Reynard
Emperor Mongoose
I was doing a lot of back and forth thinking about starports with the Asteroid Mining and Ships at the Dawn of Jump threads in my head. Made me think what it takes to put together a port and build it up over time. I ruminated through Pocket Empire to understand starport construction time and costs as well as Tech level advancement. A couple things struck me. How do lower level worlds build and launch starships when they have the tech level without building a full blown class A Starport? At tech level 8 or the beginning of TL 9, when you're building your first craft, you more than like haven't automatically set up a massive shipyard/port authority.
Not gaming at the game store today, I used the facilities to quietly read HG2e Starport section thoroughly. They lay out what makes a starport a starport. It says having all the elements doesn't mean it is a starport. A space station is possible with many elements but not fulfilling all the qualifications and not be a starport. If all a planet has is a ground based shipyard center that can build jump capable ships, it shouldn't really be listed on the UWP as a starport. Kennedy Space center is a launch facility while construction of current ships, which should be considered a Class B starport ability, are built at other centers and manufacture of materials and components are all over. Even landing a spacecraft is scattered. Not even really a Class D by definition. It seems ridiculous a planet at TL 8+ shouldn't have at least the beginning of manufacture, launch and recovery. The advent of maneuver drives should make it very possible even for only ground based resources.
I started building a space station which would have shipyard capability then thought why must it be a station. Put the shipyard on the ground and other elements tied to it that would be on a ship are there too. Just like airplanes, it will leave the factory then fly to an official space port which has the ability to prepare flights, launch and, because it's a VTOL vehicle, land the craft. This can be an extension of already building and using maneuver capable in-system craft. Supply, warehousing and fuel would be assumed on site or nearby. A port like this would probably cater to jump ships while small craft would have the services similar to truck stops rather than an airport.
Space stations would make more sense as a system develops interplanetary activities and has the resources to need a station saving time and money not dealing with the gravity well. Ships need not be built streamlined when travelling between orbital ports. Streamlining would be very common though as colony worlds wouldn't have the ability to build them for a long time.
I hope this is a good explanation for how worlds can build their own jump and non-jump capable ships without having a classification for it. I'm not trying to 'play the system' but it made no sense worlds must an A or B class base when they have the tech level.
Also, what are your thoughts about shipping space stations to a system unable to build one. I can see the station being essentially modular for transport then reassembled at the destination. Dispersed structure fits nicely. The station can be missioned based, a refueling only station with a refinery, fuel storage and docking for fuel shuttles and/or it could be an early destination point for supply ships with warehouse holds and a hangar for an interface cargo shuttle. It can be a core that grows over time as new functions for a planet call for it. I can see either very large freighters or jump modules that attach, drop off and return.
Not gaming at the game store today, I used the facilities to quietly read HG2e Starport section thoroughly. They lay out what makes a starport a starport. It says having all the elements doesn't mean it is a starport. A space station is possible with many elements but not fulfilling all the qualifications and not be a starport. If all a planet has is a ground based shipyard center that can build jump capable ships, it shouldn't really be listed on the UWP as a starport. Kennedy Space center is a launch facility while construction of current ships, which should be considered a Class B starport ability, are built at other centers and manufacture of materials and components are all over. Even landing a spacecraft is scattered. Not even really a Class D by definition. It seems ridiculous a planet at TL 8+ shouldn't have at least the beginning of manufacture, launch and recovery. The advent of maneuver drives should make it very possible even for only ground based resources.
I started building a space station which would have shipyard capability then thought why must it be a station. Put the shipyard on the ground and other elements tied to it that would be on a ship are there too. Just like airplanes, it will leave the factory then fly to an official space port which has the ability to prepare flights, launch and, because it's a VTOL vehicle, land the craft. This can be an extension of already building and using maneuver capable in-system craft. Supply, warehousing and fuel would be assumed on site or nearby. A port like this would probably cater to jump ships while small craft would have the services similar to truck stops rather than an airport.
Space stations would make more sense as a system develops interplanetary activities and has the resources to need a station saving time and money not dealing with the gravity well. Ships need not be built streamlined when travelling between orbital ports. Streamlining would be very common though as colony worlds wouldn't have the ability to build them for a long time.
I hope this is a good explanation for how worlds can build their own jump and non-jump capable ships without having a classification for it. I'm not trying to 'play the system' but it made no sense worlds must an A or B class base when they have the tech level.
Also, what are your thoughts about shipping space stations to a system unable to build one. I can see the station being essentially modular for transport then reassembled at the destination. Dispersed structure fits nicely. The station can be missioned based, a refueling only station with a refinery, fuel storage and docking for fuel shuttles and/or it could be an early destination point for supply ships with warehouse holds and a hangar for an interface cargo shuttle. It can be a core that grows over time as new functions for a planet call for it. I can see either very large freighters or jump modules that attach, drop off and return.