Supplement 14: Space Stations - Now on Drivethru!

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DivineWrath
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby DivineWrath » Tue May 20, 2014 11:04 pm

I was trying to figure out how to make entire space stations that spin work, but I figured out that the existing rules don't work well for that. Depending on the type of rotating system you use, you get a price increase of 1% or 2% to the hull for every 1% of the hull set aside to spin. Given the price differences between AG hulls (Artificial Gravity) and NG hulls (No Gravity), you could very easily end up paying more for NG hulls if you tried to give most of them over to some kind of rotation. Only the very high TL hulls get a enough of a difference in price between the AG and NG hulls that 90% increase in price would be cheaper for the NG hulls, but the high TL hulls are pricier as is so you lose either way (a TL 16 NG hull is just as expensive as a TL 12 AG hull).

If you wanted entire space stations that spin to produce artificial gravity, but don't want to blow a budget on it, you are probably want to make house rules for that. I think the spin mechanisms are supposed to be for hulls that only a fraction of it spins, not the majority.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Tom Kalbfus » Wed May 21, 2014 10:54 am

Having only part of the space station spin is more useful for spaceships than stations that don't typically go anywhere. An O'Neill Cylinder has to stay pointed at the Sun, it orbits a planet and if it has thrusters, they are to maintain its orbit. It is not designed to be a spaceship so its perfectly fine that the whole thing rotates.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Tom Kalbfus » Wed May 21, 2014 10:56 am

Rikki Tikki Traveller wrote:
sideranautae wrote:
Rikki Tikki Traveller wrote: Although - How do I get the classic "Spinning Wheel" design for a non-Gravity space station ala 2001???????? Neither Hampster Cage nor Double Hull seems to fit that design.
There are little pgms online that'll tell you the minimum size for those. Other than that just spec the hull size and then cost. M-drives to be able to start and vary the spin rate. Should be easy to extrapolate as there is no other special equip.
But do I use the rules for Double Hulls or Hampster Cages? Those are the only two in this book that have stats (size and cost) available. I guess if the Outer/Spinning hull represents 90% of the total size, you could argue that it is a Double Hull with the other 10% representing the central hub...
What do the hampsters do? ;)
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Condottiere » Wed May 21, 2014 1:52 pm

I think hamster wheel might be more descriptive.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby sideranautae » Wed May 21, 2014 3:29 pm

Tom Kalbfus wrote:Having only part of the space station spin is more useful for spaceships than stations that don't typically go anywhere. An O'Neill Cylinder has to stay pointed at the Sun, it orbits a planet and if it has thrusters, they are to maintain its orbit. It is not designed to be a spaceship so its perfectly fine that the whole thing rotates.
Quite correct. No need for all that complexity for a station. The Hub, spoke & rim model is a good one for a station that receives ships as they can land on the inside of the rim easily.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Somebody » Fri May 23, 2014 11:03 am

After a first look through - good that I bought the PDF! When I find spelling errors - they must be bad :) And some rules at least on first look seem to be wrong (M-Drives and Orbits)

But DTRPG tells me an update is available so after tomorrows visit to Ute in Koblenz I'll re-check.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Tom Kalbfus » Sat May 24, 2014 12:41 pm

Somebody wrote:After a first look through - good that I bought the PDF! When I find spelling errors - they must be bad :) And some rules at least on first look seem to be wrong (M-Drives and Orbits)

But DTRPG tells me an update is available so after tomorrows visit to Ute in Koblenz I'll re-check.
Why shouldn't a space station have an m-drive? The Death Star was a space Station and it had both that and a hyper drive. A space station is in principle a lot like a spaceship, the main reason for having an m-drive is to maintain its orbit, or sometimes to change its orbit. Sometimes economies change and the space station has to re-position itself to remain economically competitive. The main difference, I would say is that while spaceships would have M-drives rated in multiple gs, a Space Station should have them at fractions of a G, as its main purpose is not to travel around but to act as a station.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby phavoc » Fri May 30, 2014 3:29 am

I noticed on Drivethru that there aren't any customer reviews, aside from a single 3-star rating.

How much did the update fix (for those that got it)?
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby alex_greene » Sun Jun 01, 2014 12:52 am

Just got my copy of this supplement, and am backing up to my flash drives. Will review shortly.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Reynard » Sat Aug 23, 2014 7:51 pm

Just found Space Station at my game store which mean it must have arrived within last week. I like the book even with a few warts. I would appreciate a bit of errata for those few blemishes but otherwise it's good on the first pass.

Wow! Suddenly I see star (and non-star) systems in a new light! Those Red Zone worlds are now tempting and dangerous! High tech, high population worlds are busy everywhere, not just around the main world. Gas giants aren't just opportunities for a bit of free wilderness fueling when there may be a patrolled gas refinery orbiting. I can see adventures involving purely space based encounters for a myriad of reasons depending on the type of station the referee needs.

Must read more thoroughly
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Infojunky » Sat Aug 23, 2014 8:09 pm

Reynard wrote:
Wow! Suddenly I see star (and non-star) systems in a new light! Those Red Zone worlds are now tempting and dangerous! High tech, high population worlds are busy everywhere, not just around the main world. Gas giants aren't just opportunities for a bit of free wilderness fueling when there may be a patrolled gas refinery orbiting. I can see adventures involving purely space based encounters for a myriad of reasons depending on the type of station the referee needs.
I am so glad someone else feels this as well...
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby msprange » Tue Aug 26, 2014 10:07 am

An update on mail order copies - the drop ship has been relocated (the crew decided to, ironically, have a quick stop at a local leisure-based space station), and is now en route. We are expecting the cargo to land next Tuesday, and it will be dispatched the same day. If you are in the UK, expect to see it a week Wednesday/Thursday, with other countries seeing theirs soon after.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby alex_greene » Tue Aug 26, 2014 10:29 am

Reynard wrote:Just found Space Station at my game store which mean it must have arrived within last week. I like the book even with a few warts. I would appreciate a bit of errata for those few blemishes but otherwise it's good on the first pass.

Wow! Suddenly I see star (and non-star) systems in a new light! Those Red Zone worlds are now tempting and dangerous! High tech, high population worlds are busy everywhere, not just around the main world. Gas giants aren't just opportunities for a bit of free wilderness fueling when there may be a patrolled gas refinery orbiting. I can see adventures involving purely space based encounters for a myriad of reasons depending on the type of station the referee needs.

Must read more thoroughly
Orbiting medical research stations where a disease has broken out and the characters have to find a cure in a hurry; or where they find that the disease was released deliberately to cover up the station's dark secret.

Observatories with a crew of a thousand lying abandoned, their crews having vanished, fortnight-old food mouldering on their plates, and all the records and stored data wiped and replaced by what sounds like noise, but which is actually an electronically-distorted continuous human scream; a thousand voices.

A gambling station operating in system, out of the jurisdiction of the prudish homeworld, run by the local Mob, home to all sorts of sin, data havens for shadow data - blackmail evidence, illegal data - and a moderately secure bank to hold the physical and electronic proceeds of crimes of all sorts from all around the system. The perfect venue for a major heist.

A cult of psions taking refuge in an abandoned mining station, extracting air and fuel from comets and ice from a nearby ring system, and the characters have to go in and extract the local Noble's daughter before they *cough* "convert" her. "And we will all come together in a better place, A better place than this ..."

Oh, the potential story hooks ...
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Reynard » Tue Aug 26, 2014 10:49 am

I can see stations purpose built over gas giants and other interesting bodies offering spectacular views as a tourist destination. Such places could also be 'off shore entertainment' stops for activities illegal planetside. Good place for patrons and adventurers to meet.

The space station explains those very unusual UWP characteristic combinations such as A starports over a tiny dead ball with almost no population or worst yet, huge populations.

And stations allow the referee to control an adventure's size and location as if an purpose built enclosed town or city and a system can have more than one theme station.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby phavoc » Tue Aug 26, 2014 2:48 pm

I am looking forward to seeing the dead-tree version in my local hobby store. Since they are members of bits-and-mortar, I get both hard and soft copies of the books.

I HIGHLY suggest getting your local game store to sign up for the program. It's FREE to them and GREAT for you!
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby alex_greene » Tue Aug 26, 2014 3:02 pm

Naturally, the size of the station does not have any limit - so it is entirely possible for a TL 15 space station to be built entirely circling its homeworld, even encasing it in a cage with the planet visibly spinning away inside it and vast regions to explore - the stationary polar command area, for instance, being a region the size of Wales, and the equatorial spaceport area with berths for literally thousands of ships of all sizes.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby IanBruntlett » Tue Aug 26, 2014 4:04 pm

phavoc wrote:I am looking forward to seeing the dead-tree version in my local hobby store. Since they are members of bits-and-mortar, I get both hard and soft copies of the books.

I HIGHLY suggest getting your local game store to sign up for the program. It's FREE to them and GREAT for you!
I recommend Bits and Mortar as well. I usually prefer the dead tree edition but, on occasion, I've used the PDF. Having the Spinward Marches PDF to hand has been very useful when I've been preparing to run adventures. I've been able to print subsector maps without messing around with photocopiers.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby sideranautae » Tue Aug 26, 2014 4:09 pm

Infojunky wrote:
Reynard wrote:
Wow! Suddenly I see star (and non-star) systems in a new light! Those Red Zone worlds are now tempting and dangerous! High tech, high population worlds are busy everywhere, not just around the main world. Gas giants aren't just opportunities for a bit of free wilderness fueling when there may be a patrolled gas refinery orbiting. I can see adventures involving purely space based encounters for a myriad of reasons depending on the type of station the referee needs.
I am so glad someone else feels this as well...
Ditto.
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby sideranautae » Tue Aug 26, 2014 4:10 pm

So, did the PDF get updated? Anyone ready to review it?
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Re: Supplement 14: Space Stations - Now on Drivethru!

Postby Reynard » Tue Aug 26, 2014 4:31 pm

Having purchased the hard copy, is there an errata for the book or do I have to buy the PDF too? I think we're owed that much as we waited for the costlier HB and enough time went by that errors found in the PDF should have been corrected before the printing. Right now I most importantly want to know what the missing cost for is for the Page 24 Construction Time On-site build is (listed as 1 week at MC .0 now).

Speaking of which, there's a new ship type, Construction Dreadnaughts! There would be a sight for adventurers seeing a half built station surrounded by massive construction vessels, hundreds of smaller work craft and huge Jump haulers unloading prefab sections and modules. Again your group might be there on assignment in association with the construction.

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