Space Stations - What's the use of Docking Arms?

simonh said:
The OTU is based on a relatively outdated model of what the future might be like. Mongoose have gone some way to update it with rules for computers, robots, etc that are more acceptable for an audience today versus back in the 1970s, but have only taken that so far. They still need to be true to the overall vision from the 1970s.

Simon Hibbs

I understand. Unfortunately it is a big reason why the game isn't that popular in the RPG space. I try to bring in other RPGers to play it and they laugh at how low tech it is for a game set in "The Far Future" with FTL star ships and what not. It'll have to change or stay insignificant. Marc's choice I guess. Seems like he wants it to die. With the T5 COMPLETE debacle it would lend credence to that viewpoint...
 
Okay, thanks about the Utility Pod! There's so much to remember and I was going to sit down soon to look in the various books for vehicles that would be part of a station.

I was browsing Issue 4 of High Passage to find the Orbital Tug. Thing looks like a spider with six forward manipulator arms and a bloated abdomen. Stats are Mega Traveller so I need to look over those design rules. Essentially a 50 ton craft with a crew of two in a spartan bridge, 16 tons internal cargo and a huge power plant and maneuver drive to tug payloads, cargo pallets and vessels up to 400 tons. It has very little fuel as it works close to orbital structures. The waldo arms use a remote skill.

I definitely need to scour all my books for a list of regular station vehicles as it set the flavor around a station.
 
AndrewW said:
Infojunky said:
The Utility pod that is larger than a single wide trailer on page 9?

Yup, didn't say it was tiny. But can pretty much do that sort of work.

Sorry, I was thinking the Work Bee which all of about a tons displacement. Though one could get mostly there with the vehicles supplement.
 
I could see both EXOs and cargobots as staples of any station in various quantities depending on cultures and tech levels. probably more in the bays than outside where utility pods live.
 
Exo's are nice to give the player's something to do. Too much of everything could be advanced automation, realistic, but not very fun.
 
There's a 10 ton Maintenance Pod in High Guard, page 93 - crew of one in a cockpit, grappling arm, not much else - 1.5 meter deck height, pretty cramped!
 
Fovean said:
There's a 10 ton Maintenance Pod in High Guard, page 93 - crew of one in a cockpit, grappling arm, not much else - 1.5 meter deck height, pretty cramped!

Mind you that is still the size of a 40 foot container....
 
The reason flyers aren't automated is because of the unions. 970s saw a massive move to automated systems with the Imperium laying off large numbers of people to help make the government more efficient. Then the great financial crisis of 984 hit and the union bosses were quick to hire economists to point the finger at the government cuts in implementing automated systems. A law limiting their use was passed as part of the measures to get the economy going again. Every so often the idea of putting in automated systems is floated and the union bosses are quick to bring out the economists who foretell doom and gloom. This is of course restricted to Imperium run facilities which all star ports are.

Also computers can be hacked and there's been a few famous cases of this. Sure people can be bribed, but bribed people can also be charged and questioned as used to bring in evidence against their accomplices (and be threatened with harsher penalties if they don't). Computers can't have any of these things done to them.
 
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