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Starport Contents

Did you base it off anything? Any chance to modify what might be available in up port? In my campaign I don't envision Class D having much at all for an up port.

Frank
 
It all depends how big a class-D starport is. A class-D starport lacks repair facilities. It still could be a large freight terminal serving primary industry.
 
It all depends how big a class-D starport is. A class-D starport lacks repair facilities. It still could be a large freight terminal serving primary industry.


As Hans would have said: The listed facilities for a given class of port are minimums. So a Class-D port could look just like a Class-C port, but be missing at least one Class-C prerequisite.
 
Sure, get that a Class D might have almost everything a Class C has, but it seems like this program may practically automatically assume an upport.

A key for any software generator is actually documentation of the assumptions. If the program spews out stuff not skewed the way you run your universe, then the tool has less use. I love to see tools like this with as wide a use as possible..

Frank
 
This is great - anything that gives me some bones on the fly is deeply appreciated!

I ran a TL A, D class port thru the generator and got several high - err, upport facilities:

Bank
Hotel x 3
Bar
Pawn Shop
Repair Facilities x 3

I think this is AWESOME.

I know Class D ports are generally thought of as Firefly-esque, ground-based backwaters but look at the adventure/role-play opportunities in this run-down, leaky, rusty tangle of habitats and orbital modules holding the businesses listed above... every free trader in the subsector knows Backwater High!

Or maybe it’s not in disrepair and disreputable, maybe it’s the best they can do and it’s a shining star of accomplishment for the locals. “The only class D highport in the subsector!”

Or, just change “upport” to “downport.”

@ ffilz: I get your point but this tool feels very much in the spirit of CT - it’s a prod to the imagination.

Thank you, chrisaukcam!
 
Other facilities-


Vehicle dealerships, oriented towards wheeled in lower TL, then more tracked and aerial, culminating in grav vehicles at higher TL/pop.


The more population, the more luxury good related stores there would be.


Low law levels, gun shops.


Cyber/bio modification surgery at higher TLs.


Starship supply/outfitting/chandlers, the more at higher pop/TL/starport (or at least quality), but maybe poor ones only at D & E ports.


Brokerages, classified by Broker-0 through 4 with the starport limit in play.


Hiring halls/websites/publications/guilds-unions depending on TL and culture.


Other entertainment facilities, geared to TL, pop, LL and possibly atmo/hydro.
 
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