Two years ago my dad spent 3 and a half months taking a sailboat from San Francisco to Pagopago. On the E end of things you probably don’t have to bribe the locals with much more than some technical assistance. They got all their fresh fruit after they made their first landfall simply by helping the locals out with silly mechanical problems for machines. It was a pretty amazing trip by the sound of it.
From: []
Sent: Sunday, February 22, 2015 8:58 AM
To:
Subject: Re: [Traveller_TNE] RC Shipbuilding
I'd add the following descriptions to them:
E - if you bribe the locals and provide your own tech support, you could assemble a fuel pump to get unrefined fuel. Expect it to break before you have full tanks though.
D - If you bribe the locals and help assemble the filtration equipment, you can get a temporary working pump to provide refined fuel. Expect it to break before you have full tanks though.
C - Can assemble a (non-jump) spaceship built at a tech B Spaceport, at a +30% or higher markup, plus you have to either choose from whatever is available, or wait for a courier to get to the Class B starport, and a freighter to bring the ship to you. Little more than plug Tab A into slot A, this spaceship will need after-market maintenance to ensure everything is in working order. The GM should pick one or two standard ships, and this is all that is available.
B - Can assemble a jump-capable spaceship built at a tech A planet, at a +30% or higher markup, plus you have to either choose from whatever is available, or wait for a courier to get to the Class A starport, and a freighter to bring the ship to you. Little more than plug Tab A into slot A, this spaceship will need after-market maintenance to ensure everything is in working order. The GM should pick one or two standard ships, and this is all that is available.
Essentially, the Class A starport builds the pieces of the ship, and ships them via freight to a Class B starport to be put together. This keeps the Class A starport ship slots empty for proper use, and allows the Class B starport technicians practice at assembling ships.
I'm trying to remember the name of where one factory in a higher tech nation assembles the key parts, and another nation assembles them.
Todd Kes
_____
From: "Harold Hale <> [Traveller_TNE]" < <> >
The way I always ran it, starports could be on the ground/water, in the sky (floating cities), or in low orbit and had the following capabilities:
E - Basically a place to park. A place to do Han Solo and Chewbacca field repairs, assuming they actually decide to listen to the translator droid, without worrying about the local wildlife chewing on power cables.
D - A place to get unrefined fuel, Maybe barter for a spare part of two (selection varies wildly). Real landing lights and maybe a chance to park out of the weather (if there is weather). Restauran ts and other accommodations, but not a lot of variety. Not necessarily seedy, but not a place you want to hang out at either.
C - Refined fuel, actual terminals and commercial landing areas. Good food, better places to sleep off the ship, standard selection of spare parts, wider variety of other facilities. Maintenance facilities for starships, can also do minor repairs or "make do" repairs until you get to a "real" starport.
B - Everything at a C starport but more so. Can do all starship maintenance, including major repairs and overhauls. Can build non-jump capable craft, though usually only standard designs.
A - First rate facilities and accommodations. Could build a starship from scratch.
Better the starport, more likely that they will have a combination of terrestrial and orbital facilities.
All this means that my RC would have no problem cranking out starships so long as the supply of salvaged jump drives or Hiver imports holds out. You might argue that Aubaine's starport is actually a 'B+', in that they are designing and building what amount to starships, though I would argue that in reality they are simply taking advantage of other people's work by building spacecraft (as opposed to starships) that can have a jump drive slapped in them. Pimping someone's ride doesn't make you Dodge or Toyota.
From: []
Sent: Sunday, February 22, 2015 8:58 AM
To:
Subject: Re: [Traveller_TNE] RC Shipbuilding
I'd add the following descriptions to them:
E - if you bribe the locals and provide your own tech support, you could assemble a fuel pump to get unrefined fuel. Expect it to break before you have full tanks though.
D - If you bribe the locals and help assemble the filtration equipment, you can get a temporary working pump to provide refined fuel. Expect it to break before you have full tanks though.
C - Can assemble a (non-jump) spaceship built at a tech B Spaceport, at a +30% or higher markup, plus you have to either choose from whatever is available, or wait for a courier to get to the Class B starport, and a freighter to bring the ship to you. Little more than plug Tab A into slot A, this spaceship will need after-market maintenance to ensure everything is in working order. The GM should pick one or two standard ships, and this is all that is available.
B - Can assemble a jump-capable spaceship built at a tech A planet, at a +30% or higher markup, plus you have to either choose from whatever is available, or wait for a courier to get to the Class A starport, and a freighter to bring the ship to you. Little more than plug Tab A into slot A, this spaceship will need after-market maintenance to ensure everything is in working order. The GM should pick one or two standard ships, and this is all that is available.
Essentially, the Class A starport builds the pieces of the ship, and ships them via freight to a Class B starport to be put together. This keeps the Class A starport ship slots empty for proper use, and allows the Class B starport technicians practice at assembling ships.
I'm trying to remember the name of where one factory in a higher tech nation assembles the key parts, and another nation assembles them.
Todd Kes
_____
From: "Harold Hale <> [Traveller_TNE]" < <> >
The way I always ran it, starports could be on the ground/water, in the sky (floating cities), or in low orbit and had the following capabilities:
E - Basically a place to park. A place to do Han Solo and Chewbacca field repairs, assuming they actually decide to listen to the translator droid, without worrying about the local wildlife chewing on power cables.
D - A place to get unrefined fuel, Maybe barter for a spare part of two (selection varies wildly). Real landing lights and maybe a chance to park out of the weather (if there is weather). Restauran ts and other accommodations, but not a lot of variety. Not necessarily seedy, but not a place you want to hang out at either.
C - Refined fuel, actual terminals and commercial landing areas. Good food, better places to sleep off the ship, standard selection of spare parts, wider variety of other facilities. Maintenance facilities for starships, can also do minor repairs or "make do" repairs until you get to a "real" starport.
B - Everything at a C starport but more so. Can do all starship maintenance, including major repairs and overhauls. Can build non-jump capable craft, though usually only standard designs.
A - First rate facilities and accommodations. Could build a starship from scratch.
Better the starport, more likely that they will have a combination of terrestrial and orbital facilities.
All this means that my RC would have no problem cranking out starships so long as the supply of salvaged jump drives or Hiver imports holds out. You might argue that Aubaine's starport is actually a 'B+', in that they are designing and building what amount to starships, though I would argue that in reality they are simply taking advantage of other people's work by building spacecraft (as opposed to starships) that can have a jump drive slapped in them. Pimping someone's ride doesn't make you Dodge or Toyota.