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Post by Doug on Feb 4, 2007 13:48:27 GMT
EDIT: At present, Necris' post on the second page is roughly common thought
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I was thinking about this earlier today, and it struck me that, given how much we talk aout it, we ought to work out some details about the land based spaceport/capital. After all, we're doing the same for the hive bergs, so...
So, what do people think? What size should it be? How should it, "look?" (as in, how was it built, etc)? That sort of thing, plua anything else people think should be brougt up to do with the capital at this stage...
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vendile
Enginseer
The doodler
Posts: 234
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Post by vendile on Feb 4, 2007 14:25:25 GMT
i don't think it would really suit a traditional 'hive' look, maybe more of a vast sprawl, though with a taller central area - in the same way we have these days with skyscrappers.
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Post by Doug on Feb 4, 2007 14:30:17 GMT
I agree - I'd sort of thought of a big sprawling place focused on the docks, where ships come in (lots of tall cranes, etc) and the space port, which sits just outside of the main body of the capital
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vendile
Enginseer
The doodler
Posts: 234
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Post by vendile on Feb 4, 2007 15:24:26 GMT
right then here a quick, nasty and rough thing i just did in photoshop: Light Blue = sea Yellow = seaport area and storage for all resouces. Red = commercia/seatraders and all major government, admin, PDF and arbites buildings. Green = Habs Dark Blue = inter-planetary and inter-system traders. Light Grey = starport control and security buildings, resources storage, workshops, refit centres, hangers, et cetera. Dark Grey = area containting the various and numerous landing strips, VTOL pads, etc. Green = Jungle I even found a semi-decent texture to rpresent the network of roads and such. img.photobucket.com/albums/v244/theonlymisterme/Conclave%20planet%20creation/conceptlayoutofstarseaportcity.jpgbloody image won't post for some reason - and you need to add the 'g' onto the end of the link cos the stupid forum ain't working properly. Obviously this image does not show the full extent of the city, more just a general idea. Additionally there would be large above-ground pipes running from the seaport to the starport to transport the "resource" to the correct places.
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Post by thenephew on Feb 4, 2007 16:24:07 GMT
That would seem a reasonable set up. I would like to see more of a massive sprawl than another tower hive, like a good few hundred square miles of near-shanty town squalor, with conditions approaching 'normal' as you near the richer central trading areas.
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Post by stormturmoil on Feb 4, 2007 17:46:04 GMT
If my idea of making the primary star a flare star (as outlined in the system thread) is put in place, perhaps the capital could be limited in the height that they can uild because of the need to maintain a network of shield generator/emitter pylons over thecentral area, to protect against flare radiation. Outlying areas, by contrast, would have heavier, more reinforced buildings or purpose built shelters and alarms to warn of flare condidtions, and workers would have to evacuate to saftey, whereas under the shield, work could contnue as normal, perhaps with the proviso that all personnel would have to carry flare goggles at all times (since the shield might stop harmful radiation, but still let through visible light, eye protection would still be needed)
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vendile
Enginseer
The doodler
Posts: 234
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Post by vendile on Feb 4, 2007 19:28:50 GMT
i think making it a flare star - whilst an interesting idea, is just too much extra work as it becomes something that has to be factored into almost everything to ensure it works properly. So i'm going on the system having a star very similar to Sol. (this post is repeated in The System topic)
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Post by thenephew on Feb 5, 2007 18:51:03 GMT
I really like the idea, there are some great images in there, but I'm less sure a flaring star is the way to do it. Chemical rain, or another effect of a massive ocean full of toxic $%&! can lead to a city structure like that. The outlying areas could have problems (and jobs) similar to a city/planet in Ravenor, with carcinogenic and acidic rain a regular threat.
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vendile
Enginseer
The doodler
Posts: 234
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Post by vendile on Feb 5, 2007 19:19:38 GMT
the ocean isn't full of toxic waste, the fuel is currentyl most likely a stable bio-chem that, if anything, nourishes the planetlife.
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Post by Doug on Feb 5, 2007 19:30:10 GMT
Be fair, he said toxic *****...and I'm fairly certain that things other than waste can be toxic...
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Post by thenephew on Feb 5, 2007 22:27:16 GMT
I meant toxic to humans, obviously not toxic to the indigenous life, or there would be no indigenous life. My point was this - there are a limited number of things that would make a good tank fuel, while simultaneously being particularly safe to swim in/be rained on with, and the one immediate example (alcohols) are unlikely to be amazing new fuels worth the fuss we want our planet to be.
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vendile
Enginseer
The doodler
Posts: 234
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Post by vendile on Feb 5, 2007 22:56:57 GMT
it does not all need to make perfect sense, just reasonable sense.
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Post by necris on Feb 7, 2007 14:20:12 GMT
ok I've once again been playing in 3d studio max and well I put my mind to the capital city (while taking a break from the bergs) and this is what I came up with I'll work from outside in Blue - city walls, ground zero Purple - Warehouse district/ trader / guild district, basically a storeage ares for all types of supplies Grey - Habs for workforce, slums would also be included in these ares and in the blue spaces between Teal - Inner district Wall and merchant guild houses, Admech buildings, astropathic tower, arbiter hall of justice, trader officers, lower administratum officers, PDF barracks Red - Inner District, Administratum buildings, the senta chamber, the Governors spire and all other such important buildings. Orange - my rather crappy space port, I started off building and now I don't like it, so its changing
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Post by Doug on Feb 7, 2007 17:24:01 GMT
I like that - pretty much the sort of thing in my mind - nice work!
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Post by thenephew on Feb 7, 2007 19:59:57 GMT
The setup I like. The idea of separated classes, with the important and expensive bits walled away from the workers is a nice touch. Well, a good touch if not a nice one. There is, however, one problem with it... There is no sea port. Which I thought we had agreed on very early in this and other threads; the capital will be the original, primary cityport. The obvious place to put it, from my point of view, would be in the very foreground of your pic, with little crane-bays allowing easy unloading and access to the warehouses. If there was a pipeline/covered highway/tunnel that can bring produce and people straight through the city, from the seadocks to the spaceport, then I think this city would be complete.
Edit: While obviously it would make more sense for the ports to be next to each other, due to the slightly less stable nature of the coastal rocks, the spaceport ended up being built a considerable distance from the seaport. A number of workers needed to travel between both, to transport produce from one to the other, and guard shipments from what was at that time a semi-lawless expanse between the commercial centres. This led to small townshhips springing up near the midpoint of the highway, which spread either side of the original settlements to maintain proximity to the road. As they expanded, amny joined, and eventually a strip-city formed, lining this artery of the area with a layer of available workforce. The Administratum decided that, to most effectively rule over the population, it would need to establish primary offices in the approximate centre of the road, which led to a build up of rich buildings in the centre. The city continued to expand, and eventually became roughly circular, with business concentrated along the central line.
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