Talk:Naval Depot

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Notes (2006)[edit]

Looking at the starports, government types etc of these depot worlds, leads one to question the validity of the data. What depot could not be a starport A? Tech level 6? They should be AxxxN67-F, where N is fairly consistant e.g. 5 or 6. Law level could be B, but uniform in any case.


I respectfully disagree : You can have a naval depot in a star system without having absolute control on the local government. Take Depot/Zarushagar for example, the Depot part of the system is obviously entirely in the hands of the Navy, but the local planetary system is iteself TL 6, for some reasons which remains to be explained by a DM (as no canon information exists). It is hard to believe I agree reading the official description from the Library Data introduction from Supplement 11, but a TL 6 planet has probably no ship building facility, therefore it is not a security risk, for example...

  • Fuldry 23:28, 26 May 2006 (UTC)

I could see how a TL6 race that dosn't want any trade could co-exist in a depot system (The Navy would not allow casual traffic into such a system). However the rules for full system development state that the starport code represents the only starport in the system (I have a comment on the UWP page regarding this inconsistancy). Obviously the depot's major overhall and starship handling would represent starport facilities of class A. I suppose you could argure that the UWP reflects only the main planet, and the definition of the main planet could be the most population, but then the depot could not repair any starships...

Notes (2010)[edit]

There are two sources to your problems. First, the Sunbane data is very bad. Loren has said the random number generator used for that data was not very random. It tended to get a "needle stuck in a grove" effect.

Second, the rule set used to generate the data has some very odd results. Specifically, population is not dependent upon habitablility of the world.

The solution to these two problems is to regenerate the data using a better set of rules and better computer dice roller. Then hand check everything.

I know on the CotI forums, the Traveller 5 playtesters are doing this very project. I'm not sure how far along they are, nor if the project will ever see print. But there is not an easy fix to this problem.


Oh? Thank you, I may take a look at this - I'm currently working on perl programs that do translations into GURPS Traveller formats, and do some error-checking at the same time. (I will make these available once the bugs are worked out... not sure exactly how, but definitely open-source, particularly since it's perl!) I would, however, note that the depot world data appears to be from the Rebellion period, and some damage may have been done to some of the Depots during this (although I'm not that familiar with this, it not being in the GT alternate universe...).

  • Allens 02:13, April 19, 2010 (UTC)

Depot worlds - amber/red zone? (2010)[edit]

Should depot worlds be treated as minimum amber zoned for purposes of most travel? I would think so... it does matter for purposes of figuring out trading routes, etc.

  • Allens 05:43, April 24, 2010 (UTC)