To: [email removed]
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SPACE COLONIES
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Dear John:
You wrote (3/16):
> Megatraveller and CT had the Planatoid/Asteriod Hull type. That
> could be adapted to a space colony fairly easily. This type of
> construction seems to be missing in TNE. I haven't tried to adapt
> MT/CT rules to TNE yet. Does anyone have any suggestions on
> designing a space colony. Orbital colonies don't seem to be a
> part of the traveller universe and I really don't know why.
> Especially in asteroids fields.
Space colonies and the like have been covered in Traveller. The
following references come to mind:
The "Sky Raiders" trilogy from fasa, by the Keith brothers.
Gateway Station (in Gateway Sector) in "Lords of Thunder", by
William H. Keith, Jr., published in DGP's MegaTraveller
Journal #4. There's also an inhabited natural satellite
around another planet in the sector that is an integral part
of the adventure.
The orbital facility in fasa's Adventure Class Ships
Volume II is a must-have item. Modular and multi-functional.
The gutted-out Kinunir class colonial cruiser in orbit around
Pixie/Regina/Spinward Marches is covered in Adventure 1 - The
Kinunir.
Adventure 11 - Murder on Arcturus Station includes an
interesting illustration of that facility.
Many orbital starport facilities are mentioned in Traveller
literature, and although they aren't colonies per se, they
subsume that function by having permanent residents. The
only one that comes to mind orbits Regina/Regina/Spinward
Marches.
Okay..., you asked for advice on designing space colonies, so
you've got it:
First, for quick-and-dirty asteroid colonies, since they are
so much like dungeons hewn from solid rock, many Ad&d modules
work quite well for the basic floorplans of such a facility.
At least such modules can give you an idea of where to start
-- The "Ghost Tower of Inverness" could easily be adapted
into an orbital space colony. Simply trace the outline for
each level onto graph paper, and then redraw the interiors.
The best AD&D module that comes in mind for this however, is
"Expedition to the Barrier Peaks", which includes the plans
for the Metamorphosis Alpha, a huge spacefaring craft
designed for housing colonist during their long but fateful
voyage. All you need to do to use this is dump its drives.
Another tip is to use examples from movies/TV and literature
as models. Moonraker, Aliens, Star Trek II - The Wrath of
Khan, Deepspace Nine, Red Dwarf (several episodes), Star
Wars, The Empire Strikes Back, 2001: A Space Odesy, Star
Cops, Dr. Who, and Space 1999, all include examples of space
habitations. The deep sea habitat in "The Abyss" could also
prove useful as a model.
The thing most useful in designing anything is a list of
specifications and features/facilities to include. Off the
top of my head, here are some things that would be needed in
a space colony:
Production facilities for or importation of food.
Dining facilities, if not included in living quarters.
Kithen facilities, if not included in living quarters.
Sanitation and waste disposal facilities.
Starport/docking facilities.
Hospital and clinic, with medlabs.
Recreation facilities.
Movie theater
Concert hall
Swimming pool
Indoor track
Grav ball arena
Workout gym
Dancehall/nightclub
Games room
Control center.
Atrarium.
Offices.
Shops.
Workshops/repair stations.
Storage.
Cold sleep facilities / emergency low berths.
Meeting facilities.
Science labs.
Computers.
Education facilities.
Library.
Security stations.
Detention cells.
Surveylance systems.
Emergency stations.
Laundry facilities.
Customs and quarantine facilities.
Lighting.
Emergency lighting (dimmed to conserve power).
An intercom system.
Living quarters.
Air locks.
Air importation or recycling.
Gravity generation or simulation.
Hatches
Sealable sections
Did I leave anything out?
Hope that helps,
Rodge.