What costs

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JMISBEST
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What costs

Postby JMISBEST » Mon May 28, 2018 12:13 am

What costs would you suggest for getting The Class B Starport running again and to a standard where together with Hydrophonics bays and supplies from Wildeman could be independant and make enough from various means to maintain it and at least 4,000 workers for Cr 2,300 a month and be able to have ships individually massing up to 1,600 tons both being build and being repaired and massing a total 11,300 tons of ships both being build and under repair. Please advise
Rikki Tikki Traveller
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Re: What costs

Postby Rikki Tikki Traveller » Wed May 30, 2018 2:27 pm

There's an old MGT1 book called Starports that has all this kind of detail in it, including costs and time to build. Since you are customizing the starport (hydroponics for example), I think it would be a good place to start.
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DickTurpin
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Re: What costs

Postby DickTurpin » Wed May 30, 2018 5:52 pm

The 2nd edition Highguard book also has much of the information from Starports included as options, starting on page 59. IMO Starports goes into far more detail and does a more thorough job of explaining the options however.

What I would suggest is using one (or both) of those books to actually design the starport so that you know what is (and is not) available already. Then just decide what items need to be refurbished, resupplied or replaced and figure out what each needs to be restored to functionality. I would range from 10% for something that just needs trivial repairs (clean, lubricate, replace a few seals) to 50% or more for items needing substantial rebuilding . New items being added or fully replaced will cost their full price, of course.

Then the entire station will need to be resupplied to actually function. Fuel for the powerplant will be needed, a steady supply of starship fuel will be needed, workers will have to be hired, inventory acquired for shops and restaurants, Ammunition for defenses, etc. The actual amount of money required and the time needed to get it running will vary widely depending on the size and complexity of the station. It will take longer to get it staffed and functioning if the players want to keep its existence a secret (hidden pirate base), less so if they throw it open to the public as a regular starport.
JMISBEST
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Re: What costs

Postby JMISBEST » Wed May 30, 2018 6:48 pm

I've asked a friend who has a copy, since I won't be able to afford 1 for something that I'm likely to use after this campaign, and she suggested accomidation and enough Hydrophonics Bays to provide free food for around 4,200 employees, the sole legal rights to build 200 ton Harriers, 600 ton corsairs and 800 ton wyverns that have ben redesigned as Pirate Hunters and privateers, roughly 5 each of bars, 3 Star Hotels, resturants, theatres and Casinos for Visitors ran by Drinax made Robots and facilities to both build and repair ships of up to 1,600 tons individually and up to 12,600 tons in total for around 4 billion.

I suggested it to The Pcs and they are thinking of getting A 9.58 billiion loan so that they can do it with The Starbase from Adventure 5 and use with their 20 ships each worth between Cr 220 million and Cr 1.8 billion or a total of around 13.14 billion are collateral. What do you think those 2 identical, blueprints wise, Class B Starports and is A 20 Ship Strong Privater Fleet worth roughly between Cr 220 million and 1.8 Billion each or a combined value of Cr 13.14 billion good enough collteral for a very high risk very high return loan of Cr 9.58 Billion
JMISBEST
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Re: What costs

Postby JMISBEST » Wed May 30, 2018 8:04 pm

I'm also toying with the idea of having the 2 Starports spend 2.2 to 2.4 years before they are officially open building 2/1 each, guardian fleets of at least 3 200 heavily armed and very heavily armoured(for their size) versions of The Far Trader, 2 300 ton Privateer Carrier versions of The Pirate Carrier, 1 400 ton Privateer Version of The Gazelle and A 600 ton Pirate Hunter version of The 600 ton Corsair. How does that sound and what enemy forces could they realistically defeat

As well as which officially The Starport Staff don't knowingly let Pirates onboard, but they still do and very often. They are just all 1 or more of too trusting, too guilible, believe too much in a persons word of honour and too easily persuaded by a convincing pirate too check a new arrivals records, history and potential criminal activites for their own good. Hows that sound
JMISBEST
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Re: What costs

Postby JMISBEST » Thu May 31, 2018 12:59 am

More ideas please. After all the more you give me the less hassle and on the spot thinking and planning I'll have to do when it happens, which in real-life terms could potentially be in less then 15 hours
steve98052
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Re: What costs

Postby steve98052 » Fri Jun 01, 2018 5:52 pm

Starports have both highports and downports. Unless there's something very wrong with a world, the downport will have most of the facilities; the highport will just have a lot of transit lounges for connections between unstreamilined starships and shuttles to the downport and secondary spaceports.

The reason is that downport construction is way cheaper than orbital construction. Shipyards for ships that can land will be built planetside. Even unstreamilined ships can be built there, as long as the yards have a lot of support structure for the delicate structures of such ships, and they're built with enough maneuver to slowly levitate to space.

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