Yes? How does that have anything to do with what I said?
All I said is that we don't have any information on how this actually works or to what extent that it is commonplace. The referee has to decide that.
We have no common ground for making decisions because we don't know anything about the economics. We don't know how much trade actually happens. We don't know how cost effective space warehouses are relative to ships having cargo landers. We rarely know anything about a system except its mainworld, so we don't know how interplanetary trade and infrastructure looks.
That's probably all to the good. Most people probably don't care and the people who do care probably have widely different preferences on that. Bad news for people who want to be told exactly how it works.
You an imagine that highports have long "piers" for large ships to dock to that grav trucks roll down the middle of and get containers loaded onto them and then they drive off the end of the "pier" and go down to the planet. You can imagine space warehousing is cheap and there's thousands and thousands of tons of storage for held cargo waiting to be tranferred to a new ship or shuttle, the way there is at a maritime port. You can imagine that highport space is too valuable for that and ships are expected to transfer cargo via UNREP type systems or carry their own landers and not deal directly with the port except for repairs and the like.
You can imagine that the high port is one structure or dozens of structures with dedicated purposes. You can imagine that ships jump directly to the asteroid belt to pick up cargos of ore at stations there or that the ore is shipped to the highport and loaded there. You can invent rationales for why class A & B ports don't have to have highports and all and how those worlds handle shipping. Or you can ignore that aspect of the mechanics and always have a highport for stations of that caliber.
The fact remains that MgT2e's CRB/High Guard does not address how this stuff works. As a result, there are people in this thread who think docking clamps include airlocks and power connects and people who don't, just as one example.
I certainly don't think that the core rules need to go into all of this and especially not into more complexity like differences between liquid cargo, breakbulk, containerized shipping, etc. But it would be nice if the features in High Guard better described how some of these features, so that if the players want to use them, the ref isn't forced to invent all the 'how does it work' stuff.
All I said is that we don't have any information on how this actually works or to what extent that it is commonplace. The referee has to decide that.
We have no common ground for making decisions because we don't know anything about the economics. We don't know how much trade actually happens. We don't know how cost effective space warehouses are relative to ships having cargo landers. We rarely know anything about a system except its mainworld, so we don't know how interplanetary trade and infrastructure looks.
That's probably all to the good. Most people probably don't care and the people who do care probably have widely different preferences on that. Bad news for people who want to be told exactly how it works.
You an imagine that highports have long "piers" for large ships to dock to that grav trucks roll down the middle of and get containers loaded onto them and then they drive off the end of the "pier" and go down to the planet. You can imagine space warehousing is cheap and there's thousands and thousands of tons of storage for held cargo waiting to be tranferred to a new ship or shuttle, the way there is at a maritime port. You can imagine that highport space is too valuable for that and ships are expected to transfer cargo via UNREP type systems or carry their own landers and not deal directly with the port except for repairs and the like.
You can imagine that the high port is one structure or dozens of structures with dedicated purposes. You can imagine that ships jump directly to the asteroid belt to pick up cargos of ore at stations there or that the ore is shipped to the highport and loaded there. You can invent rationales for why class A & B ports don't have to have highports and all and how those worlds handle shipping. Or you can ignore that aspect of the mechanics and always have a highport for stations of that caliber.
The fact remains that MgT2e's CRB/High Guard does not address how this stuff works. As a result, there are people in this thread who think docking clamps include airlocks and power connects and people who don't, just as one example.
I certainly don't think that the core rules need to go into all of this and especially not into more complexity like differences between liquid cargo, breakbulk, containerized shipping, etc. But it would be nice if the features in High Guard better described how some of these features, so that if the players want to use them, the ref isn't forced to invent all the 'how does it work' stuff.