Starport Detail Generator

By Derek Wildstar ·

TML message #4832From bundle 410Read the whole thread (2 messages)

In reply to #4803 Starports & Sword Worlds by Cynthia Higginbotham
Cynthia Higginbotham [email removed] writes:
> ... I seem
> to recall that A starports (which have shipyards by definition) have an
> orbital component by definition.

I seem to remember this as well.  It was first established either in an
early issue of the Journal, or an early issue of the Digest.  I will
take a look and see if I can find the reference (or maybe Metlay
knows).

>     As for defining starports, I still think GURPS Space did a better job
> with their thumbnail sketches of what a starport Class 0-V (Traveller X-A)
> consists of than the Traveller books did.  [Descriptions deleted]

It seems to me that the GURPS descriptions are a little more specific,
and the idea of determining the planet's population (and presumably
other characteristics) *BEFORE* deciding what type of port it has is
overall a good one.

I would like to propose a starport classification system that uses three
values: the port type (the current starport type letter), a traffic
digit (a single digit for the volume of traffic), and a
facilities digit (a single digit for the quantity and
variety of services available).  In other words, a starport rating might
look like "A-75"; perhaps it could be included in the UPP at the end,
after the population multiplier, asteroid belts, and gas giants, like:
  FOOBAR AXXXXXX-F NS Hi In 923-97

The following is a draft port generation and interpretation guide.
Since I haven't had time to play-test it to any significant degree (it
was created during the last few days), I would appreciate any
suggestions, especially with respect to DMs and interpretations.

Generation Procedure
Traffic Code: Roll 2d6-10 and apply the following DMs:
  Population: Lo=-2 Hi=+2
  Starports: X=-4 E=-2 D=+0 C=+2 B=+4 A=+6
  Trade Classifications: Po=-4 Ni=-3 Ba=-2 Fl=-1 Ic=+0 Wa=+0
                         Va=+1 De=+1 Na=+1 As=+2 Ag=+3 Ri=+3 In=+4
  Trade Partners: +1 per world within Jump-1 (+2 if starport A or B)
                  +1 if subsector or local capital
                  +1 if on X-Boat or designated trade route
                  -2 if there are no worlds within Jump-2
  Prosperity: Referee-assigned DM based on local conditions or
              regional trade factors; from -4 to +4 suggested.
  If the result is less than zero, assign a code of X; results greater
  than F (15) should be reduced to F.
Facilities Code: Roll 2d6-10 and apply the following DMs:
  Traffic Code: apply the full traffic code as a DM (treat X as -1).
  Bases: +2 if Naval or Scout base is present
  Local Technology: -4 if local TL is Pre-Industrial (TL0-3)
                    -2 if local TL is Industrial (TL4-5)
                    +0 if local TL is Pre-Stellar (TL6-8)
                    +1 if local TL is Early Stellar (TL9-A)
                    +2 if local TL is Average Stellar (TLB-D)
                    +3 if local TL is High Stellar (TLE-G)
                    +4 if local TL is Extreme Stellar (TLH+)
  If the result is less than zero, assign a code of X; results greater
  than F (15) should be reduced to F.

Explanation of Codes
  Traffic Code
    X = No traffic (except as referee-generated event)
    0 = Isolated; very little traffic
    1, 2, 3 = Backwater; little traffic
    4, 5, 6 = Low traffic volume
    7, 8, 9 = Average traffic volume
    A, B, C = High traffic volume
    D, E = Major Trade Center; very high traffic
    F = Extremely high traffic; one of the busiest systems in space.
  Facilities Code
    X = Abandonded, converted to other purpose, or destroyed
    0 = Minimum possible facility to meet starport type classification
    1, 2, 3 = Cramped, too small to support current use
    4, 5, 6 = Small but adequate
    7, 8, 9 = Average
    A, B, C = Large
    D, E = Extensive; plenty of room and able to do nearly anything
    F = Comprehensive; any possible requirement can be met

Examples:
  A-XX = Class A port: capable of constructing starports
         Traffic level X: No Traffic
         Facilities X: No Facilities
         This port is probably under siege, embargo, or interdiction.
         The port facilities have been destroyed, and no traffic is
         going in or out.
  C-FF = Class C port: average facility, capable of reasonable repairs
         Traffic Level F: Extremely high
         Facilities Code F: Comprehensive.
         A very busy, important port; local facilities are capable of
         nearly anything short of an annual overhaul or actual new
         construction.  Port probably remains class C due to lack of
         local resources to construct hulls and drives (possibly due to
         low TL or non-technical economy).
  A-30 = Backwater facility that barely meets standards of a class A
         port.  Perhaps the facilities were constructed by the local
         government in a (failed) attempt to stimulate trade.  One
         yard is present, and construction is possible, but slow.  No
         standard designs are available.
  B-A3 = System has high traffic but cramped facilities.  Probably
         traffic growth has outstripped the starport's ability to
         expand.  Expect delays everywhere; especially for docking
         space and ship overhauls.  Probably charges more than the
         standard rate for docking fees.

Other uses:
  Use the Traffic or Facilities code just like attributes in task rolls
  (divide by 5 and drop fractions).  Finding a shipyard willing and able
  to repair battle damage might be Routine(Facilities), while finding
  passage on a ship going to the proper destination might be
  Difficult(Traffic), if it is an unpopular destination.

Design Notes:
  The system designed generally on the basis of "what feels right".  I
  wanted better starports to have generally more traffic, but not
  always.  Since most traders have relatively low jump performance,
  having a lot of nearby worlds to trade with would also help increase
  the trade level.  The DMs for trade classifications were based on the
  MegaTraveller trade matrix; worlds with more potential intersections
  on the Cargo Price Modifiers chart have higher DMs.  I figured that
  the facilities would generally follow the traffic volume.  Since
  significant imported technology is required at lower TLs, the
  are generally smaller; likewise, worlds with Scout or Navy bases
  probably have military contractors that are not adverse to doing
  work for the civillian sector.  Again let me stress that this is a
  new thing, and I haven't properly run it through the wringer yet;
  please let me know if you seen any errors.

>     Since I haven't gotten *to* the Rebellion period yet, I am more than
> interested in seeing your "reams of stuff", Wildstar.

OK, you asked for it.  Much of it is Classic Traveller ship designs and
deckplans, along with lots of other stuff filed away in my gaming files.
I'll start digging and see what I can find.

[email removed]
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