high port

Jak Nazryth

Mongoose
I’m planning a plot hook on a type C high port. While I won’t be creating a complete deck plan, I am going to do a basic layout in CAD along with basic plans for some of the more important areas of the port.
I’ve been skimming through various supplements and have a decent idea of what is included in a type C port.
What would be a good range for actual size?
50k tons, 100k tons, or more?
Anyone ever tried to create a high port? Anyone know of any stock star port layout/plans?
A long time ago I had a judges guild star port with the large fold-out maps and everything. But after looking for it in vain over the past week or so I’ve concluded that I threw it away ages ago, or left it behind in one of my many moves over the past decade.
Any ideas?
Thanks.
 
One of the things I would do is create external Dry Docks hanging in space where the ship would berth and large crane arms might lock on to the ship keeping it in place and then other arms would be used to do "work" on the ship out in the vacum of space. Think of the kind of dry-docks seen in the Star Trek movies, where workers wear space suits as they work on the ship. That could add more 'adventure" and "fun" to the situation.

Penn
 
The Judges Guild material is still available as PDFs:

http://rpg.drivethrustuff.com/product/88095/JG-Traveller--Fifty-Starbases?filters=0_0_10134_0_0&manufacturers_id=4
 
Actually I recently got Mongoose Star Ports. I started skimming through it last night.
I know it uses modules as basic building blocks, but so far I haven't seen an example of a typical size in tonnage. I didn't have much time to really did into the book so far. I'm considering creating a mobile start port, similar to Star Trek Deep Space 9.
I plan on treating it like a large capital ship, but with typical star port modules as apposed to normal capital ship stuff. Right now I'm planing on giving it a J-2 Range and M-1 thrust.
I'm thinking somewhere between 50k and 100k for a type C high port.
It's purpose is to fly into systems that are experiencing a boom period, like a western gold rush. Once the system needs are met, it can travel to a new location as needed.
The jump tanks double as fuel supply for incoming vessels once it has established orbit. Each fuel tank is an actual "small craft" that can detach and refuel at a gas giant or what ever.

Rust, yeah that was the JG supplement I had. Lost track of it over the last decade. From what I can remember it was REALLY basic and "clunky" as are most JG products.
 
I could recommend "Points in Space" or .......argh!! My Google Fu has failed me...

Try looking in http://rpg.drivethrustuff.com under Traveller or Sci Fi.
 
Unless the world calls for an orbital that is a city in its own right, a High C-Port is going to mostly be an inspection station and fuel supply. How much of both will depend on traffic levels, but at a minimum I would think about 50 tons of "offices", one 100-ton bay used for air docking small craft that need external inspection or emergency repairs, Some cargo for seized goods or simple trans-shipment, and at least four docking spines for business. Below that will be a huge fuel tank, at the bottom of which will be a couple more docking points for the fuel shuttles to make deliveries (and big ships to buy fuel, since the little guys will be able to fuel via the normal docks).

Once the world rates its own orbital cities, the office space grows into commercial concourse and living spaces very quickly, and will dwarf anything that calls itself a ship before too long.

Orbitals can take on nearly any shape, but the easiest to map is something akin to tall cylinder or cluster of cylinders. Judges Guild's "Doom of the Singing Star" contains plans for a large vertical passenger liner that can easily be adapted, but you can also just pick a diameter of circle, draw several internal plans in that diameter (offices/residential, commercial, cargo, fuel, engineering, etc) with external access at either 60 degree or 120 degree intervals, then stack 'em and bundle the stacks.
 
The station deckplans at http://www.albinjohnson.com/starfrontiers/spacestations/sfstations.html are simplistic yet useful.

Edit: And if you're into reusing Star Trek stations, the deckplans for a number of them (and lots of Trek ships) can be found at http://www.cygnus-x1.net/links/lcars/blueprints-main2.php
 
You know in my campaign I use a ship class called a Carry-All and it is a mobil Dry Docks / salvage tender. It serves a number of purposes and one being a start port/town. usually it is used for a small colony or scientific type team exploration point within a star system that does not yet have a real setup starport yet.
 
Size will depend upon traffic, whether or not this station is the primary high port, and how much effort you want to put into the design. :)

Ask yourself a few questions:

* do you want the port to include a civilian contingent? the size will help dictate the size of your planned station.
* do you want the station to be more of a customs clearing house, or does it also have repair shops, warehouse space, etc? then decided how much of it you want to put in there.
* will the station have a military or police contingent? will they be docking their ships there, which also means an increase in size to take into account their separate berthing and quarters needs.
* will your station be capable of building or repairing starships? If so, how much capabilities will it have?
* will your station have any sort of manufacturing? will it be small or large? do they also manufacture ship parts or sections (relates to the repair and shipbuilding)

Once you answered those questions, ask yourself if your station will be one large assembly, or will it be a cluster of separate sections (warehouses and shipbuilding may be attached or nearby). This will help you design it in sections. You can also put these various functions on long-arms, that will allow you to physically connect them, but you don't have to worry about drawing them that way.

Then, depending on your adventure hook ideas, draw the station to support it. Do you want "docks" where the ships dock and their airlocks open up into a main area where cargos might get stored? And will you have some large open spaces for this, which makes it nice to have running gun fights. But if you want it closed up, you'll probably put the docking hub away from the merchant district, requiring your PC's to fight their way "up" or "down" to get to their ships.

One thing to keep in mind when designing stations is that you are not limited to the tonnage of a starship, and trying to squeeze all this stuff within your XX Dtons hull. Stations are generally much bigger than the ships they service, plus you can simply tack on additional modules and such to give it more capabilities or size.

I would suggest sketching something out on paper, and then when you are doing your adventure, roll out a mat and get your pen and just start drawing stuff out. Figure out what key areas and NPC's you'll want them to meet, and then just draw stuff out for the rest. It's not essential to the adventure, and "Martha's Starman's Clothing Shoppe" can appear anywhere (though not necessarily next to "Tom's Adventure Wear").
 
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