GZG List archives -- May 2006

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Re: [GZG] Habitable solar systems (Was: [GZG] Real Astroplitics)



On 5/4/06, Allan Goodall <agoodall@xxxxxxxxxxxxx> wrote:
On 5/4/06, gzg-l-request@xxxxxxxxxxxxxxxxxxxxxxx
<gzg-l-request@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
> Date: Thu, 4 May 2006 09:13:48 +1000
> From: Robert N Bryett <rbryett@xxxxxxxx>
> Subject: [GZG] Habitable solar systems (Was: [GZG] Real Astroplitics)

> A human habitable *solar system* doesn't need to have human habitable
> *planets*. Any star-faring culture could build large orbital habitats
> around any suitable star.

One question: why would they build it? You'd need to answer that.

Large orbital habitats are going to be a large capital investment.
There would have to be a really good reason you'd spend that kind of
money/resources to pop an orbital habitat around a distant star in a
hostile chunk of the galaxy.


Lots of (most of) the freighters we've seen aren't atmosphere capable - so that means that at some point they transfer their cargo to atmosphere capable craft, or leave it somewhere for further handling. That "somewhere" has to be in orbit; you're going to need workers at your orbital cargo facility, and if there's enough workers, it might be worthwhile building a proper habitat rather than just a space station with hab modules.

Plus, mercentile types might move out to the facility, to be where their cargos are.

Related to freighter design: no matter how good your PSB engines, dragging up and down a gravity well and/or an atmosphere is always going to be more expensive in terms of fuel, time, and wear & tear on your craft. 

I'm not sure what the line between "big orbital cargo yard w/ a population" and "orbital habitat" will be, but busy enough systems will probably support a significant orbital population. Sol system's orbital population probably outstrips most colonial planetary populations massively.

Brian
www.warbard.ca/games.html
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