Ah, well. Against such an impressive display of reasoned argument, who could could continue the discussion? Who would be interested?BZZZZZZT. Nice try but no cigar.
Not me.
Hans
Ah, well. Against such an impressive display of reasoned argument, who could could continue the discussion? Who would be interested?BZZZZZZT. Nice try but no cigar.
The point is by definition a starport with just a landing pad won't have an automated fuel refinery. If there is enough traffic to warrant a fuel refinery and all that goes with selling refined fuel then there is enough traffic for and the field will have been ungraded to a Class B or Class A Starport. Simple.
Are you and HG_B really not following the logic of this? I can try to make the point more clearly, and will if needed, but I get the feeling you're simply not reading my full replies, or worse purposefully ignoring them for other reasons.
Too simple. Ships need refined fuel all the time. They don't need repairs all the time. I'm not prepared to admit that there is a one-to-one correlation between enough traffic to warrant a fuel processor and enough traffic to warrant a repair shop.The point is by definition a starport with just a landing pad won't have an automated fuel refinery. If there is enough traffic to warrant a fuel refinery and all that goes with selling refined fuel then there is enough traffic for and the field will have been ungraded to a Class B or Class A Starport. Simple.
Agreed. But on the other hand, I can't figure out why no one in the entire universe would dream of constructing a Class E starport close to a natural source of water. The notion that there is no such thing as a Class E starport with access to unrefined fuel seems completely unreasonable to me.If there is not enough traffic to warrant setting up refined fuel sales then there is not enough traffic to warrant a shipyard either, so the field will not be Class A or B. It may be Class C if there is a reasonable demand for repairs. Or it will be less. I don't get this need to complicate matters and invent reasons for a Starport to exist that is (for example) just a bare patch of bedrock with a signal beacon (Class E) but oh btw there is an automated fuel refinery and storage and everything else associated with fuel sales because... why exactly? If the traffic is there to support refined fuel sales, why is it still just a dumpy dusty bare patch of bedrock? THAT makes no sense.
Let me ask you then, what justifies an automated fuel refinery on a world with just a bare patch of bedrock for a starport?
Too simple. Ships need refined fuel all the time.
But on the other hand, I can't figure out why no one in the entire universe would dream of constructing a Class E starport close to a natural source of water. The notion that there is no such thing as a Class E starport with access to unrefined fuel seems completely unreasonable to me.
A Class E starport on a world with a natural water source says one of two thing right off (and I'm sure I could come up with more):
The area around the water source is unsuitable for landing. You wouldn't want to set down in a swamp, or a tidal flood plain, or any number of other reasons that could preclude "area close to water" begin "suitable for landing a starship" and all the rest that go with it.
By the way HG_B and Blix (I know I said and should stop, but), there is where one can apply imagination and interpretation imo.
Not by saying "Well a Class E Starport on a world with water obviously has unrefined fuel and you know what I'm putting an automated fuel refinery there, and a repair yard run by the 7 people who live on the world, and they build TL5 starships in their spare time." Imaginative yes, but not a Class E Starport, just relabel it a Class A Starport, up the TL to 11 for the Starport bonus, and be done
It's a waypoint for somewhere.
My TU has a history. The codes define that.
The problem is with existing materials...
The problem is simply that the setting as it exists can't work with the rules as they are.
It's not such a small risk compared to the consequences of a misjump. But let me rephrase it: There are more ships who prefer to buy refined fuel whenever they can than there are ships that need repairs. And let me restate the crux of my argument: I simply don't believe in a one-to-one correlation between enough traffic to warrant a fuel processor and enough traffic to warrant a repair shop.No, they don't. They do run a small risk of breakdown and misjump, which can be offset in most rules. It's a choice to be made.
Small and cheap? Cr200,000 for a 50T installation? Maybe you're thinking of something in MT?A big, I mean BIG, problem/disconnect was the ridiculously small and cheap fuel purifiers introduced in High Guard.
It also has to make sense. If fuel purification is nothing more than separating water into hydrogen and oxygen, then it's a minimum size of 50T and cost of Cr200,000 that is unbelievable. I'd say that a smaller plant and a big (1000T) tank would be much more reasonable.That totally breaks all previous (and maintained) notion of any need for a difference in fuel. I think it is the HG (and perpetuated) rule that is broken, not the rest. For simplicity as much as personal taste.
You might, if you examined enough worlds, be able to find one with a hydrography score of 1-9 that didn't have anywhere on the surface where you could construct a rudimentary starport next to a source of water, but I doubt it. No, I wouldn't want to set down in a swamp or a tidal plain or anywhere else without a decent spot of bedrock, but rain falls on mountainsides and runs downwards, so the juxtaposition of rock and water is hard to avoid completely unless all you have is rock or all you have is water.A Class E starport on a world with a natural water source says one of two thing right off (and I'm sure I could come up with more):
The area around the water source is unsuitable for landing. You wouldn't want to set down in a swamp, or a tidal flood plain, or any number of other reasons that could preclude "area close to water" begin "suitable for landing a starship" and all the rest that go with it.
No, they're not. You simply assume that any starport that doesn't fit all the requirements of a given code counts as the lower classification. That the facilites listed for each code are the minimum necessary for that classification instead of assuming that it means only those facilities mentioned are allowed to exist there.The problem is that the code definitions as they stand are unable to cover every situation.
I agree that such a starport is quite possible and that labeling it a Class C is unreasonable. As the codes are defined by the Rules As Written, I'd be compelled to do so (if I was writing for publication). But I would like it. That's why I think it would be a good idea to change the definitions and make Class A a port that has a yard and Class B a port that has all the facilities except a yard.Why does a Class A port have to have a shipyard?
By definition, you're not class A if you don't have a yard. What about a port that's a huge freight and passenger nexus and really really good to boot, but has no yards for whatever reason. The designations are a bit rigid for my taste.