Personally, I think all reasonably developed worlds in the standard TU will follow the "giant cargo trains" model -- a big, distributed port facility out beyond the 100D limit, serving mostly large container ships, and a stream of cargo shuttles moving containers between the port volume and the nearby world(s). 

On Mon, Jul 24, 2017 at 9:59 AM, Bruce Johnson <xxxxxx@pharmacy.arizona.edu> wrote:

On Jul 24, 2017, at 1:30 AM, Amber Witherspoon <xxxxxx@gmail.com> wrote:

So, what I'm getting is that if we want to provide a golden
opportunity for piracy, the numbers will have to be tweaked to provide
a large enough region of space for lurking, but not so large that it
becomes uneconomical to fly to the main world? Say, 2.5x (250
diameters)?

if this is the only way to do interstellar trade, ‘uneconomical’ won’t really matter; worlds cut off from trade will pretty quickly dwindle; look at once thriving towns that were bypassed by the interstates…they won’t even be able to support pirates. You’ll have the occasional world that serves as a hidey hole for bad guys, loners and just plain freaks, but any world that wants to maintain contact with the outer universe will pay the price to keep a starport up.

What you end up with, I think is Traveller between systems and (depending on your TU and tastes) in-system settings are like The Expanse, Firefly or some other local setting altogether.

You may have sprawling in-system development and traffic or you could just have the starport with essentially giant cargo “trains” of traffic going to and from the main world. 

Obviously the ‘sprawling’ model offers a lot more PC piratical adventuring potential. :-)

-- 
Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

Institutions do not have opinions, merely customs

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