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The portions that make up a Starport

Liam Devlin

SOC-14 5K
Okay the ball is rolling...

Without re-hashing the obvious in the THB, and OTU by Canon..
Lets throw down what parts there are that make up a starport..
 
Here's a good example <nods to MADDOG>

MADDOG posted--A nod to those who have gone before:
http://www.pocketempires.com/Eaglestone/StarportModuleCatalog.html

Now then. Not to duplicate, but to expand...
The plan is to be modular. Certain level starports require certain things for the starport rating (A, B, etc. including spaceports F, G, H..) in addition, the large starports will require more of a certain type of module (ie landing pads or warehouses)...
Already identified modules:
Landing
Parking (hangars)
Beacon (ATC)
Fuel Depot
Warehousing
Ship Maintenance
Ship Construction
Concourse
Facility Maintenance

The concourse is where all the 'stuff' is:
The Scout Lounge
The Hiring Hall
Captain's Guild
Spacer's Guild
The Lone Star
The Travellers' Aid Society
Starship architect (Naval architect?)
University departments
Space academies
Conference/exhibition centers
Brokerages
Various entertainment centers
Also there's possible hotel space
with or without Alien Environment spaces
and their attendant 'stuff'
halls, conference rooms, bars, restaurants, swimming pools (wierd humaniti) and theaters.
Habitat Modules:
housing
factory
farm
park
Offices and work areas
including the brig, and self defense areas (screens and weapons)
Labs
Hospital (sick bay)
Engineering module - orbitals require other 'stuff' - Environmental, station keeping, gravitics, power plant, etc..
GT: Starports also lists armor...
now all we have to do is put it together without all the 'accounting' of other systems

-MADDog

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Do not meddle in the affairs of the Vargr, for the are furry, and quick to biting you..
 
Almost forgot...
There is also the possibility of having naval or scout bases attatched to a starport...(Like those ANG bases you see at some airports...)

-MADDog
 
Originally posted by MADDog:
Almost forgot...
There is also the possibility of having naval or scout bases attatched to a starport...(Like those ANG bases you see at some airports...)

-MADDog
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AYe, good idea! It can be added as a part of the USFP in its Alphabetyic Code (N, D, or S, W, Or A for both ScT & Nv bases.)

Let us also not forget Pr for Prison--another form of *private* starport!!
 
Originally posted by MADDog:
Almost forgot...
There is also the possibility of having naval or scout bases attatched to a starport...(Like those ANG bases you see at some airports...)

-MADDog
Lets not forget modules for system defense. Obviously putting in bay weapons is easy (just borrow it from Ship Design), but what about docks and support areas for all those SDB's and pesky COACC vehicles/planes/craft that always show up at the wrong time for a customs inspection?

This would be something that derives out of the Law Level for the port/system, along with mods for TL and amount of traffic at the port. Also, this could be minimized by the presence of a Navy base in System, or really minimized by a Navy base attached to the port.
 
One thing I've not seen mentioned much is the Highport. Any Class A or B port, and a good fraction of the Class Cs, will have some sort of orbital adjunct to handle unstreamlined ships, vessels just passing through the system that don't want to land, etc.
 
It is inherent that some starports will consist of either a highport, a downport, or both. The module concept will be used to generate those elements necessary to accomodate those features. The type of starport, population served, amount of trade, and tech level all dictate how big a port is to be, and what modules make up a viable port facility.
Although a captain may put into either a High or Down port, it is still considered an extension of the same starport facility...
I could be wrong...

-MADDog
 
Originally posted by Smiling DM:
</font><blockquote>quote:</font><hr />Originally posted by MADDog:
Almost forgot...
There is also the possibility of having naval or scout bases attatched to a starport...(Like those ANG bases you see at some airports...)

-MADDog
Lets not forget modules for system defense. Obviously putting in bay weapons is easy (just borrow it from Ship Design), but what about docks and support areas for all those SDB's and pesky COACC vehicles/planes/craft that always show up at the wrong time for a customs inspection?

This would be something that derives out of the Law Level for the port/system, along with mods for TL and amount of traffic at the port. Also, this could be minimized by the presence of a Navy base in System, or really minimized by a Navy base attached to the port.
</font>[/QUOTE]++++++++++++++++++++++++++++++++++++++++++++++++++
yes, SDM, GREAT!!!
A basic package note for the fast generation, I agree, and a more detailed one in the "More options" chapter!
Population, and TL, and possible Navy base will dictate p[resence of such, from mere gunboat cutters, to the SDB's we love and dread (depending on which side of the game-table you be on) :D .
 
<Or I could continue to cross post in different threads with Liam all day... :D >
How about a section for Customs - It would have a set amount of warehousing for inbound freight not yet passed inspection, and a set of pads for revenue cutters (SDBs or whatever) and office space for the beauracracy <sp>...It would be scaled for the amount of trade coming through the station...
Just a thought...
(We are still in the brainstorming phase...right?)
:D
-MADDog
 
Originally posted by Tom Schoene:
One thing I've not seen mentioned much is the Highport. Any Class A or B port, and a good fraction of the Class Cs, will have some sort of orbital adjunct to handle unstreamlined ships, vessels just passing through the system that don't want to land, etc.
++++++++++++++++++++++++++++++++++++++++++++++++++
Maddog-It is inherent that some starports will consist of either a highport, a downport, or both. The module concept will be used to generate those elements necessary to accomodate those features. The type of starport, population served, amount of trade, and tech level all dictate how big a port is to be, and what modules make up a viable port facility.
Although a captain may put into either a High or Down port, it is still considered an extension of the same starport facility...
I could be wrong...

-MADDog


__________________________________________________
In Imperial space, yes, I.e. Tukera liners, USL hulled 1-3ktn class ships of canon, stop at C-class ports.
Reuseable Space shuttles begin at TL-7 &8(rocket/ramjet assisted technology), so say C-class ports, TL-7, population 5+ (Orbital habitats from JTAS) would be possible/ present for the USL trade effect (non landing vessels).

Another way to effect cargo into space *without* re-entry shuttles, is the mass driver (TL-8+) launching container pods, and a station with shuttles to collect them/ dock them to passing USL shipping. ;) .
Then again, Hunter and I have discussed the beanstalk stations..simply use elevators to orbit-and USL's dock there, and offload/ load up.
We used on on T-Dex's B-class port, TL-C, simply because of cheapness in the campaign (mining lanthanum there), and the low population (UWP pop 4).
 
Originally posted by MADDog:
<Or I could continue to cross post in different threads with Liam all day... :D >[qb]

Aye, we could... ;)
[qb]How about a section for Customs - It would have a set amount of warehousing for inbound freight not yet passed inspection, and a set of pads for revenue cutters (SDBs or whatever) and office space for the beauracracy <sp>...It would be scaled for the amount of trade coming through the station...
Just a thought...
(We are still in the brainstorming phase...right?)
:D
-MADDog
Aye, we are brainstorming..
and makin notes along th' way MDV! :D :cool:
 
I can't see using mass drivers for anything other than raw resources...(My Tri-D screens are all smashed!)
A station sufficiently large/advanced enough to have a highport element will also have a selection of cutters/shuttles/tugs/POSs/whatever to move cargo from point A to point B. I think of my model RR days- the freight station has access to mover engines for full freight cars, a selection of forklifts for cargoes, and a band of loompas to move stuff around...The same should apply to a spacestation - they have machines to move stuff from ground to orbit, vice-versa, and even from LASH to LASH or other high stations / orbital cities...

A beanstalk would be really cool, but only at a class A on a TL 15+ world of 'renown'.

Just my .02Cr
-MADDog
 
Originally posted by MADDog:
I can't see using mass drivers for anything other than raw resources...(My Tri-D screens are all smashed!)

All too true-raw mineral/ metal ores, etc..bulk non living cargo types. No, MD's be used for those..typically Ni worlds, like what we used for Tremous Dex/Vilis/Spinward marches.

A station sufficiently large/advanced enough to have a highport element will also have a selection of cutters/shuttles/tugs/POSs/whatever to move cargo from point A to point B. I think of my model RR days- the freight station has access to mover engines for full freight cars, a selection of forklifts for cargoes, and a band of loompas to move stuff around...The same should apply to a spacestation - they have machines to move stuff from ground to orbit, vice-versa, and even from LASH to LASH or other high stations / orbital cities...

Cool imagery MDV..(the train set analogy)! thats the sort of descriptives we're looking for!

A beanstalk would be really cool, but only at a class A on a TL 15+ world of 'renown'.

Just my .02Cr
-MADDog
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Actually have to disagree on this point..The technology for such a *tethered* station exists now. And in a course of a several decades or sooner, could replace re-entry shuttles, ala Traveller 2300, those stations on Earth/terra weren't TL-F..<shrug>. And be cheaper long run/ long haul $$$-wise.
But such a thing should have a TL modifier to be there, agreed. economics and population would definitely play a role in one being there...and- cross posting idea back to yours elsewheres..
a beanstalk could be development stage from dirtside to full orbital--not always true, as geosynchronous orbital stations go, "faster to get off the ground"..

Thank you again MDV! :D
 
Maddog, I'd caveat beanstalk stations to C-class at a minimum, seeing all the Ni trade worlds out there. TL wise, TL-8 thru C, as gravitics at TL-D makes a fully orbital station/ floating city possible.

Also LASH ships, the mercantile battle riders of the stars--for those unfamiliar with the term: "Lighter Aboard SHip", is a starship primarily for those worlds without Orbital facilities, or rough downports!-Thanks fer mentioning them MDV! Way Kewl reminder!
 
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