most stations. For example, the "shopping mall" and the local bars might not vary much from station to station (just as they tend not to vary too much in real life). You could have a series of "set" areas that show up fairly regularly; adjust the stores and away you go. Bigger stations just have more. This was how the old Star Frontiers Knight Hawks game handled the issue: it came with some standard station location deckplans that were mix-and-match.

Another good resource to look at is from the old FASA Star Trek game: the Regula I Space Station Guide (originally bundled with an adventure called The Strider Incident). The book posited the Regula station seen in The Wrath of Khan was a research version of a modular class of space stations, used for everything from border defense posts to orbital manufacturing facilities to hospitals to casinos. It had complete deckplans as well as some discussion of how something that large could indeed be "modular." Good ideas.
 
Highports would be in proportion to large freighters, IMHO. If YTU is mostly small ship, then there would be few highports. But if your MegaCorp shippers are running the 100Kton vessels, then highports are pretty much mandatory IMHO, I'd think they'd be far more efficient than shuttles.

Shuttles move cargo in and out of the highport where the cargo is sorted by gross destination, then shuttles move the containers from orbit to surface.

When a large freight arrives, all of its cargo is already laid out and waiting to load, having been accumulated piece meal via orbital shuttles.

Now, they may well be mostly cargo handling with smaller passenger facilities, but ideally passengers (particularly low and med passengers) woud be collectively shuttled like we are today in moder airport buses for parking and rental cars. "All passengers for Herringdale Downport, please wait at the green docking door."

Again its a matter of efficeincies and asychronous activities. The overall goal is to not keep a commerccial ship docked longer than necessary.
 
The other reference would be the Starports book for GURPS Traveller.

The orbital element in FASA's Adventure Class Ships is dinky, really suited to being a traffic control facility or a *truly* backwater facility. You can also use its outline and add decks below the one presented.

The truly tiny orbital facility can also start with the Lab Ship and grow from there.

Another step up can be represented by the old Judges Guild deckplans for the Singing Star, a VERY big modular liner in which the outer pods were typically quarters while the central hull had central services of all sorts. Add a "boarding spine" deck periodically and it will work just fine without being too huge on the table, since it uses a vertical deck arrangement.

Chunks of the Lightning class Cruiser plans have been used as stations before...
 
If we are thinking of housing entire groups Starships for long periods of time, we thinking of something quite massive. I have sort of used High Ports without thinking of them. But, this is something that would make Venus look like a candlelight and anyone with a reasonable set of bonculars should be able to make out some details, despite being in a L5 Orbit.

Financing of such a project would cost a petty penny. So I can imagine the Megacorps would be all over it, just like the American station in 2001.
 
My take on it:

Core Components

There are some basic core components for every station. Those come in modules IMHO that can be stacked/attached for larger systems, similar to a multi-level airport tower.

1) Traffic control

The classic tower systems with sensor displays, workstations maybe 3D projections/VR systems. There are three sets:

- Outer system traffic control between 100 and 10 diameters.

- Approach control between 10 diameters docking at the high port

- Planetary approach for the crafts that go to the downport

I would base size on starport-class and planetary size. Say 5 outsystem per starport class (starting with C), 10 per approach and planetary

2) Sensor systems

The highport will have some additional sensor nets and relay satellites. At least three arrays spaced 120 degree to cover the whole space, one with the (likely planetary-stationary) port, two in orbit. This allows complete coverage of the near system. Again I see two sets

- Long range passiv arrays for deep-system scan

- Passiv/Active combinations for near approach

3) Communikation units

Both long range directed (laser/maser beams) and short range omni-directional units for close range and general broadcast systems


The following components might be sepeate from traffic control

4) Customs module

Hangar bays for cutters, some short-term cabins (assume a 48-96 hours shift) and office space. Assume three cutters per port class with extras for high traffic ports

5) Hangar space for small craft

I do not see large craft (> 5000dt) docking with the station. Those ships will carry containerized cargo only IMHO and unload to a cargo lighter (say 800-1000dt) that can either make planetfall or dock at the station. So main hangar space will be for this lighters. I assume 10 per port class with some extra for high-population/traffic yards

Some extra hangar space for small craft might be available on A and B class ports. Hangars are

6) Storage

Linked to the hangars and customs are large storehouses for transient cargo that never goes through customs (using the Interstellar port laws)

7) Ships Chandlers

These will have hangars and storage of their own using fast pinasses or shuttles. They may be independent stations but more likely join a central station hub

8) Station hub

The hub provides life support, station keeping, power and couplings for external modules. One per independent station is used

Optional systems

Some stations have a number of additional systems either independent or attached to the cargo hub.

9) Quarters/Casinos/Malls

Living and amusement quarters for crews that can not go down

10) Docks/Repair yards

Only at class B or A yards
 
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