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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item by item On 8/16/17, Jeffrey Schwartz <xxxxxx@gmail.com> wrote: > 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? There's a few like that, but since I'm also going with much increased jump limits, so there's now value to small craft in exploiting a system. Any Jump-Carriers for small craft only follow established trade routes. > 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. Exactly what I was trying for. > 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 Well, the original rules were written for the frontier areas of a weak and dying centralized empire. Put in that context, those rules make sense. Now, the PC's pulling charters make sense. I'll have more later, but I gotta leave for work now.