Starports

By [unnamed sender] ·

TML message #7189From bundle 573All messages with this subject

Rodge.--
    Re your comments:
>I've always winged starports at my roleplaying sessions, but I've >got an
adventure coming up that is likely to take place primarily
>at a starport, so I need something a bit better defined than my >adlibbing.
>I shall therefor be designing a starport, but I have no idea what I
>should put in it.

>WHAT IS IN A STARPORT?

I think a decent starport should have:
1)   A customs impound area. Warehouses where things like cargo
      being trans-shiped is stored. Usually deserted by 3pm, good
      for gun battles between players and NPC badguys.
2)   Sleezy, run down resturants serving terrible food and worse
       coffee, and over charging for it.
3)   Starship Maintance areas.
4)   Starport Security. The police station and lockup. Manned by
      guys like Worf on ST:TNG. Has at least one "goon-squad"
      that gets called out to handle drunken Vargr.
5)   A gambling den (or several), pawnshops, bookie joints, houses       of
"ill-repute"
6)    General purpose warehouses and business offices of cargo
      forwarding and shipping companies.
7)   A passenger terminal
8)   Fuel processing and refueling docks
9)   Both long "runway" type landing areas [for horizonal take
off/landing ships. and "field" areas [for vertical takeoff/landing
ships].
10) GCA (Ground Controlled Approach) equipment, Comm       equipment, Radar,
etc.
11)  Space Traffic Control Tower.
12)  Emergency Medical facilities