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Reading the UWP (one page)

Don argued against listing corsair bases - they should, generally, be temporary, and aren't the kind of thing that the survey would publish.

I remember that, and it's reasonable, I can dig it. Corsair bases may be transient, and why in the world would they be published? And if they're not really "Corsair" bases, then they're Naval, or Scout, or Military, etc... And I'm glad I can finally agree with Don about something regarding the base codes.

D: Naval Depot
E: Embassy (<Agent?)
M: Military Base (<Army)
N: Naval Base (<Navy, Marines)
S: Scout Base (<Scouts)
W: Scout Way Station

D includes N
W includes S

Actually, in some cases, whether or not the system is on the route or is bypassed is unclear. EG: SM 1711-1810-1910 (Extolay-Jenghe-Regina) is Jenghe on the route or not?
And that would depend on how the definition is worded, even leaving the route connections themselves up to interpretation. (Is that getting too crazy?)
 
So here are the codes and the careers they support:

Starport [ABCDEX etc] code: Merchant, Entertainer
Research base comment: Scholar
Scout base/Way station: Scout
Naval base/Depot: Navy and Marines
Military base: Army
Embassy: Agent, perhaps
Client State/Amber or Red Zone: Rogue

At first, I might think that the Corsair base would be a good resource for Rogues. But, I think that the real Rogue base is indicated by a poor starport code, a travel advisory code, and/or a world that's not part of an empire... or as designated with Library Data ("a great place to get yourself shot down from orbit if you don't know what you're doing").
 
Wicked Cool!

I remember that, and it's reasonable, I can dig it. Corsair bases may be transient, and why in the world would they be published? And if they're not really "Corsair" bases, then they're Naval, or Scout, or Military, etc... And I'm glad I can finally agree with Don about something regarding the base codes.

D: Naval Depot
E: Embassy (<Agent?)
M: Military Base (<Army)
N: Naval Base (<Navy, Marines)
S: Scout Base (<Scouts)
W: Scout Way Station

D includes N
W includes S

And that would depend on how the definition is worded, even leaving the route connections themselves up to interpretation. (Is that getting too crazy?)

So here are the codes and the careers they support:

Starport [ABCDEX etc] code: Merchant, Entertainer
Research base comment: Scholar
Scout base/Way station: Scout
Naval base/Depot: Navy and Marines
Military base: Army
Embassy: Agent, perhaps
Client State/Amber or Red Zone: Rogue

At first, I might think that the Corsair base would be a good resource for Rogues. But, I think that the real Rogue base is indicated by a poor starport code, a travel advisory code, and/or a world that's not part of an empire... or as designated with Library Data ("a great place to get yourself shot down from orbit if you don't know what you're doing").
Wow, I am totally behind this, thanks for the info there, Rob.
 
So here are the codes and the careers they support:
At first, I might think that the Corsair base would be a good resource for Rogues. But, I think that the real Rogue base is indicated by a poor starport code, a travel advisory code, and/or a world that's not part of an empire... or as designated with Library Data ("a great place to get yourself shot down from orbit if you don't know what you're doing").

I have always interpreted the Vargr Corsair base as a smaller (ground forces) base with limited naval and starship report.

If a Vargr bases has the starship support, then I graduate it to a full "K".

So, in other words, the Corsair base is really just a Vargr sort of "M" base.

Another question is: What code do human or other sophont pirates get? Should there be a sophont pirate base code instead of just a Vargr one?

I like Marc's system of separating bases into the binary choices of Imperial and non-Imperial: K-N, M-S, etc.

The odd missing aspect is that there is no code for Imperial army bases... I've always assumed that Imperial Marines bunk up with the Navy.

That's my ten cents...

Shalom,
Maksim-Smelchak.
 
A Vargr Corsair base can be anything, as long as you can park your ship, and sort of be able to maintain it, and count the loot.

Since the current maximum of a Corsair fleet is fifty ships, the facilities serving them would be more elaborate and permanent, since the chances are there are very few on that subsector who can take them on.
 
Actually, in some cases, whether or not the system is on the route or is bypassed is unclear. EG: SM 1711-1810-1910 (Extolay-Jenghe-Regina) is Jenghe on the route or not?

That's why Joshua Bell (inexorabletash) implemented a change to TravellerMap so that the route line does not "break" at a world if it doesn't actually stop at that world (but merely passes through that hex), which allows one to tell if a system is on the route or bypassed.
 
PlayerUWP

Starport-Atmosphere-Pop-Government-TL
described in a manner a neophtye can understand

StarportAtmospherePopulationGovernmentTech Level
TotalServiceBreatheableLowopenPreIndustrial
SomeServicesNeedAssistanceMediumSomeFreedomsIndustrial
NoServicesSpaceSuitOnlyHighNoFreedomsIntersteller
 
So here are the codes and the careers they support:

Starport [ABCDEX etc] code: Merchant, Entertainer
Research base comment: Scholar
Scout base/Way station: Scout
Naval base/Depot: Navy and Marines
Military base: Army
Embassy: Agent, perhaps
Client State/Amber or Red Zone: Rogue

At first, I might think that the Corsair base would be a good resource for Rogues. But, I think that the real Rogue base is indicated by a poor starport code, a travel advisory code, and/or a world that's not part of an empire... or as designated with Library Data ("a great place to get yourself shot down from orbit if you don't know what you're doing").

seems a fair way to represent the data. I agree about rogue bases... for a full on base it would require a mafia running a government or somesuch. Most Rogues would not place the time(and definitely not the money) into none fungible assets unless they had a very compelling reason. I suspect that there might be some full on high level bases but as a general rule your idea should rule supreme.
 
Player book/scenario planet descriptions should highlight and illuminate the UWP.

Oh look, 10% water, size smaller and tainted thin, sky is constantly orange from the dust storms, water is more expensive then alcohol and it's 50 Cr for a 10-minute shower, you can leap twice as far but you will be winded and coughing blue phlegm quickly without your filter mask.

Charismatic Dictator and high law level, statues and posters and holograms of Dear Leader and everyone actually does love the Big Guy, don't criticize him, leave your guns at the ship and be prepared to bribe your way across the street to buy pizza.

TL5 and air/rafts are outlawed, so are private planes, looks like you will be taking the Zeppelin to the next continent over for the adventure.

Trade codes say X Y Z is in demand, and the planet ships designer sand for vacation beaches. Really, best beach sand in the sector.

That sort of 'in your face/we're not in Kansas anymore Totobot' detail that makes a place unique and forces the idea that they are not traveling between generic Star Malls, Weird Space will get their attention.

Take a cue from writing, don't do history lectures on UWPs, talk people and character and personal emotional/sensorial experience.
 
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