Highport Stats/Specs

MattL

Mongoose
Any examples of highport specs out there?

I have a situation where a party might want to try and destroy, or at least credibly threaten to destroy, a highport. I'm wondering if anyone has ship-like specs for a highport that I could use as a starting point.

If not, are the High Guard rules the way to go here or is there other rules for space stations, etc.?
 
There is also the Starports book:

That combined with some things from PoD can give you lots of inspiration on creating a variety of them.
 
High Guard rules, yes. Although in terms of destruction, there are aspects that won't apply in the same way as for a ship. Space stations aren't mobile, so tend to be much easier targets. They're also typically in orbit, which could of several types. Something that affects the station's orbit beyond its ability to counter (i.e. a powerful M-drive pushing it) would be a credible threat. Even a 100 ton scout might be able to do so, over time.
 
Personally I'd expect most high ports to be either on moons or within converted asteroids. Far cheaper to create lots of space. On a moon it could also reduce the basic power because it already has some gravity, which would mean a smaller power plant.
 
Any examples of highport specs out there?

I have a situation where a party might want to try and destroy, or at least credibly threaten to destroy, a highport. I'm wondering if anyone has ship-like specs for a highport that I could use as a starting point.

If not, are the High Guard rules the way to go here or is there other rules for space stations, etc.?
Unless the highport is totally unarmed and without any protection whatsoever, the PC's will fail if trying to do it with a ship. Now, if they were able to smuggle either a nuclear weapon or else a lot of very powerful conventional explosives (or even, possibly, using something like LOX to mix with the stations hydrogen storage to create explosives), it's not going to be possible or practical.

In the Traveller universe pretty much everyone and everything has weapons and active/passive defenses. So a highport of any size not having it's own weaponry, let alone ships or satellites to offer it protection, would be a very unlikely thing. And a PC's starship would simply be far outgunned for any sort of decent-sized highport.

Technically you could have a 100 ton ring and call it a "highport" - and if that's the case, then sure, the PC's could probably do it. Otherwise nah, it ain't happening.
 
It's probably standardized within the Imperium, and likely, whatever the equivalent is in the Consulate, since they're likely run by an interstellar wide bureaucracy.

Outside of that, it's what the operators, or the local planetary government, wants to term it.
 
Technically you could have a 100 ton ring and call it a "highport" - and if that's the case, then sure, the PC's could probably do it. Otherwise nah, it ain't happening.

That of course brings up another option, the first "High Port" a planet might put in place an old ship (or ships) that is up for scrapping due to being not worth while to replace a failing J-Drive. A minor planet might still find it useful especially if they add a cargo airlock once it is in place and an UNREP to fuel the incoming vessels (using the original fuel tanks of the "station as fuel storage). They of course would also need one or more "shuttles". At that point unstreamlined vessels can visit the planet possibly increasing competition and more ships coming in.

This works especially well for MTU where modular ships are common in many areas. Get an obsolete 1-2000 ton ship with several standard cargo modules (30, 50, 100 and 500 tons sizes are common for smaller ships) and an incoming ship ideally docks at an empty module port and unloads its module and then moves to another module port and loads a replacement, refueled via UNREP from the ships own fuel tank (on a fuel module) and is quickly on its way. Modules can be anything you like, cargo, passenger, science, hospital or prison for a few examples.

Again you would need appropriate shuttles to take things down to the planet (or elsewhere in the system). When you build a "real" High Port this "station" could be moved elsewhere in the system. An advantage of these is that you can modify existing deck plans if using non modular ships.
 
That of course brings up another option, the first "High Port" a planet might put in place an old ship (or ships) that is up for scrapping due to being not worth while to replace a failing J-Drive. A minor planet might still find it useful especially if they add a cargo airlock once it is in place and an UNREP to fuel the incoming vessels (using the original fuel tanks of the "station as fuel storage). They of course would also need one or more "shuttles". At that point unstreamlined vessels can visit the planet possibly increasing competition and more ships coming in.

This works especially well for MTU where modular ships are common in many areas. Get an obsolete 1-2000 ton ship with several standard cargo modules (30, 50, 100 and 500 tons sizes are common for smaller ships) and an incoming ship ideally docks at an empty module port and unloads its module and then moves to another module port and loads a replacement, refueled via UNREP from the ships own fuel tank (on a fuel module) and is quickly on its way. Modules can be anything you like, cargo, passenger, science, hospital or prison for a few examples.

Again you would need appropriate shuttles to take things down to the planet (or elsewhere in the system). When you build a "real" High Port this "station" could be moved elsewhere in the system. An advantage of these is that you can modify existing deck plans if using non modular ships.
The books don't lend a lot of layered sophistication to orbital infrastructure. Grav technology fundamentally changes everything about space access. A busy planet, especially one that combines a large, industrialized and high-tech population, is going to have a massive space infrastructure. Add in one that sits smack dab on one or more major trade routes and you will find an even higher level of industrial, warehousing and habitation platforms.

In cases like that, 'highport' is going to be terribly useless as a description. There won't be a singular port, there will be dozens, if not hundreds. It makes much more sense to put your major port (for cargo at least) between 95-99 diameters away from the planet to minimize travel time for ships that don't need to interface with the planet. Hub-and-spoke passenger traffic builds upon having passengers at a centralized location, so they'd be proceeding to the station(s) orbiting the planet. Cargo, which is much less perishable and may get stored for longer periods, can easily be stored in orbital warehousing waiting for the next ship to pick it up.

As far as UNREP goes... that's really not something you should be seeing at a station. UNREP, by it's nature, is meant to deal with ships underway rather than docked. A station would have far more robust infrastructure present to handle atmospheric, waste and fuel interfaces that ships would want to deal with while docked. It would be very similar equipment, but not UNREP.

As far as modularization goes, I think that's gonna be a toss-up. There are advantages to it, but a lot exist on paper and don't take into account the disadvantages and drawbacks. Lot's of great ideas have been proposed but, for various reasons, fail when brought into the real world. Things like fast air transport, fast sea transport, LASH shipping, etc. All had positive points on paper, but the harsh economics of reality doomed each concept because of costs. Merchants are cheap and they will always seek out the lowest costs possible to perform basic services.
 
I just remembered another book which is a good source on starports: Bu and Embla's Guide to Starports of the Marches. I have it in paperback, although I am confident I never ordered it and I have half a memory of it being sent to me as a freebie. But it is available in ebook format.

It contains descriptions of a dozen, planetside starports from Imperium, Sword Worlds, and independents, as well as a bunch of ships, vehicles, new equipment items etc. I like it. That said: the downport for Mora is laughably small...
 
(my comment on a Reddit thread about Starports)

GeDeCo would like to thank you for choosing us to build your Starport.

We have a wide variety of materials and designs to choose from.
If your needs are planet based, belt based, a High port/Low Port or even a full space station for your gas giant fuel refining needs GeDeCo can provide you with all the designs you need.

At GeDeCo we do not believe in one solution for every location, your system is special to us like it is to you and we listen to what your needs are. We understand you might need to stand out on the trade route to encourage those fleets to stay an extra day. Or you may want to be discrete in the outer system. Do you see more than just a grey box on the tarmac for your Low Port? We can provide extensive hotel and convention facilities to attract tourists to your system.

GeDeCo will handle everything from design, to installation, and our marketing department will help you develop a customized plan for announcing your new development. GeDeCo also offers attractive financing for your project with your own personalized account manager to ensure that everything goes according to plan.

GeDeCo - We will be there.
 
Generally High Ports are described as massive structures or complexes, HG 2024 lists a populous world as having a High Ports in the billions of dts. That said I think mongoose vastly over uses High Ports, almost every world detailed in any of their adventures have a High Ports yet WBH and other sources say they are primarily associated with class A & B starport and not even everyone of those have one.
 
I've been skimming the Classic Traveller JTAS volumes and in #23 page 36-41 they have an article (that I haven't read yet) on space habitats. It might be useful for ideas.

I've looked at this a little more (not a full thoughtful thorough read through just a few glances at some sub topics) and it makes some good points. Such as you are building within the habitat apartments based on staterooms. Lets say you are building 1 million back to back over years. You get REALLY EFFICIENT at building them, same for other elements which makes the construction faster and cheaper than High Guard has them for space stations.

But they don't take the next step. If your efficiency has gone up and price/unit down it should apply to some components of Starships being made concurrently (which you will be making fewer of due to resources expended on the habitat) and it would let you build those ships both quicker and cheaper as well. Doesn't apply to everything, hull construction might not benefit, neither would the M-Drive or J-Drive (M-Drive vs Station Keeping Drive would have substantial differences in implementation). You'd have to look at it component by component. It's not going to crash the price but should make them somewhat cheaper and at the price of a starship 5% is a lot.

I am going to look more in depth into the article because it would apply to the Capitol system of the Pocket Empire I would start PC's in should I ever get a campaign going. It has environmental issues that is going to end the current ice age and flood the lands they mostly live on since the ice age began and their population is substantially larger since the pre-iceage times. During the flooding they will have issues with moving industry and lost food sources till things stabilize. The Pocket Empire is partially to allow them to reduce population by colonization but with only TL 10 and J-1 that makes things inefficient for transporting them and of course natives on those worlds might object.
 
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Build dikes.
 
On a continental scale? Habitats are easier and more reliable. Especially if you make a REALLY big jump tug to take them where they can colonize. Add a canopy so you don't need Jump fuel and you're even better.
 
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