Help with adjusting trade income
Amber Witherspoon
(16 Aug 2017 09:36 UTC)
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Re: [TML] Help with adjusting trade income
Tim
(16 Aug 2017 11:51 UTC)
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Re: [TML] Help with adjusting trade income
Amber Witherspoon
(16 Aug 2017 16:50 UTC)
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Re: [TML] Help with adjusting trade income
Alex Goodwin
(16 Aug 2017 17:21 UTC)
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Re: [TML] Help with adjusting trade income
Amber Witherspoon
(16 Aug 2017 17:31 UTC)
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Re: [TML] Help with adjusting trade income
Bruce Johnson
(16 Aug 2017 18:21 UTC)
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Re: [TML] Help with adjusting trade income Jeffrey Schwartz (16 Aug 2017 23:30 UTC)
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Re: [TML] Help with adjusting trade income
Amber Witherspoon
(17 Aug 2017 00:15 UTC)
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So, I'm a little odd in how I look at things sometimes. The way I'm reading this, players can get a 50 ton cutter, and pay 25kcr per jump to latch on to a Jumpship? Or if you've got a really small group (1-3 PCs) they could get 10 ton fighters and pay 5kcr per jump each and do the "Luke Skywalker in his X-Wing" thing? Maybe add an extra 500cr per fighter for a 1 d-ton bunk area and permission to use the fresher? On the other side, this puts the players in a "We need jump-fare.... so we need a job" It puts a funnel in the exiting a system, so there's some additional drama if the players need to get out of Dodge while being chased. It creates the potential for "X-Ships" to go with the X-Boats. An X-Ship would be jump-4 with (mumble) amount of tonnage of subcraft carried. The Imperial Navy would impress many of them as light carriers or escort carriers in time of war, and thus would probably pay part of the cost of operating them. It makes fighters relevant in Naval combat, since there's flexibility on planetary assaults. You're not going to risk your Jump Ship, so why not drop 50 or 100 ton LC's on specific targets? Which means they need fighter escorts, and fighters can make a difference by taking them out. It makes fighters and cutters meaningful by the port authority... This has some interesting potentialities On Wed, Aug 16, 2017 at 2:21 PM, Bruce Johnson <xxxxxx@pharmacy.arizona.edu> wrote: > >> On Aug 16, 2017, at 2:36 AM, Amber Witherspoon <xxxxxx@gmail.com> wrote: >> >> So, in the TU that I'm working on, ships are cheap, jump drives >> aren't. I gave every component except jump drives a 75% discount (I >> really wanted my cheap small craft so I can have space RVs), while >> jump drives are at 150% book cost. >> Now, the issue with this is that with the freight and passenger income >> as written (especially with the assumptions that Mongoose writes >> in...), there's no need to adventure except as an accident (I know >> I'll take a safely profitable milk run any day over having to do shady >> stuff to make ends meet... And where's the adventure in that?). > > > So here’s the solution. Unfortunately, it means ‘throw out the rules’ and make it up yourself. > > Published freight/pax rates are for the big commercial lines. PC-scale ships operate as charter vessels. > > Jane PlayerCharacter with her 65-year-old creaky free trader with the patched together Jdrive and that wonky grav compensator in the forward hold that always causes weird shifts in the cargo cannot compete with those rates not if she wants to keep flying, eating and keeping her crew. > > *everything* on a PC-scale ship is speculative trade. > > Someone needs to get a box of widgets to some off the beaten track place with a D starport that only sees a regular ship every 3 months and it’s a rotating schedule so the next one going there from *here* is in 6 or more. Unfortunately they need this *right now*, or as *right now* as can be gotten. > > Jane PlayerCharacter is now competing with any other similarly situated tramp in port for the contract. You can develop some sort of table or formula to generate a range of what Jane and the logistics factor negotiate for. > > You get a couple passengers who want to go someplace. Why aren’t they using the regular lines? Same reason as above, where they want to go is not going to be serviced for some time, they want to move under the radar, or they’re looking for adventure or ‘adventure on a tramp freighter plying the stars'. > > You don’t have to go full-bore murder hoboes, but small ships like the ones PC’s have subsist on the scraps the regular transports leave behind, not the published rates. > > Likewise, if your PC’s arrive in port and need to go someplace they can either go to one of the Bigs, pay the official rates and be subject to the schedule of the Bigs, or they can charter a PC scale ship and follow their own schedule. > > Again, what it costs will depend on who’s available for charter. > > View it like the hub-and-spoke system of air travel. There’s a lot of places between the hub-and-spokes that have irregular, intermittent or no service at all. > > Just last week, the last airline flying out of our airport direct to NYC dropped Tucson from their routes. The local airport authority is looking to entice a replacement carrier, but consider this in Jump transport terms: getting to NYC now requires traveling to Phoenix, then picking up a direct flight from there (or worse, a flight from there to Hobby, O'Hare or Atlanta, then to NYC) which in the TU could be several weeks. > > Or you could charter a ship here and jump to NYC directly. > > Fundamentally the transportation economics and rules in all the OTU’s are irretrievably broken, and if you want realism or to nudge your players without railroading them, you have to rewrite the whole thing. > > -- > Bruce Johnson > University of Arizona > College of Pharmacy > Information Technology Group > > Institutions do not have opinions, merely customs > > ----- > The Traveller Mailing List > Archives at http://archives.simplelists.com/tml > Report problems to xxxxxx@simplelists.com > To unsubscribe from this list please go to > http://www.simplelists.com/confirm.php?u=vSy3NFQJMSbZKrzPfC3XucFBsUCMtKrI