The Lone Star Meet, greet and socialize with your fellow Travellers in the Lone Star Lounge. Random Topics. |

November 29th, 2016, 11:16 PM
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Citizen: SOC-14
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Join Date: Oct 2016
Posts: 1,053
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Quote:
Originally Posted by flykiller
well, the quickest way to implement it here would be to say it's elsewhere ....
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Some of it could be managed at the cargo's point of origin, assuming agreements were in place.
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December 1st, 2016, 04:45 PM
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Citizen: SOC-13
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Quote:
Originally Posted by kilemall
I'd make a lot of this facility business dependent on the starport level, with premium servicing available (at a price) for A and maybe you DO have to 'go downtown' for fiscal/brokerage services at C and D ports.
Or mix and match for specific situations- for instance, a C port A population high law level may be spartan support, but have a large extrality manufacturing section to provide desperately needed jobs and income- or conversely all the desirable services are 'across the line' to drive business planetside instead of interstellar concerns.
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Good remark, given T5, figuring the "mission" of a Starport will have a great impact on that Starport design
From T5 Text Master PDF p.308
"The starport, as an organization, is committed to a mission
(that mission may or may not be clearly or publicly stated).
Typical missions are:
To efficiently provide facilities and services necessary
to accommodate interplanetary and interstellar traffic for this world.
To produce a maximum of income for the organization which operates this starport.
To insulate this world, to the maximum extent possible, from outside influences.
To meet the minimum requirements for maintaining interstellar trade."
The starport under discussion seems to be geared for the first type of mission as it is trying to offers every services. As such it is a good template
Ref may just edit out what they do not need given the adventure they wish to impose or the setting they wish to offer to the players.
have fun
Selandia
__________________
Count of the Spinward Marches, Lord Rethe, Spin 2400, E430AA8-8
Marquis of the Moot
Knight of Exmin, Zaru 2207, A667578-D
TAS, Bragg, Gush 1021,
Nothing is perfect, unless I fix it
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December 1st, 2016, 05:45 PM
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Citizen: SOC-14
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Join Date: Aug 2002
Location: desert
Posts: 6,887
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Quote:
Quote:
Or mix and match for specific situations- for instance, a C port A population high law level may be spartan support, but have a large extrality manufacturing section to provide desperately needed jobs and income- or conversely all the desirable services are 'across the line' to drive business planetside instead of interstellar concerns.
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Good remark
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it is. but at this point all I'm trying to do is draw "a port", in such a way that 1) any referee can tailor it to his own uses, and 2) it supports game action. riot on the tarmac, terrorist action at the gate, drunken pc's going off to play, police surveillance on the concourse, smuggling something through customs, accident on the deck, meeting the factors, called in by the baron - there's enough in this starport layout that the referee and players can point to and say, "that, there". since my in-system game demo I've become fond of the notion of combining strategic and tactical features on one map. I believe this starport layout begins to support that.
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December 2nd, 2016, 05:28 PM
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Citizen: SOC-14
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Join Date: Aug 2002
Location: desert
Posts: 6,887
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update 6
the outport exchange is just outside the extrality line. it's where the crews go to have a good time, and where the captains go to sell cargo and find new crew and cargo. what should be there?
incomplete key
Code:
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imperial port authority
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03 level
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02 level
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01 level
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--- administration
ADM general administration office
a1 personnel
a2 union rep
a3 protocol
a4 supervision
a5 treaty implementation
a6 law level issues
a7 records
a8 history
--- bunkroom section
B bunkroom control (assign, maintenance, etc)
bm men's (one left unlabled to show roomette size)
bw women's
ba aliens'
--- conference rooms
C large
c small
--- embassy offices
eS shakamash/amda
eU upag
e1 unishpiir
e2 rathas
e3 tscho
e4 khikaeg
e5 iliika
--- finances
FIN general financial office
f1 collections
f2 disbursements
--- hotel/food-service
FSC food service/catering
hall dining hall
h1 office
h2 pantry
j1 janitor's closet
j2 janitor's closet
j3 janitor's closet
pc power/comms
m1 building maintenance
--- legal
L general legal office
L1 contracts
L2 obligation/termination
L3 advocacy
L4 prosecutions
L5 prospectors' office
L6 offworld legal liaison
L7 treaty interpretation
--- operations
OPS operations central
PCh port chief's office
o1 future plans
o2 external ops
o3 internal ops
o4 procurement
--- customer relations
r1 passengers, masters/captains/crew
r2 planet, local system
r3 + (user defined)
r4 agencies (imperial, military, corporate)
r5 private corporate (union, contractors)
r6 security station
r7 access control passage
--- port security
SEC office
s1 VIP
s2 nobility
s3 deck
s4 external
s5 buildings
--- miscellaneous
mars men's toilets
venus women's toilets
at aliens' toilets
+ user-defined
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main deck
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public passenger terminal
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upper public concourse (pax mall)
---------------------------------
mars mens'toilets
venus women's toilets
A alien "lounge"/facility (configurable setting)
ATW "all these worlds" club (soc A+ only)
a alien toilets
B bank branch
BS bank branch with adjacent safety deposit box facility
b bots-are-us (valet/cleaning, purchase/rentals )
bar bar (alcohol)
C clothiers (assembled/tailored on the spot)
ct courtesy grav transport
DC data center (comms matching/links, data uploads, general news/info)
eS shakamash/amda embassy
eU upag embassy
e unishpiir embassy
e rathas embassy
e tscho embassy
e khikaeg embassy
e iliika embassy
equip equipment shop
F pax freight (incoming, outgoing, storage)
f footwear (cut/assembled on the spot)
g game/video/tri center
K kiddie playland
P medical/police booth
R transport (airrafts, taxis, gigs)
real properties/estate (facilities/properties/housing, temporary/sales)
S souveneir shop
T taco bell (fast food)
tav tavern (alcohol, food)
V visitors agency (events/tickets, travel/booking, announcements, alien services)
x custodial station
+ user-defined (small business, art/culture, social concern, school/church project)
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lower public concourse (street access)
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A pax ticketing/check-in - regular lines
b pax ticketing/check-in - ad hoc private lines
ct courtesy grav transport
I information kiosk
lb-> lowberth passenger intake
lb<- lowberth passenger discharge
lugg luggage discharge
R riser to upper deck
outer slots - staircases (right up, left down)
inner slots - escalators (right up, left down)
center slot - courtesy grav transport way
S security station
s upper deck access screening
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main deck (below upper public concourse)
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private passenger terminal
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private concourse upper and lower level
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bot robot services
club entertainment lounge
cc courtesy cargo pick-up
ct courtesy transport (grav)
FL ship factor, luggage intake
R riser to upper deck
outer slots - staircases (right up, left down)
inner slots - escalators (right up, left down)
center slot - courtesy transport way
s upper deck access screening
S security station
+ user-defined
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main deck (below upper private concourse)
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outport exchange
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security stations
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general
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full camera/ir/nv/sensor systems
full card/rfid photo/biometric recognition
guards in light body armor and sidearms
heavier weapons on standby
police bots on standby
airrafts/grav bikes on standby to pursue as necessary
hardened "safe" room manned at all times to guarantee alarm/response/report capability
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gates
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x1 crew gate
primarily deals with outgoing/incoming ship crew, in various states of order/disorder
supports cargo gate
x2 cargo gate
responsible for cargo container traffic
generally only looks for obvious problems
frequently relies on port authority access control to tell it what to allow/disallow
may conduct snap inspection
x3 public passenger gate
generally only looks for obvious problems
x4 port authority gate
careful access verification
x5 private passenger gate
careful access verification
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security procedures
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pax incoming/outgoing
parking entry
cargo access port
imperial port authority access
tracking chip on handcuff ring
security central (where?)
robot response
non-lethal bots (initial response)
net/taser/grapple
shooter-bots (final response)
tech 12
heavy - wheeled
light - grav
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artwork
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public concourse
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z1 water fountain/grav-water sculpture
mountain stream, water falls on both sides down to pools at pax concourse level
dynamic gravitic sculpture of water nymphs and fish
the nymphs play and cavort at the top of the water source
the fish jump from the pools up the water falls to the water source at the top
the "fish" may be grabbed, but then drain away
sometimes aliens attempt to eat the fish or to use the fountain as a toilet
z2 bronze statues
Scout Pilot Kalag Adla Mikhi and Scout Engineer Stephan Holmes, and their mothers
upon responding to a distressed ship Port Authority Search & Rescue Scout Pilot
Adla Mikhi found the ship had only minimal manual control and would require
constant pilot guidance to prevent its impact on a city of Gudak, requiring
that pilot to remain aboard until impact. After ensuring all ship crew were
evacuated Scout Adla Mikhi elected to remain aboard to perform the task and
dismissed the remainder of the team. But the ship's engineering plant was
unstable and Port Authority Search and Rescue Scout Engineer Stephan Holmes
returned aboard to guarantee what little maneuver power was available. They
successfully diverted the ship, dying in the act.
the statue shows Adla Mikhi in scout hazard suit, striding forward and looking
up with arm raised. His mother is depicted behind him to his right, striding
with him and hand on his shoulder, gazing at him. Stephan Holmes is depicted
to Mikhi's left and striding one pace behind, reading data from a sensor tool,
his mother positioned similarly to Mikhi's.
they are positioned on the pax concourse just overlooking the lower level. on
moving up from lower level to the pax concourse passengers perceive them to be
larger than life, but upon arrival at the pax concourse level they are
perceived as human-sized and ordinary.
z3 -
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private concourse
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z4 -
z5 grav-air sculpture
dynamic gravitic sculpture of various flight themes using aerial dust and mist
various aerial creatures - birds, insects, native gudak aerials - love to ride
the gravitic projections of this sculpture. currently being studied by several
local art schools and biology colleges seeking to incorporate the animals' play
into the dynamic presentations.
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off-map
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A-> startown
downtown
B-> landing zones
C-> ?
D-> industrial
slums
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December 4th, 2016, 08:21 PM
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Citizen: SOC-14
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Join Date: Aug 2002
Location: desert
Posts: 6,887
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outport exchange

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December 6th, 2016, 05:06 PM
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Citizen: SOC-12
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Join Date: Feb 2001
Location: Utah
Posts: 442
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Flykiller, What is the general scale of the maps?
__________________
Knight of the Iridium Throne Core 2709 Kinvle.
See my deck plans at:
"http://juliahwest.com/traveller/Peter_Vernon"
Peter Vernon
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December 6th, 2016, 06:01 PM
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Citizen: SOC-14
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Join Date: Aug 2002
Location: desert
Posts: 6,887
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on the port map, 1 pixel is about 1 standard deckplan square - 1.5m by 1.5m. for the outport facility graphic I expanded that by 400% both ways, so maybe 1 foot per pixel.
but I don't want to get too hung up in that. I wanted something that 1) was game-useable, 2) depicted "an entire port", 3) fit onto a single sheet of paper, and 4) was discernible to the human eye despite the limited space and pixel size (the outport exchange graphic - I just copied that section and hit "skew 400%/400%" and pasted it over, didn't try to rescale anything - breaks that set of parameters, but I thought it was justified because the location is very likely to be the scene of most game action and thus deserved somewhat more detail).
when doing the tavern I was considering whether I should depict the tables and benches. decided not to - life is short. in fact except for clean-up I think I'm done with this. hate to leave something only partially finished, but I think I've provided enough for a competent referee to use in a game and to inspire anyone else to draw something similar for their own games.
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September 29th, 2018, 07:18 PM
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Citizen: SOC-10
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Join Date: Jul 2018
Posts: 79
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Quote:
Originally Posted by flykiller
anyone ever use this?
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I am running a one-shot tomorrow, which starts at one starport and is planned to end at another. (The bulk of the action happens during a single jump.) If there's action at either starport, I may use this.
One question: if a SOC 7- type comes in on, say, the Maus, and the mall is SOC 8+ only, how does that person get to the parking area? Or is it just the shops in the mall that are SOC 8+ (enforced either via security at the doors, or via the clerks just refusing to do business with someone too low class and encouraging them to leave), and anyone can walk through the mall if just going through it?
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September 29th, 2018, 07:47 PM
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Citizen: SOC-14
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Join Date: Aug 2002
Location: desert
Posts: 6,887
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Quote:
One question: if a SOC 7- type comes in on, say, the Maus, and the mall is SOC 8+ only, how does that person get to the parking area?
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I had envisioned the mall as being on the second deck, with the lower level as being the personal baggage / lowberth install / ship crew passage deck. so they'd walk under the mall right out to the parking lot.
enjoy.
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February 22nd, 2019, 05:33 PM
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Citizen: SOC-14
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Join Date: Aug 2002
Location: desert
Posts: 6,887
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anyone else ever use this?
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