Well, I don't disagree that it will, but the original author seems to think that the table should look (in this instance) linear.

(IMO: 10 landing pads is not even close to enough for a class A starport for a tens of billions of population planet. Maybe it should that number squared (100)).

When I recall looking at the Highport in Dragon #59 (Exonidas Starport), it has a lot of pads. And it fit my idea of a large port. 10 reminds me of what I'd expect at a C Class.

But the authors of this supplement seem to think a Starport upgrade are only worth 1 extra pad per level.

B->A is worth one extra landing pad over B just like B is over C, etc. all the way down according to the authors. I'm just trying for the fix that fits their progression.

The odd part is what if I have a type D port on a pop 2 planet. That's pop digit - 3. Does that mean you have -1 landing pads? (I'm assuming minimum one).

If we look at the one crazy setup in the Trojan Reaches where it's a type A on a pop 1 world, it'd only have 1 pad. The logic folks on the list suggested was 'lots of transient contract labourers plus millions of cargo handling bots'.

I can understand why they coupled population digit and landing pad count, but I think they're way out to lunch generally about the size and scope of larger population planets as far as the landing capacity they need. If you go with the 'heavy trade' model (vs. the 'bring in some antiquities, curiosities, and high value, low bulk goods only'), then you need a lot of pads.

So if I were fixing this inconsistency while maintaining the out of whack numbers the whole scheme generates, I'd still preserve their table and edit the max pad count, but that's totally a subjective thing.

--- but here's what I'd do in MyTU ---

The real world way pad capacities would tend to arise would be based on trade volume. So if you have a trade map and you know what your aggregate trade to a system is (and thus the main world Starport), then you could develop an equation.

It's likely want to be some form of exponential (or at least higher than linear) progression. WTN squared (World Trade Number for GT) would work at the top end, but near the bottom, too many pads for small outposts.

WTN-3 squared might work.

Powerhouse (WTN 15) : 144 pads
Industrial Center (WTN 12): 81 pads
Decent Frontier Capital (WTN 8): 25 pads
Small Mid-Pop Frontier system (WTN 6): 9 pads
Low Pop World: (WTN 3): 1 pad (minimum)
Or something like that. The bigger WTNs should get very large pad counts for their busy ports.

But that'd be MyTU.

On Mon, Sep 28, 2020 at 10:45 PM Thomas RUX <xxxxxx@comcast.net> wrote:
Hi kaladorn,
On 09/28/2020 6:08 PM xxxxxx@gmail.com wrote:
On Mon, Sep 28, 2020 at 6:27 PM Thomas RUX < xxxxxx@comcast.net> wrote:
Hello all,

After another review of the article I may have found another bit of errata and help with the meaning of a line of text.

1. Errata Berthing: "The maximum number of landing bays available in a starport can be set by a simple calculation. The chart shows a basic number modified from the star system's UWP figure (P); thus, the number for a Class A port in a system with an UWP Population Code of A (10) is 11."

The Starport Contents Table has the following entries:
Class A = P - 0, Class B = P - 1, Class C/F = P - 2, Class D/G = P - 3, and Class E/H = p - 4.

In order to get the number of 11 for a Class A port the calculation should be P + 1.

In this case I would recommend changing the calculation of P - 0 to P + 1.

The steps up are a change of +1.
P-4 -> P-3 -> P-2 -> P-1 -> P-0

So that progression is very even throughout the range.

What would be easier to change is the line that says :

"The maximum number of landing bays available in a starport can be set by a simple calculation. The chart shows a basic number modified from the star system's UWP figure (P); thus, the number for a Class A port in a system with an UWP Population Code of A (10) is 10."

That retains the symmetry and even steps as you go E->D->C->B->A and still requires only one change.

Is there an argument in favour of the P+1 making the progression uneven only at that point?
In this case one could change either the text example from 11 to 10 or changing the table calculation from P - 0 to P +1.

However, there are other entries that the progression is uneven. Examples of uneven progression:
Extrality: Class A = 3+, Class B = 4+, Class C/F = 6+, Class D/G = 8+, and Class E/H = 10+
Starship Construction: Class A = T +2, Class B = T +0, Class C = T -2, Class D = T -4, and Class E = T -8
Spaceship Construction: Class A = T +4, Class B = T  +2, Class C = T -0, Class D = T -3, and Class E = T -6
Major Repair: Class C/F = 5+, Class D/G = 9+, and Class E/H = 12+

My preference is to change the table entry from -0 to +1 since I feel that a Class A port will be able to service more vessels than a Class B.

2. Shipbuilding: "...However, note that if starships can be built at a port, spaceships are automatically possible as well...."

Does the text mean that spaceship construction is automatically possible?

If I recall, the only places Starships can be built is Port type A (maybe B?).
Per CT, MT, TNE, T4, GT, T20, MgT, and T5 only Class A ports can construct starships.

In The Compleat Starport class A through E can build starships provided that a 2D6 roll is less than or equal to a target number. The target number is found by using the calculation of Technology Level - a modifier.

Starship Construction: Class A = T +2, Class B = T +0, Class C = T -2, Class D = T -4, and Class E = T -8
All they are saying is that if you can build a starship (which is to say 'a spaceship with jump drive'), then you can build a spaceship there ('a spaceship without jump drive').

So, yes, in order to build a starship, you build a spaceship but add in a jump engine. There's no sensible way you could ONLY build a starship and not also a spaceship. I can imagine no case where I could build all of the systems that a starship needs (everything a spaceship needs plus a jump drive and software) where I could not instead choose to build a spaceship (everything a spaceship needs but no jump drive or jump software).

That's how I see it...
Thank you kaladorn, a.k.a. TomB, for confirming that I was on the right track for a change.

Tom Rux

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