Difference between revisions of "Starport"
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− | [[Starport]]s are established primarily to foster [[interstellar trade]] and commerce. {{Page cite|name= Scouts|page=26}} | + | [[Starport]]s are established primarily to foster [[interstellar trade]] and commerce. {{Page cite|name= Scouts|page=26}} Starports generally have two components: a surface facility and an orbital facility. The surface facility includes cargo handling installations, a landing field, control towers, and other necessary areas. Surface starport components are frequently called Down (as in Regina Down Starport). Orbital facilities are present (usually in stationary orbit above the surface component) to enable handling of unstreamlined ships, and to allow construction of heavy craft in orbit. The orbital component is often called Orbital (as in Regina Orbital Starport). Type D and E starports have no extensive orbital facilities, but usually have navigational satellites or similar equipment. Non-streamlined ships at these starports must be serviced by shuttles. Starports, being the primary point at which starships interact with a system, are usually the location for additional bases, such as scout bases, naval bases or other military installations, and for shipyards.{{Page cite|name=Library Data (N-Z)|page=23}} |
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− | Starport | ||
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+ | The major traffic center in the system is the ''starport''; all others are | ||
+ | called ''spaceports''. While it is possible for spaceports to accept starships, they are | ||
+ | called (if only for convenience, and for terminology) spaceports. {{Page cite|name=Scouts|version=Classic Traveller|page=41}}{{Page cite|name=Referee's Manual|page=22}} | ||
+ | == Starport classification == | ||
+ | In the short form of the [[Universal World Profile]] the {{IISS}} assigns a classification grade (A to E, and X) to the port facilities available in the system. This grade assigned to the port encompasses the services available in the port. The general classification are: | ||
− | + | ; Class A | |
− | + | : Excellent quality installation. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of both starship and non-starship construction present. | |
− | + | ; Class B | |
− | + | : Good quality installation. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present. | |
+ | ; Class C | ||
+ | : Routine quality installation. Only unrefined fuel available. Reasonable repair facilities are present. | ||
+ | ; Class D | ||
+ | : Poor quality installation. Only unrefined fuel available. No repair or shipyard facilities present. | ||
+ | ; Class E | ||
+ | : Frontier installation. Essentially a bare spot of bedrock with no fuel, facilities, or bases present. | ||
+ | ; Class X | ||
+ | : No starport. Class X starports are generally indicative of an [[interdiction]]. No provision is made for any starship landings and such landings are probably prohibited. | ||
− | == | + | === Critique of the classification === |
− | + | The starport classification compresses several important factors about port facilities into one classification code. It is possible for the starport to include some of the features of a higher quality port or lack the services of their classification. A frequently cited example is the availability (or lack thereof) of refined fuel. Another is the availability of repair or overhaul facilities. | |
− | The | + | The size of the port, including the the potential number of other ships in the system seeking to use the starport and associated facilities, is not included in the classification. This lack of size neglects to mention if the port is capable of handling ships of specific size or type of ships. While the poorer quality of ports (D or E) generally have less traffic, and the higher quality ports (A or B) have more, this isn't true in every case. |
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+ | Within the {{Imperium}} the port classification ratings are reviewed frequently by the IISS with detailed reports issued regularly. For worlds outside of the Imperium the port classification are reviewed on a best case basis and detailed reports, where available, may be incomplete or out of date. | ||
− | + | == Starport Operation == | |
− | + | Who operates the port or ports on a world depend on allegiances of the world where the port is located. Imperial ports are run by the [[Starport Authority]], as part of the [[Ministry of Commerce]] for the benefit of all member worlds. Conditions vary outside the Imperium. | |
− | + | === Third Imperium ports === | |
− | + | In order to facilitate free trade, the {{Imperium}} requires the member worlds to grant a space to allow trade to take place. This extra-terratorial land grant is the Starport within a system. The system starport is maintained by the [[Starport Authority]], as part of the [[Ministry of Commerce]]. The [[IISS]] tracks the starport facilities as the world star port. On populous worlds or worlds with a great deal of trade there may be more than one starport. | |
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+ | === Worlds outside of the Imperium === | ||
+ | Conditions vary outside the Imperium. The IISS uses the largest or most frequently used port facilities to assign a Port code for the [[UWP]]. The [[Zhodani]], [[Hive Federation]], and [[Two Thousand Worlds]] build only one port in a system for efficiency purposes. The [[Aslan Hierate]] and [[Vargr]] worlds usually have only one starport per system, unless it is under control of more than one clan or leader. Independent balkanized worlds (or systems) may have more than one starport. | ||
− | + | == Starport facilities == | |
+ | A starport is a collection of smaller facilities and services operated under one control of the authority operating the port. | ||
− | + | === Location === | |
+ | The facilities assigned to the port may be assigned to one or more locations. | ||
+ | ; [[Downport]] | ||
+ | : Downport are the facilities located on the surface of a planet. Almost all ports have at least some ground component. Landing at the Downport requires craft capable of atmospheric flight and landing. Since some [[spacecraft] lack this capability, it will limit traffic. | ||
+ | ; [[Highport]] | ||
+ | : The Highport are facilities located in orbit around the world, one or more large [[Orbital Complex]]es. These stations are usually in stationary or geocentric orbit above the Downport to enable handling of unstreamlined ships, and to allow construction of heavy craft in orbit. | ||
+ | ; Farport | ||
+ | : A ''Farport'' is an orbital complex located in deep space away from the inhabited planets. This may be a port in orbit around a fuel source like a [[Gas Giant]] or in a solar orbit outside of the 100D jump limit. In most systems the ports are located close to the population centers as possible. In some systems, for example systems with giant primary stars, or multiple stars in the system, access by trade ship may take an inconveniently long time (a week or more) to travel from the jump break-out to the mainworld. | ||
+ | ; Beltport | ||
+ | : A ''Beltport'' is the location of the starport in an [[Asteroid Belt]] system. In design it is between a Highport and a Downport. The advantages of this system have lead some worlds to convert a small planetary moon or move a medium asteroid into planetary orbit to serve as a orbital belt port. | ||
+ | ; Deep Space Station | ||
+ | : A ''deep space'' station is a starport or port facility located in deep space, outside of any star system. The [[Deep Space Station]] serves as a Jump Bridge, allowing ships to travel between two normally inaccessible systems. | ||
− | + | === Traffic Control === | |
− | + | Traffic control manage the arriving and departing ships. They are intended to provide safety and smooth operation at the port via communications. Traffic around ports is generally restricted and controlled, and access to the air and space surrounding the port must be requested and granted. | |
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+ | Traffic control divides space around the port into zones; An ''Airspace Zone'' which extends 20 kilometers around the port. An ''orbital zone'' which extends from planetary surface to 10 diameters. A ''transition zone'' which extends to 100 diameters. And an ''advisory zone'' that extends to the outer limits of the system, generally around 100AU or orbit 11. {{Page cite|name=Far Trader|page=62}} | ||
− | + | Traffic control procedures are of two types. ''Procedural control'' relies on the craft adhering to published procedures using advisories and information from port control.{{Page cite|name=Far Trader|page=63}} The ship captain and pilot plot their course to their destination with the advice of starport traffic control. ''Positive Control'' relies on the port control to positively identify and track all craft and issue specific directives for operation. {{Page cite|name=Far Trader|page=62}}. All course plotting is performed by traffic control and craft pilot are expected to follow the directions. Where the traffic control switches from procedural to positive control depends upon the classification of the port and volume of traffic. | |
− | === | + | === Shipbuilding & Overhaul Facilities === |
− | + | Shipbuilding is often associated with ports, with starships being associated with starports rather than spaceports. Ports with shipbuilding facilities will also have repair and maintenance capabilities, although there is no guarantee on availability, particularly to offworlders. Jump drive maintenance and repair may or may not be available at a spaceport. | |
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− | + | Outmoded ships may be improved by refitting; obsolete systems are replaced by | |
− | + | newer models. All refitting must be done a t an A or B starport, and jumpdrives | |
+ | may be refitted only at A starports. Refitting involves the complete removal of an | ||
+ | old system and the installation of a new one; for instance, if a power plant is refitted, the entire power plant is removed and a new one put in i t s place. Refitting | ||
+ | takes up shipyard capacity equal to the refitting ship's tonnage. | ||
+ | Changes in power plant, maneuver drive, or jump drive are major changes. | ||
− | + | Full repair may be done at any A or B starport, but j-drive | |
+ | repairs require double cost and time at B starports, and no starport may repair a | ||
+ | ship system of higher tech level than the starport's tech level. Repairs requireshipyard capacity equal to the ship's tonnage. Field repairs are ignored: all original combat damage must be repaired. | ||
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− | === | + | === Other Facilities === |
− | -- | + | ; Berthing |
− | [[ | + | :Port have limited numbers of berthing facilities, both with orbital and ground facilities. Normally the larger the port the more facilities of this nature the port possesses. The berths could be of different quality, and some berths may be reserved for government, corporate, or personal use. |
− | + | ; Transportation Terminal | |
− | + | : Large ports usually have transportation terminals associated with them tieing them into planetary transportation networks. If the terminal is not co-located with the port, there will be shuttle services connecting them. With smaller ports the availability and frequency will be lower. A small port may only offer services during restrict hours. A frontier port may not offer any scheduled services, but ad-hoc and unscheduled services may be available. | |
+ | ; Warehousing | ||
+ | : Warehousing facilities permit rental of space to house cargoes while awaiting sale or transfer to an outbound vessel.{{Page cite|name=Starport Planetfall|page=10}} Warehousing in orbits may be limited and expensive if storage in a secure space with life support, but is relatively cheap if it involves being parked and monitored in orbit. Warehousing is more likely to be available on the surface, but again the price may depend on local conditions and storage requirements. Availability again relates to the size of the port. Larger ports have more traffic and normally have larger warehousing needs and resources. | ||
+ | ; Associated Military & Paramilitary Bases | ||
+ | : Starports, being the primary point at which starships interact with a system, are usually the location for additional [[base]]s, such as [[scout base]]s, [[naval base]]s or other military installations, and for shipyards. In those cases, a portion of the port is normally set aside for military services and personnel. | ||
− | ''' | + | === Services === |
− | * | + | ; Security |
− | + | : Small and remote ports will not necessarily have organic security, and will usually rely on local law enforcement. If guards are needed, they will most likely need to be hired from local personnel. Access to all but the smallest ports is going to be monitored and people will be questioned if there doesn't appear to be an obvious reason for their presence. Expect more extensive security and monitoring at larger ports, and that access to portions of any port will be restricted. Please see '''[[Extrality]]''' for related information. | |
− | + | ; Search and Rescue (SAR) Services | |
− | + | : Major ports have SAR capabilities but the extent of those capabilities is proportionally related to the size of the port. Major ports will have capabilities to operate system wide. Medium sized ports will have more limited capabilities which may only be available within a certain range of the port. Small ports' SAR capabilities will be even more limited. It may be that they only monitor operations via satellite and standard communications and refer information to local authorities for action. Primitive facilities may have no SAR capabilities or they may be restricted to the port itself. | |
− | + | ; Life Support Capabilities | |
+ | * Life support (supplies, air, water, food, and other items) is always available at class A, B, C, and F ports, but is limited at other locations. The availability at smaller ports is usually determined by the [[UWP]] of the world. For example water is going to be available on world with significant water, but food may not be. Ships should stock up on supplies when available rather then depend of availability at smaller ports. | ||
+ | ; Brokerage | ||
+ | : Brokerage also usually depends on size but there are exceptions. Any port with a substantial commercial component will have brokers. Therefore it may be difficult or impossible to find a broker on a frontier world. Fortunately, due to the availability of communication, brokers, if available, are not restricted to orbital facilities. See the trade rules for working with brokers. | ||
+ | ; Shuttle Services | ||
+ | : Ports with orbital facilities will normally provide shuttle services to a ground installation. Large ground facilities will also normally provide shuttle service to orbiting ships. With smaller facilities, private shuttle service may be available. | ||
+ | : There may also be ground shuttle services connecting ground facilities to transportation hubs, if they are not co-located the the port. | ||
+ | ; [[Travellers' Aid Society]] (TAS) | ||
+ | : TAS facilities are not available at all ports but are common in class A, B, C, and F ports. Even when TAS facilities are available, the types of amenities vary. | ||
+ | ; Lodging & Entertainment | ||
+ | :Large ports will have restaurants, hotels, casinos, bars, and other facilities associated with them. Smaller ports will normally host at least a restaurant and have some lodging available in close proximity to the port. At primitive and frontier locations anything goes. These facilities are often called the local "[[startown]]". | ||
+ | ; Fuel | ||
+ | :Usually unrefined fuel is available at most ports where the hydrosphere rating is one or above. Where it is not, expect prices to be greatly elevated due to the fuel transportation costs from gas giants, other planets, or ice asteroids. Often on worlds with available water fuel costs may be less at ground facilities than at the orbital ones. | ||
+ | ; Naval Architect | ||
+ | : An office or company to perform ship design. May also be required for any upgrades to ships to ensure the new changes won't cause damage to the ship. | ||
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− | == | + | == Starport in a time of war == |
− | The | + | A world’s starport is usually the first objective of an invader. The starport usually is close to several other nexuses, and controlling it gives access to the world’s |
− | + | traffic-control systems, which can at least make an attempt to track objects in orbit.{{Page cite|name=Ground Forces|page=73}} | |
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− | + | In addition access to the other facilities of the port like refuling capabilities and the shipyard, are important reasons to capture the port intact. It also gives reason it would be the most heavily defended part of any world. | |
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− | + | During the [[Rebellion]], Starports became a major target of the [[Black War]] efforts on both sides. Standing head-and shoulders above the other reasons for the decline of starports is [[Lucan]]'s scorched earth policy regarding his rivals' interstellar resources. If he could not retain an important resource, then it must be destroyed to deny it to the enemy. {{Page cite|name=Hard Times|page=32}} | |
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− | |} | ||
− | + | == Starport construction == | |
− | + | Worlds with better starports will benefit significantly more from trade than will those worlds with lesser starports. Worlds with starports of less than C do not really benefit from interstellar trade, other than the availability of resources on the interstellar market. Worlds with D class starports only begin to benefit with three or more trade partners worlds, and even then it only benefits marginally. Worlds with E class starports only benefit from trade in empires comprising hundreds of worlds. Of course, worlds with no starport never benefit from interstellar trade. {{Page cite|name=Pocket Empires|page=42}} | |
− | + | There are a number of reasons that an interstellar state would need to improve the quality of their member worlds' starports. Starport type is a limit on Tech Level growth. Higher class starports can increase the economic growth through trade. Finally, | |
− | + | only certain starport classes can produce certain types of military units needed for defense. Therefore, at key points during the system's growth, there will be a desire to upgrade a system's starport.{{Page cite|name=Pocket Empires|page=50}} | |
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− | |} | ||
=== Image Repository === | === Image Repository === | ||
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## Starport-D <br> [[File:Starport-D Thomas-Price 30-Dec-2018a.jpg|400px]] | ## Starport-D <br> [[File:Starport-D Thomas-Price 30-Dec-2018a.jpg|400px]] | ||
## Starport-E <br> [[File:Starport-E Thomas-Price 30-Dec-2018a.jpg|400px]] | ## Starport-E <br> [[File:Starport-E Thomas-Price 30-Dec-2018a.jpg|400px]] | ||
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== See also == | == See also == | ||
{{Referral-Tree-Starport facilities}} | {{Referral-Tree-Starport facilities}} | ||
− | + | {{Referral-Tree-U-Universal-World-Profile}} | |
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== References & Contributors ([[Sources]]) == | == References & Contributors ([[Sources]]) == | ||
{{Wikipedia|Airport}} | {{Wikipedia|Airport}} | ||
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| {{Ludography cite|name=Worlds and Adventures|version=Classic Traveller|page=1,9,10}} | | {{Ludography cite|name=Worlds and Adventures|version=Classic Traveller|page=1,9,10}} | ||
| [[S. L. A. McIntyre]]. "Port Facilities". ''[[White Dwarf (magazine)|White Dwarf]]'' 22 (Dec/Jan 1981), 22 | | [[S. L. A. McIntyre]]. "Port Facilities". ''[[White Dwarf (magazine)|White Dwarf]]'' 22 (Dec/Jan 1981), 22 | ||
+ | | {{Ludography cite|name=The Spinward Marches|version=Classic Traveller|page=36}} | ||
+ | | {{Ludography cite|name= Trillion Credit Squadron|version=Classic Traveller|page=34, 36, 37, 38, 44}} | ||
| {{Ludography cite|name= Library Data (N-Z) |page= 23}} | | {{Ludography cite|name= Library Data (N-Z) |page= 23}} | ||
| {{Ludography cite|name= Scouts |page=28 |version=Classic Traveller}} | | {{Ludography cite|name= Scouts |page=28 |version=Classic Traveller}} | ||
+ | | [[Thomas M. Price]]. "Happy Landings: Starport Design in Traveller" ''[[White Dwarf (magazine)|White Dwarf]] 43 (July 1983), 26-28 | ||
| {{Ludography cite|name= Referee's Manual |page= 19,22,25}} | | {{Ludography cite|name= Referee's Manual |page= 19,22,25}} | ||
| {{Ludography cite|name= COACC |page= 74-81}} | | {{Ludography cite|name= COACC |page= 74-81}} | ||
+ | | {{Ludography cite|name=Far & Away 01|article=The Compleat Starport|page=20-25}} | ||
| [[J. Andrew Keith]]. "The Compleat Starport | | [[J. Andrew Keith]]. "The Compleat Starport | ||
Supplementary Material For Megatraveller." ''[[Starships, Starports & Vehicles]]'' Vol. 1 No. 3 (October 1990), 1-5 | Supplementary Material For Megatraveller." ''[[Starships, Starports & Vehicles]]'' Vol. 1 No. 3 (October 1990), 1-5 | ||
| {{Ludography cite|name= Traveller Chronicle 04 |article=House Rules|page=28-37}} | | {{Ludography cite|name= Traveller Chronicle 04 |article=House Rules|page=28-37}} | ||
| {{Ludography cite|name= Starport Planetfall |page=9-10}} | | {{Ludography cite|name= Starport Planetfall |page=9-10}} | ||
+ | | {{Ludography cite|name= First In|page= 92|version=GURPS Traveller}} | ||
+ | | {{Ludography cite|name= Far Trader|page= 58-67|version=GURPS Traveller}} | ||
| {{Ludography cite|name= Starports |page= 56-88 |version=GURPS Traveller}} | | {{Ludography cite|name= Starports |page= 56-88 |version=GURPS Traveller}} | ||
| {{Ludography cite|name= Starports |page= 42-65 |version=Mongoose Traveller}} | | {{Ludography cite|name= Starports |page= 42-65 |version=Mongoose Traveller}} | ||
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| {{Ludography cite|name= Going Portside |page= 6-18 |version=New Traveller}} | | {{Ludography cite|name= Going Portside |page= 6-18 |version=New Traveller}} | ||
| {{Ludography cite|name= Starships |page=22-29| version= Traveller 5th}} | | {{Ludography cite|name= Starships |page=22-29| version= Traveller 5th}} | ||
+ | | {{Ludography cite|name= Worlds and Adventures|page=24| version= Traveller 5th}} | ||
| Author & Contributor: Lord (Marquis) and Master of Sophontology [[Maksim-Smelchak]] of the [[Ministry of Science]] | | Author & Contributor: Lord (Marquis) and Master of Sophontology [[Maksim-Smelchak]] of the [[Ministry of Science]] | ||
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[[Category: Architecture]] | [[Category: Architecture]] | ||
[[Category: Facility]] | [[Category: Facility]] | ||
{{LE|Astrography|Imperial|Starport}} | {{LE|Astrography|Imperial|Starport}} |
Revision as of 22:42, 30 July 2020
Starports are established primarily to foster interstellar trade and commerce. [1] Starports generally have two components: a surface facility and an orbital facility. The surface facility includes cargo handling installations, a landing field, control towers, and other necessary areas. Surface starport components are frequently called Down (as in Regina Down Starport). Orbital facilities are present (usually in stationary orbit above the surface component) to enable handling of unstreamlined ships, and to allow construction of heavy craft in orbit. The orbital component is often called Orbital (as in Regina Orbital Starport). Type D and E starports have no extensive orbital facilities, but usually have navigational satellites or similar equipment. Non-streamlined ships at these starports must be serviced by shuttles. Starports, being the primary point at which starships interact with a system, are usually the location for additional bases, such as scout bases, naval bases or other military installations, and for shipyards.[2]
The major traffic center in the system is the starport; all others are called spaceports. While it is possible for spaceports to accept starships, they are called (if only for convenience, and for terminology) spaceports. [3][4]
Starport classification
In the short form of the Universal World Profile the Imperial Interstellar Scout Service assigns a classification grade (A to E, and X) to the port facilities available in the system. This grade assigned to the port encompasses the services available in the port. The general classification are:
- Class A
- Excellent quality installation. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of both starship and non-starship construction present.
- Class B
- Good quality installation. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present.
- Class C
- Routine quality installation. Only unrefined fuel available. Reasonable repair facilities are present.
- Class D
- Poor quality installation. Only unrefined fuel available. No repair or shipyard facilities present.
- Class E
- Frontier installation. Essentially a bare spot of bedrock with no fuel, facilities, or bases present.
- Class X
- No starport. Class X starports are generally indicative of an interdiction. No provision is made for any starship landings and such landings are probably prohibited.
Critique of the classification
The starport classification compresses several important factors about port facilities into one classification code. It is possible for the starport to include some of the features of a higher quality port or lack the services of their classification. A frequently cited example is the availability (or lack thereof) of refined fuel. Another is the availability of repair or overhaul facilities.
The size of the port, including the the potential number of other ships in the system seeking to use the starport and associated facilities, is not included in the classification. This lack of size neglects to mention if the port is capable of handling ships of specific size or type of ships. While the poorer quality of ports (D or E) generally have less traffic, and the higher quality ports (A or B) have more, this isn't true in every case.
Within the Imperium the port classification ratings are reviewed frequently by the IISS with detailed reports issued regularly. For worlds outside of the Imperium the port classification are reviewed on a best case basis and detailed reports, where available, may be incomplete or out of date.
Starport Operation
Who operates the port or ports on a world depend on allegiances of the world where the port is located. Imperial ports are run by the Starport Authority, as part of the Ministry of Commerce for the benefit of all member worlds. Conditions vary outside the Imperium.
Third Imperium ports
In order to facilitate free trade, the Imperium requires the member worlds to grant a space to allow trade to take place. This extra-terratorial land grant is the Starport within a system. The system starport is maintained by the Starport Authority, as part of the Ministry of Commerce. The IISS tracks the starport facilities as the world star port. On populous worlds or worlds with a great deal of trade there may be more than one starport.
Worlds outside of the Imperium
Conditions vary outside the Imperium. The IISS uses the largest or most frequently used port facilities to assign a Port code for the UWP. The Zhodani, Hive Federation, and Two Thousand Worlds build only one port in a system for efficiency purposes. The Aslan Hierate and Vargr worlds usually have only one starport per system, unless it is under control of more than one clan or leader. Independent balkanized worlds (or systems) may have more than one starport.
Starport facilities
A starport is a collection of smaller facilities and services operated under one control of the authority operating the port.
Location
The facilities assigned to the port may be assigned to one or more locations.
- Downport
- Downport are the facilities located on the surface of a planet. Almost all ports have at least some ground component. Landing at the Downport requires craft capable of atmospheric flight and landing. Since some [[spacecraft] lack this capability, it will limit traffic.
- Highport
- The Highport are facilities located in orbit around the world, one or more large Orbital Complexes. These stations are usually in stationary or geocentric orbit above the Downport to enable handling of unstreamlined ships, and to allow construction of heavy craft in orbit.
- Farport
- A Farport is an orbital complex located in deep space away from the inhabited planets. This may be a port in orbit around a fuel source like a Gas Giant or in a solar orbit outside of the 100D jump limit. In most systems the ports are located close to the population centers as possible. In some systems, for example systems with giant primary stars, or multiple stars in the system, access by trade ship may take an inconveniently long time (a week or more) to travel from the jump break-out to the mainworld.
- Beltport
- A Beltport is the location of the starport in an Asteroid Belt system. In design it is between a Highport and a Downport. The advantages of this system have lead some worlds to convert a small planetary moon or move a medium asteroid into planetary orbit to serve as a orbital belt port.
- Deep Space Station
- A deep space station is a starport or port facility located in deep space, outside of any star system. The Deep Space Station serves as a Jump Bridge, allowing ships to travel between two normally inaccessible systems.
Traffic Control
Traffic control manage the arriving and departing ships. They are intended to provide safety and smooth operation at the port via communications. Traffic around ports is generally restricted and controlled, and access to the air and space surrounding the port must be requested and granted.
Traffic control divides space around the port into zones; An Airspace Zone which extends 20 kilometers around the port. An orbital zone which extends from planetary surface to 10 diameters. A transition zone which extends to 100 diameters. And an advisory zone that extends to the outer limits of the system, generally around 100AU or orbit 11. [5]
Traffic control procedures are of two types. Procedural control relies on the craft adhering to published procedures using advisories and information from port control.[6] The ship captain and pilot plot their course to their destination with the advice of starport traffic control. Positive Control relies on the port control to positively identify and track all craft and issue specific directives for operation. [7]. All course plotting is performed by traffic control and craft pilot are expected to follow the directions. Where the traffic control switches from procedural to positive control depends upon the classification of the port and volume of traffic.
Shipbuilding & Overhaul Facilities
Shipbuilding is often associated with ports, with starships being associated with starports rather than spaceports. Ports with shipbuilding facilities will also have repair and maintenance capabilities, although there is no guarantee on availability, particularly to offworlders. Jump drive maintenance and repair may or may not be available at a spaceport.
Outmoded ships may be improved by refitting; obsolete systems are replaced by newer models. All refitting must be done a t an A or B starport, and jumpdrives may be refitted only at A starports. Refitting involves the complete removal of an old system and the installation of a new one; for instance, if a power plant is refitted, the entire power plant is removed and a new one put in i t s place. Refitting takes up shipyard capacity equal to the refitting ship's tonnage. Changes in power plant, maneuver drive, or jump drive are major changes.
Full repair may be done at any A or B starport, but j-drive repairs require double cost and time at B starports, and no starport may repair a ship system of higher tech level than the starport's tech level. Repairs requireshipyard capacity equal to the ship's tonnage. Field repairs are ignored: all original combat damage must be repaired.
Other Facilities
- Berthing
- Port have limited numbers of berthing facilities, both with orbital and ground facilities. Normally the larger the port the more facilities of this nature the port possesses. The berths could be of different quality, and some berths may be reserved for government, corporate, or personal use.
- Transportation Terminal
- Large ports usually have transportation terminals associated with them tieing them into planetary transportation networks. If the terminal is not co-located with the port, there will be shuttle services connecting them. With smaller ports the availability and frequency will be lower. A small port may only offer services during restrict hours. A frontier port may not offer any scheduled services, but ad-hoc and unscheduled services may be available.
- Warehousing
- Warehousing facilities permit rental of space to house cargoes while awaiting sale or transfer to an outbound vessel.[8] Warehousing in orbits may be limited and expensive if storage in a secure space with life support, but is relatively cheap if it involves being parked and monitored in orbit. Warehousing is more likely to be available on the surface, but again the price may depend on local conditions and storage requirements. Availability again relates to the size of the port. Larger ports have more traffic and normally have larger warehousing needs and resources.
- Associated Military & Paramilitary Bases
- Starports, being the primary point at which starships interact with a system, are usually the location for additional bases, such as scout bases, naval bases or other military installations, and for shipyards. In those cases, a portion of the port is normally set aside for military services and personnel.
Services
- Security
- Small and remote ports will not necessarily have organic security, and will usually rely on local law enforcement. If guards are needed, they will most likely need to be hired from local personnel. Access to all but the smallest ports is going to be monitored and people will be questioned if there doesn't appear to be an obvious reason for their presence. Expect more extensive security and monitoring at larger ports, and that access to portions of any port will be restricted. Please see Extrality for related information.
- Search and Rescue (SAR) Services
- Major ports have SAR capabilities but the extent of those capabilities is proportionally related to the size of the port. Major ports will have capabilities to operate system wide. Medium sized ports will have more limited capabilities which may only be available within a certain range of the port. Small ports' SAR capabilities will be even more limited. It may be that they only monitor operations via satellite and standard communications and refer information to local authorities for action. Primitive facilities may have no SAR capabilities or they may be restricted to the port itself.
- Life Support Capabilities
- Life support (supplies, air, water, food, and other items) is always available at class A, B, C, and F ports, but is limited at other locations. The availability at smaller ports is usually determined by the UWP of the world. For example water is going to be available on world with significant water, but food may not be. Ships should stock up on supplies when available rather then depend of availability at smaller ports.
- Brokerage
- Brokerage also usually depends on size but there are exceptions. Any port with a substantial commercial component will have brokers. Therefore it may be difficult or impossible to find a broker on a frontier world. Fortunately, due to the availability of communication, brokers, if available, are not restricted to orbital facilities. See the trade rules for working with brokers.
- Shuttle Services
- Ports with orbital facilities will normally provide shuttle services to a ground installation. Large ground facilities will also normally provide shuttle service to orbiting ships. With smaller facilities, private shuttle service may be available.
- There may also be ground shuttle services connecting ground facilities to transportation hubs, if they are not co-located the the port.
- Travellers' Aid Society (TAS)
- TAS facilities are not available at all ports but are common in class A, B, C, and F ports. Even when TAS facilities are available, the types of amenities vary.
- Lodging & Entertainment
- Large ports will have restaurants, hotels, casinos, bars, and other facilities associated with them. Smaller ports will normally host at least a restaurant and have some lodging available in close proximity to the port. At primitive and frontier locations anything goes. These facilities are often called the local "startown".
- Fuel
- Usually unrefined fuel is available at most ports where the hydrosphere rating is one or above. Where it is not, expect prices to be greatly elevated due to the fuel transportation costs from gas giants, other planets, or ice asteroids. Often on worlds with available water fuel costs may be less at ground facilities than at the orbital ones.
- Naval Architect
- An office or company to perform ship design. May also be required for any upgrades to ships to ensure the new changes won't cause damage to the ship.
Starport in a time of war
A world’s starport is usually the first objective of an invader. The starport usually is close to several other nexuses, and controlling it gives access to the world’s traffic-control systems, which can at least make an attempt to track objects in orbit.[9]
In addition access to the other facilities of the port like refuling capabilities and the shipyard, are important reasons to capture the port intact. It also gives reason it would be the most heavily defended part of any world.
During the Rebellion, Starports became a major target of the Black War efforts on both sides. Standing head-and shoulders above the other reasons for the decline of starports is Lucan's scorched earth policy regarding his rivals' interstellar resources. If he could not retain an important resource, then it must be destroyed to deny it to the enemy. [10]
Starport construction
Worlds with better starports will benefit significantly more from trade than will those worlds with lesser starports. Worlds with starports of less than C do not really benefit from interstellar trade, other than the availability of resources on the interstellar market. Worlds with D class starports only begin to benefit with three or more trade partners worlds, and even then it only benefits marginally. Worlds with E class starports only benefit from trade in empires comprising hundreds of worlds. Of course, worlds with no starport never benefit from interstellar trade. [11]
There are a number of reasons that an interstellar state would need to improve the quality of their member worlds' starports. Starport type is a limit on Tech Level growth. Higher class starports can increase the economic growth through trade. Finally, only certain starport classes can produce certain types of military units needed for defense. Therefore, at key points during the system's growth, there will be a desire to upgrade a system's starport.[12]
Image Repository
See also
Starport facilites
- Starport Types
- Facilities
- Services
Universal world profile
- Main world
- Hex Number
- Universal World Profile
- Starport (Sp)
- Planetary Size (S)
- Atmosphere (A)
- Hydrosphere (H)
- Population (P)
- Government (G)
- Law Level (L)
- Tech Level (TL)
- Trade classification & Sophont Codes
- Importance Extension (Ix)
- Economic Extension (Ex)
- Cultural Extension (Cx)
- Nobility
- Bases
- Travel Zone
- PBG - Population, Belts, Giants
- P: Population Multiplier
- B: Belts
- G: Gas Giants
- Worlds
- Allegiance Code
- Stellar Data
- COG Sequence
References & Contributors (Sources)
This page uses content from Wikipedia. The original article was at Airport. The list of authors can be seen in the page history. The text of Wikipedia is available under the Commons Attribution-ShareAlike 3.0 Unported License. |
This page uses content from Wikipedia. The original article was at Port. The list of authors can be seen in the page history. The text of Wikipedia is available under the Commons Attribution-ShareAlike 3.0 Unported License. |
This page uses content from Wikipedia. The original article was at Spaceport. The list of authors can be seen in the page history. The text of Wikipedia is available under the Commons Attribution-ShareAlike 3.0 Unported License. |
- Marc Miller. Worlds and Adventures (Game Designers Workshop, 1977), 1,9,10.
- S. L. A. McIntyre. "Port Facilities". White Dwarf 22 (Dec/Jan 1981), 22
- Marc Miller. The Spinward Marches (Game Designers Workshop, 1979), 36.
- John Harshman, Marc Miller. Trillion Credit Squadron (Game Designers Workshop, 1981), 34, 36, 37, 38, 44.
- John Harshman, Marc Miller, Loren Wiseman. Library Data (N-Z) (Game Designers Workshop, 1982), 23.
- Marc Miller. Scouts (Game Designers Workshop, 1983), 28.
- Thomas M. Price. "Happy Landings: Starport Design in Traveller" White Dwarf 43 (July 1983), 26-28
- Marc Miller. Referee's Manual (Game Designers Workshop, 1987), 19,22,25.
- Terrance McInnes. COACC (Game Designers Workshop, 1989), 74-81.
- Dale L. Kemper. "The Compleat Starport." Far & Away 01 (1990): 20-25.
- J. Andrew Keith. "The Compleat Starport Supplementary Material For Megatraveller." Starships, Starports & Vehicles Vol. 1 No. 3 (October 1990), 1-5
- Kevin Knight. "House Rules." Traveller Chronicle 04 (1994): 28-37.
- J. Andrew Keith. Starport Planetfall (Cargonaut Press, 1998), 9-10.
- Jon F. Zeigler. First In (Steve Jackson Games, 1999), 92.
- Steve Daniels, Jim McLean, Christopher Thrash. Far Trader (Steve Jackson Games, 1999), 58-67.
- John M. Ford, James D Maliszwski. Starports (Steve Jackson Games, 2000), 56-88.
- Carl Warmsley. Starports (Mongoose Publishing, 2011), 42-65.
- John Watts, Tony Hicks. 21 Starport Places (Gypsy Knights Games, 2013), 7-75.
- Citation Missing - Going Portside
- Marc Miller, Robert Eaglestone, Don McKinney. Starships (Far Future Enterprises, 2019), 22-29.
- Marc Miller, Robert Eaglestone, Don McKinney. Worlds and Adventures (Far Future Enterprises, 2019), 24.
- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
- ↑ Marc Miller. Scouts (Game Designers Workshop, 1983), 26.
- ↑ John Harshman, Marc Miller, Loren Wiseman. Library Data (N-Z) (Game Designers Workshop, 1982), 23.
- ↑ Marc Miller. Scouts (Game Designers Workshop, 1983), 41.
- ↑ Marc Miller. Referee's Manual (Game Designers Workshop, 1987), 22.
- ↑ Steve Daniels, Jim McLean, Christopher Thrash. Far Trader (Steve Jackson Games, 1999), 62.
- ↑ Steve Daniels, Jim McLean, Christopher Thrash. Far Trader (Steve Jackson Games, 1999), 63.
- ↑ Steve Daniels, Jim McLean, Christopher Thrash. Far Trader (Steve Jackson Games, 1999), 62.
- ↑ J. Andrew Keith. Starport Planetfall (Cargonaut Press, 1998), 10.
- ↑ Douglas E. Berry. Ground Forces (Steve Jackson Games, 2000), 73.
- ↑ Charles E. Gannon. Hard Times (Game Designers Workshop, 1991), 32.
- ↑ David Burden. Pocket Empires (Imperium Games, 1997), 42.
- ↑ David Burden. Pocket Empires (Imperium Games, 1997), 50.