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Post by CELS on Feb 12, 2004 11:03:07 GMT -5
I've begun creation of Algorex, and have stumbled upon the issue of starports. Something tells me I have asked about this before, but... what the hell What do the different codes for starports mean? I can't find that information in my guide.
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Post by Kage2020 on Feb 12, 2004 20:07:14 GMT -5
I don't have the books to hand at the moment, but broadly speaking: - A-class starports: These are restricted to adeptus mechanicus facilities only.
- B-class starports: Restricted to GTL8/9 (TTL: 12/13) worlds, these allow the production of non-warp capable craft. Also the repair of non-TL10 components.
- C-class starports: ... and this is where I begin to fail. No manufacture, only repair, of sub-stellar shipos.
I'll get a descriptoin upon asap if the thread is current to remind me that there is a demand for this knowledge... Kage
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Post by CELS on Feb 13, 2004 18:31:25 GMT -5
I'll get a descriptoin upon asap if the thread is current to remind me that there is a demand for this knowledge... Well, the thread is still current and there's still demand
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Post by Sojourner on Feb 15, 2004 7:58:12 GMT -5
A class C starport isn't really a starport then is it, Kage?
Call it a Basic Docking Facility or something.
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Post by Kage2020 on Feb 15, 2004 10:44:59 GMT -5
It's a place where starships from numerous locations berth. Similar situations on planets are called ports and the additiono of 'star' in front of it commonly means that it is a port for starships... To be fair, I don't really see the change of name to be anything significant since both describe what they do and 'starport' is the established term. More primitive facilities have lower codes, such as D, E, etc. I'm just trying to find them... Kage
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Post by zholud on Feb 15, 2004 14:02:14 GMT -5
Maybe we should start with specialising ports, e.g. ones which allow transfer of bulky dry commodities as grain, others are gas-liquefying ports, etc. Same with level of construction/repair maybe specialise them to hull repair, warp drives, etc.
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Post by Kage2020 on Feb 15, 2004 19:02:59 GMT -5
That seems to be adding a level of complication that just doesn't seem to be necessary in terms of trade goods. The definitions offered from the original version of the Guide are this: Type | Quality | Shipyards | Repair | A | Excellent | Starships | Overhaul | B | Good | Spacecraft | Overhaul | C | Routine | - | Major Damage | D | Poor | - | MInor Damage | E | Frontier | - | - | X | None | - | - | F | Good | - | Minor Damage | G | Poor | - | Superficial | H | Primitive | - | - | Y | None | - | - |
Class F, G, H and Y are considered 'spaceports', subordinate facilities usely found throughout a facilite. The 'starport', if present, is the 'main' facility normally found located on, unsurprisingly, the mainworld. Class A, as mentioned before, are the premiere facilities and which are highly restricted. In the case of Anargo there are only, I believe, three Class facilities: the ones orbitting around Anargo Secundus with their considerable adeptus mechanicus presence; the ones in the developed forgeworld of Proteus, though whether they do anything with this potential is another matter; the final Class A facility is potentially present in the Meksum subsector and the 'new' forgeworld there. Class B facilities are going to be more common, although standard GW logic is that they are going to be restricted to the 'civilised worlds' and 'hiveworlds', so again the Meksum subsector might have a significant chunk in this 'industry'. Class C facilities are more common again, but again more than likely require a significant adeptus mechanicus franchise or significant technological base depending on the nature of the world in question. Class D facilities are again more common... And so on. I would again reiterate that there is no need to have 'specialised ports' for specific trade goods since the nature of the port in question is likely already defined if specialisation is required by the sheer presence on the world. If people want to go and change the name from 'starport' or 'spaceport' then they are free to do so since, ultimately, that is really a minor consideration. Ultimately the facilities will be integrated into the above system. Kage
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Post by zholud on Feb 17, 2004 15:18:46 GMT -5
Kage, due to the fact that you have whole database, make a query about number of each type of port so we would know how rare they are?
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Post by malika on Feb 19, 2004 13:54:47 GMT -5
Im thinking about creating a fuedal planet, lots of people working on the lands all under rule of a lord, their lord live on a star port which is in orbit of the planet, is something like that possible, or are these ports rare?
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Post by Kage2020 on Feb 19, 2004 16:36:23 GMT -5
There really is little point posting the relative presence of the various starport types since, after all, they are purely a guideline. The fact that Class A can only be present on a world with significant adeptus mechanicus franchise limits that type to, presently, 3 systems in 21,000. Class B starports require a significant manufacturing in infrastructure and, as a result, will be limited to 'high tech civilised' worlds (to use GW's terms)... And only then if the concept fits. ...And the same logic applies to Class C. The conditions for presence are a matter ofthe 'fluff', not the Guide which only determines, well, guidelines. Something to inspire the imagination and, if it can be explained, then fine. If not, it is changed. The same applies to the population, law, government and 'tech' considerations. As to the frequency of Class A starports that are not Imperial in origin, that really depends on the nature of the systems: do they have an alien presence, or whatever. At present this is beyond the scope of the project or, at least, something to hopefully be covered in the "Other Races" board. As to Malika's question, one would have to, well, question why the lord lives above the surface of the planet other than "it's cool". The cool imagery is fine, but one has to explain it... Furthermore, what you describe is more a station than a starport... It is entirely possible that a large ship could be used as a 'station', but then one has to wonder how the Imperial Commander developed the wealth (which is probably linked to why he's in orbit in the first place). The 'fluff' is more than achievable within the Guide as long as we consider it as that: a guide to the consistent creation of planets within the 40k universe, not something that is inherently restrictive which I've seen used previously. It's like those arguments that I've seen before which argue that a roleplaying system actually inhibits storytelling since it moderates what you can do. I have always felt that such arguments are tenuous, but rather offer the obvious example of the antagonism between mechanics and narrative... But that's something for another thread, perhaps. Kage
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Post by malika on Feb 19, 2004 16:39:16 GMT -5
Ok a space station in orbit, the elite live there, because they see themselves as superiour and see it as their destiny to look down on their servants...some deep cultural meaning
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Post by Kage2020 on Feb 19, 2004 16:58:45 GMT -5
Perhaps you should post this in an appropriate thread since that doesn't seem like an explanation, only a reason... Kage
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Post by zholud on Feb 20, 2004 15:13:47 GMT -5
One short note. We may introduce also such spaceports and Space Hulks found close to the system and transported on orbit for later salvage and former warp-capable ships which got that much damage that become incapable/costly to repair and thus are lest on orbit. Both cases allow to have mechanics (not Mechanicus ) and thus minor damage repair. one of the points is to add some 40k-verse specific ports to Traveller system.
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Post by Minister on Feb 20, 2004 15:25:33 GMT -5
I am thinking that each of the sub-sector capitals will have, at very least, a level B starport as part of the Naval facilities...
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Post by Kage2020 on Feb 20, 2004 16:49:46 GMT -5
One short note. We may introduce also such spaceports and Space Hulks found close to the system and transported on orbit for later salvage and former warp-capable ships which got that much damage that become incapable/costly to repair and thus are lest on orbit. Both cases allow to have mechanics (not Mechanicus ) and thus minor damage repair. one of the points is to add some 40k-verse specific ports to Traveller system. There is some misconception as to the nature of the 'guide'. A 'feudal world' (to use the 40k terms) can plausibly have a starship in orbit without it acquiring a 'class C' status. It is, after all, a guide... The Guide is just that... a method of attempting to offer a framework for consistent explanation while not defining everything. After all, most 40k'ers get upset at the concept of 'defining'... I am thinking that each of the sub-sector capitals will have, at very least, a level B starport as part of the Naval facilities... That would make sense... Kage
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