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Table of Contents

Mythmere

SOC-13
My proposed table of contents follows (several categories are missing, but this handles the more difficult distinctions).

When building tables it is important to distinguish the characteristics that require a separate table and those that can be used as modifiers.

Here's the theory of the breakdowns I have used:
I think the only thing that the type of starport will affect is the available functions of the starport (i.e., whether or not there IS a fuel depot). Core functions (repairs, defense, control tower, tax collection) will be at the highest tech level of the applicable interstellar power minus zero to two (a d3)- Imperial starports range from 14 down to 12. If the planet's tech level is higher than that, use the planet's tech level.

breathable atmosphere will have one major effect; architecture.

tech level (other than core functions) will affect amenities like robots, moving ships from place to place, living quarters, and almost everything inside the concourse.

So:
Title Ports of Call: {tagline?)

Introduction (who writes?)

Discussion of USFP (who writes?)

Control tower & number/type of ships in port
table 1: based only on size of port A-E with perhaps a modifier for the type of base present (because this is affected neither by atmoshere nor by tech level)

Landing Facilities
Table 1: breathable atmosphere, Type A-C
Table 2: breathable atmosphere, Type D, E
Table 3: non-breathable atmosphere, Type A-C
Table 4: non-breathable atmosphere, Type D, E
There might be a TL modifier on these.
Table 5: Highport

Transportation inside/outside port (2 column table)
Table 1 extreme TL, bad atm
Table 2 extreme TL, atm breathable
Table 3 very high TL, bad atm
Table 4 very high TL, atm breathable
Table 5 high TL, bad atm
Table 6 high TL, atm breathable
Table 7 medium TL, bad atm
Table 8 medium TL, atm breathable
Table 9 low TL, bad atm
Table 10 low TL, atm breathable
Table 11 very low TL, bad atm
Table 12 very low TL, atm breathable
Table 13 Highport

Concourse Architecture
Table 1 bad air
Table 2 good air
Table 3 highport

Concourse size
Table 1 (based solely on starport size)

Concourse shops
This is several tables, probably, but all depend on two variables, tech level and starport classification)

Warehousing (the number will depend on port class)
Table 1: good air, high TL
Table 2: bad air, high TL
Table 3: good air, low TL
Table 4: bad air, low TL
Table 5: Highport

Starport Security and Defense
Based solely on starport class, perhaps with a population modifier and a base modifier.

Customs
Table 1 Starport Passenger Customs (Imperial or other)
modified by starport classification
Table 2 Planetary Passenger Customs
modified by law level and TL
Table 3 Starport Cargo Customs (Imperial or other)
modified by starport classification
Table 4 Planetary Cargo Customs
modified by law level and TL

Fleshing it out (roll once on each applicable table)
Table 1 unique features for TL 8+ only
Table 2 unique features for TL 7- only
Table 3 unique features for bad air only
Table 4 unique features for good air only
Table 5 unique features for class a-c only
Table 6 unique features for class d or e only
Table 7 unique features for highports
Table 8 unique features for any downport

Encounters (one table for each prior section)
Many entries will either need a subtable or a description, especially when the TL affects what the encounter will look like.

Reference Chapter
Description of robot security team
Description of SPA security team
Description of marine security team

Example Starports (and creation)
Big ol' honkin starport
lil ol' frontier backwater starport

Blank Forms
 
I like the looks of that Mythmere<bows>! Shane?

I think the fuelling thing should also be a table, but again based on type of port <maintaining canon>.

I think for the "Options" detailed chapter the system's TPPG will play a big role in that table--
EXAMPLE:
A000986-F Hi In 410 Im <etc star data>.. no gas giants, Asteroid system--
refined fuel shuttled/ stored there from another nearby system--meaning on encounter chart insystem with a Fuel freighter jumping in/out; or, ice mining for refined fuel-refined at station/ or enroute on specialized harvesting/ refining bulk ships..
 
The benefit of hitting the table of contents first is that you can solicit very specific input from the people on the boards. The more open the topic, the more white noise you will get. I will edit my post up at the top with changes as you propose them. Already I would add a table on warehousing. And an introduction, I guess. At the front, in all likelihood...
 
well, in the beginning would be the *right place for the "introduction"..aye <grins>! better there than hidden in the Index at the back! (oops, MT-editing flashbacks!) :eek:
file_28.gif
 
By breathable atmospheres, we are, are we not, discussing orbital (vaccuum) ports, yes-not just the exotic atmospheres A-F? Just wanting to be clear on that for streamlining purposes..

this is good stuff Myth..REAL GOOD.
 
I kind of like the idea of the introduction squirreled away in the middle of the index under "introduction."

I have edited my post at the top a/o 9:21 CT.
 
I was thinking of anywhere that humans can't breathe. Vaccuum and very thin atmosphere will have some architectural differences, but not enough to worry about for gaming purposes. Same with a corrosive atmosphere. That's why I lumped them all together.
If you make a table that mixes these with open-air architecture, you get impossible results. Hence classing them together into a distinct set of tables rather than treating them as modifiers.
 
I don't see any differentiation of highports vs down ports in the ToC above.

While a number of the tables won't change (high ports are obviously of the bad-air varieties), I could see some doubling in size. For example, the configuration of the Concourse - the available options will vary quite a bit depending on which end of the gravity well you are sitting.

Good job on setting the ToC - anything that gives structure early on is a good thing.
 
I don't see any differentiation of highports vs down ports in the ToC above.
Thanks. Any ideas on highports? They might be an entire new category of tables...

Anyone - not just Smiling DM - anyone - Bueller...
 
I don't think highports need to be a separate entity - They exist as extentions of a downport, built when a world reaches a set tech level, has to deal with a lot of cargo, specialized ship/cargo handling (like LASh, or large non-atmospheric bulk carriers), or ingauges in a lot of shipbuilding. I could be wrong, but I dont see many highports existing without a corresponding downport...I always thought the downs came first, then evolved into combination down - high ports...

-MADDog
 
Liam (and MADDog):
I have (sorry Liam) added several tables for highports in the TOC categories. I don't know if you want to edit your introductory posts in the various topics, or perhaps put all the highport tables into a "highport" topic.
 
Originally posted by MADDog:
I don't think highports need to be a separate entity - They exist as extentions of a downport, built when a world reaches a set tech level, has to deal with a lot of cargo, specialized ship/cargo handling (like LASh, or large non-atmospheric bulk carriers), or ingauges in a lot of shipbuilding. I could be wrong, but I dont see many highports existing without a corresponding downport...I always thought the downs came first, then evolved into combination down - high ports...

-MADDog
Excellent point - I had not considered the 'evolution' of a system. If there is only one highport, it makes sense that it has a sister down-port linked to it.

But in areas where there are multpile highports, I could see a situation where there is not a cooresponding downport for a given Highport - simple competition. Once there is enough traffic going through a system, simple capitalistic competition will create the need for additional highports to be built.

In the real world, look at Washignton DC airports. If you want to be involved in downtown DC, you fly to Reagon (National). If you are transitting through (your stop isn't in DC, you are just making a connection), you will end up going through Dulles most of the time. You can land in Dulles as an end point, but the transportation services into DC are much less than those of Reagan. Both are international airports, but the majority of the international flights are out of Dulles.

My point is that the system will evolve beyond the initial down-high linkage.

This does not even include worlds with corrosive atmos where there is no downport and never has been - it is really just a re-fuelling or transfer point.

Not sure how we can capture all of this into a few simple tables - most likely these distinctions would only come into play in the detailed design sequence.
 
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