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MGT Only: 300-ton stretched refitted Free Trader

So a "stretched" A2 instead of an A1. That doesn't mean its a stretched Marava, just that it uses a similar business model.

That said, I'm not a fan of the classic Beo hullform being distended for a 50% volume increase. The Marava or Alexandria hulls are more suited to stretching. The MGT Marava could probably use a stretch, for that matter, as it's a bit of a tub at 200 tons. The CT/MT Marava and MT Beo are already 400 tons mapped, so stretching those just makes that problem worse. The TNE Marava is pretty sleek at 200 tons mapped, but could have its upper deck expanded to get to 300 I think.

Yeah, that's the basic concept, anyhow. As you say, though, the ship's not exactly suited, due to its existing shape, so likely as not, I'll wind up drawing a fresh one, but conceptually, it's a fairly sound concept, considering the fat trader and the marava classes.
 
The ship must be a 300-ton hull. It should be streamlined, and have integral fuel scoops, and enough processors to convert wilderness fuel to processed fuel within 24 hours. It should have enough endurance, fuel-wise, for one x jump-2, and four weeks of operations. It must also actually be capable of Jump-2 and ideally Manoeuvre-2 (Thrust-2), and have power plant capacity to run everything at full tilt, including the *$&% computer as well!


Something like this?
Code:
TL 13            Hull  108                                          95,5       
                              Desired    ∆TL    Rat    #    dTon     Cost    Power    
Hull                            300                        300                60       
Config           Streamlined      2             2                   13,50            
Hull strength    Light            1             1                        
Armour           Crystaliron      4             4           15,00    2,70            
Repair Drones                     1             1            3,00    0,60            
                                        
JumpD            Budget           2     -0      2     1     20,00   22,50     78      
ManœuvreD        Budget           2     -0      2     1      6,00    9,00     78      
PowerP  (TL8)    High Technology         3            1     10,00    7,50    143    

Fuel, Jump                        2             2     1     60,00                
Fuel, Power                       4           4 w     1      1,00                
Fuel Purification              24 h          24 h     1      3,00    0,15      3        
                                        
Bridge, Small                     1                   1     10,00    0,75            
    Holographic                   1                   1              0,19              
Comp             m/15             3            15     1              2,00            
Backup Comp      m/10             2            10     1              0,16            
                                        
Sensors          Military         2             2     1      2,00    4,10      2        

Staterooms                     100%            16    16     64,00    8,00            
Common Areas                    15%           15%     1      9,80    0,98            
Autodoc (CSC), TL13               1                   1      0,50    0,10            
Low Berths                       10            10     1      5,00    0,50      1        

Cargo                                                       75,00                
Cargo Crane      100 dT           1                   1      3,00    3,00            
Collapsible Tanks                70                  70      0,70    0,00            
                                        
Mixed Turret     Triple           1             3     1      1,00    1,00      1
Pulse Laser      Standard         2             1     2              4,00      8
Sandcaster       Standard         1             1     1              0,25    

Fixed Mount                                
Missile          Triple,Standard  2             3     2              4,70    

Docking Space    10 dT            1                   1     11,00    2,75              
Utility Boat                                                         3,00            
                                        
                                        
Software                                                             4,04            
Intellect/1                                    10                    1,00            
Jump Control/2                                 10                    0,20            
Evade/2                                        15                    2,00            
                                        
Intellect/2                                                          0,050            
Expert( Pilot )/2                                                    0,010            
Expert( Astrogator )/2                                               0,010            
Expert( Engineer/Jump )/2                                            0,010            
Expert( Engineer/Man )/2                                             0,010            
Expert( Engineer/Power )/2                                           0,010            
Expert( Engineer/LifeS )/2                                           0,010            
Expert( Mechanic )/2                                                 0,010            
Expert( Vacc Suit )/2                                                0,010            
Expert( Elec/Comms )/2                                               0,010            
Expert( Elec/Comp )/2                                                0,010            
Expert( Elec/Sensor )/2                                              0,010            
Expert( Elec/Remote )/2                                              0,010            
Expert( Gunner/Turret )/2                                            0,010            
Expert( Medic )/2                                                    0,010            
Expert( Steward )/2                                                  0,010            
Expert( Profession/Cook )/2                                          0,010            
Expert( Tactics/Anti-Hijack )/2                                      0,010            
Security( Computer )                                                 0,020            
Expert( Admin )/2                                                    0,010            
Expert( Broker )/2                                                   0,010            
Expert( Advocate )/2                                                 0,010            
Expert( Diplomat )/2                                                 0,010            
Expert( Investigate )/2                                              0,010            
Translator( Zho )                                                    0,0005            
Translator( Darrian )                                                0,0005            
Translator( Swordie )                                                0,0005            
                                         
Sanitation Droid                  1                                  0,350            
Utility Droid                     2                                  0,200            
                                        
                                        
                                        
                                        
                                        
                                             Salaries            
Crew                     6                    21 000            
    Command              0                                
    Bridge               2                    11 000            
        Pilot                  1                      6 000        
        Astrogator             1                      5 000        
        Sensor & EW                                    
    Engineer             1                     4 000            
        Engineer               1,0                
        Maintenance            0,3                
    Service              2                     5 000
        Admin                  0,2                
        Medic                  0,2                
        Steward                1,0                
    Gunner               1                     1 000
    Flight                        
    Troops                        


Passengers                            
    High                10                    
    Mid                  0                    
    Low                 10                    



    Jumps / Year       Cost / Jump        kCr        Revenue / Jump        kCr
         25            Mortgage         171,5        High                120,0
                       Maintenance        3,4        Mid                   0,0
                       Fuel               6,1        Low                  13,0
                       Life Support      15,8        Cargo               120,0
                       Salaries          10,1                
                       Berthing, average  1,8                
                                        
                                        208,7                            253,0
                                               Potential    44,3        
                                               Year MCr      1,1
It can make a profit if you can keep it full.

300 dT, streamlined, light frame, Armour 4, Hull 108, MCr 95,5 (MCr 86 in quantity)
J-2, 2G, 143 Power, budget drives.
Small Bridge, Holographic controls, Computer m/15, Military sensors.
10 High, 10 Low, 75 dT cargo, 6 crew, 10 dT common areas
10 dT boat
Triple Turret (2 Pulse Laser, Sandcaster)
2 Fixed Mount with 3 missile rack each.
Repair drones, Auto-doc, Sanitation droid (cooks&cleans), 2 Utility Droids
Full complement of expert software to help the crew and operate the drones.

It is slightly power starved. It can run everything normally, but in combat it has to shut down some non-essential basic systems.
 
Interesting design; couple of things: Where do the "budget" drives come from? I can't find them in HG2e?

Likewise, I'm not following the expert system thing - can you point me to the right page(s) please?
 
Addressed earlier; either Pilot OR Nav pilot the boat, not both at the same time.


Mea culpa. You did explain that to me, twice as a matter of fact.

Is the footprint for a standard container still two squares? and where on earth did the 5dT figure come from? I can't find that anywhere in either book other than in regard to mail freight containers?

Mea culpa again. Blame it on "version dissonance". Despite the fact that you've repeatedly wrote you're designing with MgT in mind, I keep thinking CT because I'm a senile old poop.

The freight container size I mentioned is from CT, specifically TTA.

So noted as well; out of cons, I tend to the IMTU rules too, but this is going to be used according to the main, core, rules, so let's stick to that for the time being.

Another good decision. The more "special" you make the design, the fewer people can use it.

Many years ago I chose 300 dTons for good reasons and, with this project, you've chose 300 dTons for equally good reasons. I'm wondering if now it may be worthwhile looking at 400 dTons? Especially given the desire for affordability and a small craft?

There are many good reasons for a small craft and Brandon, one of GURPS most prolific and gifted designers, has alluded to a few. While I decided that my affordability requirements trumped those reasons, there's no real reason why you should make the same choice.

400 dTons will increase the upfront price and continual costs of the design, it will also increase the design's earning potential while also providing "room" for a small craft.

It may be time to look at a larger hull.
 
Mea culpa. You did explain that to me, twice as a matter of fact.

Ah, but who's counting? ;)

Mea culpa again. Blame it on "version dissonance". Despite the fact that you've repeatedly wrote you're designing with MgT in mind, I keep thinking CT because I'm a senile old poop.

My late dad had a phrase for that. He called 'em "C.R.A.F.T. moments". "Can't Remember A Flaming Thing" :rofl:

The freight container size I mentioned is from CT, specifically TTA.

OK, here's MY CRAFT moment. "TTA"?!

Another good decision. The more "special" you make the design, the fewer people can use it.

There's that too ;)

Many years ago I chose 300 dTons for good reasons and, with this project, you've chose 300 dTons for equally good reasons. I'm wondering if now it may be worthwhile looking at 400 dTons? Especially given the desire for affordability and a small craft?

Hmm...

There are many good reasons for a small craft and Brandon, one of GURPS most prolific and gifted designers, has alluded to a few. While I decided that my affordability requirements trumped those reasons, there's no real reason why you should make the same choice.

...*pulling a "not wholly convinced" expression with a vaguely Gallic-style shrug á là Robert de Nero*...

400 dTons will increase the upfront price and continual costs of the design, it will also increase the design's earning potential while also providing "room" for a small craft.

...following the argument, but not quite there yet...

It may be time to look at a larger hull.

OK, I follow your line of reasoning, but I'm not entirely convinced. The issue is affordability versus subsidisation.

To quote from Classic Traveller Supplement #7, "Traders & Gunboats", pp 21:

THE SUBSIDIZED MERCHANT

In subsidized commerce, a local government (or a group of several worlds) will agree to subsidize the construction of a commercial starship in return for its servicing an established route. Ideally, the route will be a profitable one, and the subsidy can soon be ended. But, even without profits, the route provides a channel for interstellar trade, producing markets for resources and finished goods alike, and acquainting the peoples of all the worlds with the higher technology or better quality that is possible. Whether this makes the people ambitious to duplicate the artifacts by their own means or simply makes them disheartened depends on the people themselves.

Typically, a subsidized merchant will establish a route which will attempt to guarantee profits. Individual ports of call may not always provide sales at high margins, but overall on the route, sales can be expected to produce reasonable income.

For example, a route may begin with an industrialized world where manufactured goods may be cheaply procured. The first port of call could be a non-industrial world, one which provides an excellent market for the manufactured goods. That world could export raw materials such as radioactives or textiles. The ship then jumps to a rich agricultural world and sells those goods while buying agricultural products. The ship would then make a return journey, again buying goods a t low prices, especially those in high demand a t the next world. The route needn't even be profitable a t each port of call. Sometime, goods might be picked up along the way with the intention of selling them farther down the line, where the captain knows that there is a market.

Finally, the ship can always fall back on carrying cargo and passengers if no worthy cargos are found.

This leaves pretty much zero leeway in changing routing to follow an adventure, at all.

An adventurer's ship must, therefore, be mortgaged, or even free from subsidisation/mortgaging (both of which take ten-plus years, by which time, most of the crew are well beyond their adventuring days, and more likely to be looking forward to retiring on a pleasure planet somewhere).

You see the hitch.

Any ideas?
 
However, IIRC, a subsidised trader has to stick to pre-determined routes, does it not?

'pends on the mission. "trading" could be a front, or an excuse, or itself subsidized. there's an entire imperium out there run by wealthy nobles, might as well make use of them. "I have interests out there, go trade, I'll communicate with you from time to time about anything I want you to do." "there's pirates surrounding that high-pop world, go do stuff and lure them in and get rid of them." "you're on a recruiting mission, go show the merchant flag and show those outsiders the benefits of being imperial." etc. and it doesn't have to be imperial either, it can easily be corporate or planetary. (couuld be a mercenary company lead boat, looking for action ....)

and if it's for a convention game, just do the best you can and don't sweat it. the players will just want to get in, have a good time, and get out - they're not going to pore over the details of the boat, believe me.
 
'pends on the mission. "trading" could be a front, or an excuse, or itself subsidized. there's an entire imperium out there run by wealthy nobles, might as well make use of them. "I have interests out there, go trade, I'll communicate with you from time to time about anything I want you to do." "there's pirates surrounding that high-pop world, go do stuff and lure them in and get rid of them." "you're on a recruiting mission, go show the merchant flag and show those outsiders the benefits of being imperial." etc. and it doesn't have to be imperial either, it can easily be corporate or planetary. (couuld be a mercenary company lead boat, looking for action ....)

and if it's for a convention game, just do the best you can and don't sweat it. the players will just want to get in, have a good time, and get out - they're not going to pore over the details of the boat, believe me.

Those are angles I'd not considered. D'OH
slap.gif


Given how much filthy lucre megacorps and PMCs have, it's not without the bounds of possibilty that this is something they'd do; the IMTA (Imperial Merchants & Traders Association) would also do something like that, yeah, agreed. In fact, doesn't the US have a fleet of part-owned merchants (freighters), who undertake to heed call-back for a reduced price ship? So yeah, those ideas can fly.

So, a 400dT hull is plausible for an adventure ship. I've never much liked the fat trader anyhow, so a newer design is needed, methinks.

Since I got home from work a couple of hours ago (late shift), it's time to get some sleep, however.

When I come back from the land of nod, I'll hit the books/spreadsheets again :)
 
OK, here's MY CRAFT moment. "TTA"?!


Sorry, that was a CRAFT moment on my part! TTA is The Traveller Adventure for CT. IIRC, Mongoose has released an update but I've yet to see/read it.

By the way, I'm stealing the phrase "CRAFT moment". Your father was a gifted wordsmith.

Any ideas?

Regarding adventuring vs. subsidization, Fly's already shared some good ones.

Fly wisely points out that it's not a binary choice. The players and ship needn't be all of one thing or all of another; i.e. not completely owned but not completely free either. Let me use TTA... excuse me, CRAFT moment :D ... The Traveller Adventure to explain.

The PCs are the crew of a Type-R subsidized merchant flying a route in the Aramis Trace. The terms of their subsidy require them to fly that route 70% of the time. They're then free to use the remaining 30% as they see fit. When TTA begins, the crew has "banked" 80 weeks free time, meaning they've been servicing their route without break for a little over 5 years.

That's the first way to "balance" adventuring with subsidization: Bank free time in accordance with the existing subsidy contract.

As the campaign continues, the PCs become involved with Baron Feri and the struggle between his Oberlindes Line and the megacorp Arekut/Tukera. The baron pays out various sums for various jobs and even charters the PCs' vessel on occasion. This means the PCs aren't out of pocket for all their expenses during their free, off-route, time.

That's the second way to "balance" adventuring with subsidization and the method behind Fly's suggestions: Find mid-term "jobs" and "connections" which help defray your operating costs.

At the campaign's end, Baron Feri is so thankful for the PCs' help he purchases their ship from it's owners and gives it to them free and clear.

That's the third way to achieve "balance" and it does so by removing the mortgage entirely!

IMEHO, the second way is preferable from a RPG play standpoint. The players aren't forced to "save" time or gifted it outright. The players aren't simply given a ship either. Instead, their "rights" to do/go what/where they will come with "duties" and "responsibilities" which allow the referee some measure of control. This way does create more work for the referee however.
 
Sorry, that was a CRAFT moment on my part! TTA is The Traveller Adventure for CT. IIRC, Mongoose has released an update but I've yet to see/read it.

Got it (I've got the entire CT books lot from GDW on disk :) ), pp134 deckplan. D'oh. Shoulda remembered that myself.

By the way, I'm stealing the phrase "CRAFT moment". Your father was a gifted wordsmith.

He had his moments ;)

Regarding adventuring vs. subsidization, Fly's already shared some good ones.

Fly wisely points out that it's not a binary choice. The players and ship needn't be all of one thing or all of another; i.e. not completely owned but not completely free either. Let me use TTA... excuse me, CRAFT moment :D ... The Traveller Adventure to explain.

*chuckle*

The PCs are the crew of a Type-R subsidized merchant flying a route in the Aramis Trace. The terms of their subsidy require them to fly that route 70% of the time. They're then free to use the remaining 30% as they see fit. When TTA begins, the crew has "banked" 80 weeks free time, meaning they've been servicing their route without break for a little over 5 years.

That's the first way to "balance" adventuring with subsidization: Bank free time in accordance with the existing subsidy contract.

As the campaign continues, the PCs become involved with Baron Feri and the struggle between his Oberlindes Line and the megacorp Arekut/Tukera. The baron pays out various sums for various jobs and even charters the PCs' vessel on occasion. This means the PCs aren't out of pocket for all their expenses during their free, off-route, time.

That's the second way to "balance" adventuring with subsidization and the method behind Fly's suggestions: Find mid-term "jobs" and "connections" which help defray your operating costs.

At the campaign's end, Baron Feri is so thankful for the PCs' help he purchases their ship from it's owners and gives it to them free and clear.

That's the third way to achieve "balance" and it does so by removing the mortgage entirely!

Hmm. In games I've played in the past, I've managed to avoid being so tied, so those things hadn't occurred. Handy to consider now, for the game I'm writing too, thanks for highlighting them :)

IMEHO, the second way is preferable from a RPG play standpoint. The players aren't forced to "save" time or gifted it outright. The players aren't simply given a ship either. Instead, their "rights" to do/go what/where they will come with "duties" and "responsibilities" which allow the referee some measure of control. This way does create more work for the referee however.

Yeah, a *lot* more work!

Still, food for thought. And insomnia, dammit :(

Right, off to binge on some telly or something to get me tired enough to sleep.

Later!
 
In games I've played in the past, I've managed to avoid being so tied, so those things hadn't occurred.


In the games I've played - refereed mostly is more accurate - the GM has always had some sort of a "string" on the players. Even in sandbox games, there's always been some sort of a "string". It's necessary to keep the game collaborative.

Flying a Beowulf or Marava? You've got a mortgage. Don't have a mortgage? You've got salaries, overhaul fees, fuel, parts, whatever. What ever the details, you need an income stream.

Flying a Suleiman? Either you own it - see above - or you're on Detached Duty. If the latter, the Service can tap you on the shoulder at any time.

Flying a Type-R? Either you own it - see above again - or you on a subsidy contract with all those "strings" again.

Broadsword? What's the ticket? Type-Y? Where does the Grand Poobah want to go? Animal-class? Who's shooting what where?

Even in CT's Imperial Fringe, perhaps the most "free" published adventure, you've still got to submit those survey reports in specific systems to get your money.
 
Interesting design; couple of things: Where do the "budget" drives come from? I can't find them in HG2e?

Likewise, I'm not following the expert system thing - can you point me to the right page(s) please?
Budget is defined in HG, p48 "Primitive and Advanced Spacecraft". Budget drives have one Disadvantage, I have used Energy Inefficient.

Expert software is in the Core book, pp104 - 106, "Computers and Software".
 
Budget is defined in HG, p48 "Primitive and Advanced Spacecraft". Budget drives have one Disadvantage, I have used Energy Inefficient.

Expert software is in the Core book, pp104 - 106, "Computers and Software".

Alrighty, then...

Having had a dekko, yeah, I glossed over the Primitive & Advanced bits when doing the first design, thinking along the lines of it either covering things like "King Henry's Spaceship" or "Blink drives" (both ends of the spectrum, you'll note ;) ). D'Oh, and other comments. Time, I suspect, to have a s l o w read through that darn e-book properly.

Regards the Expert systems.

Code:
Expert    1    TL11 Cr1000     Expert software packages mimic skills. A Traveller using
          2    TL12 Cr10000    Expert may make a skill check as if he had the skill at the
          3    TL13 Cr100000   software’s Bandwidth -1. Only INT and EDU-based checks
                               can be attempted. If a Traveller already has the skill, then
                               Expert grants DM+1 to his check.

GAGH. How did I not spot this before?!

*beating head on desk*
*beating head on desk*
*beating head on desk*
*beating head on desk*
*beating head on desk*
*repeat until intelligence dawns or consciousness lost* ;)

Seriously, mucho thanks for those two heads ups :)
 
In the games I've played - refereed mostly is more accurate - the GM has always had some sort of a "string" on the players. Even in sandbox games, there's always been some sort of a "string". It's necessary to keep the game collaborative.

Flying a Beowulf or Marava? You've got a mortgage. Don't have a mortgage? You've got salaries, overhaul fees, fuel, parts, whatever. What ever the details, you need an income stream.

Flying a Suleiman? Either you own it - see above - or you're on Detached Duty. If the latter, the Service can tap you on the shoulder at any time.

Flying a Type-R? Either you own it - see above again - or you on a subsidy contract with all those "strings" again.

Broadsword? What's the ticket? Type-Y? Where does the Grand Poobah want to go? Animal-class? Who's shooting what where?

Even in CT's Imperial Fringe, perhaps the most "free" published adventure, you've still got to submit those survey reports in specific systems to get your money.

Mostly, we've had ships passed on through mustering out benefits, such as Scouts, etc; this is how I managed to avoid a lot of those 'strings', but I do take the point, thanks :)
 
Required? Hardly. The three designs featured in the majority of adventures over the last 40 years have no small craft: the scout/courier, the free trader, and the far trader.

I assume you mean mean published adventures. The only one of the three ships I used more than once for PCs was the scout/courier A custom 300 ton freighter (mainly cargo) , a custom 55 ton jump shuttle*, a custom 400 ton exploration cruiser were used more than all the other ships combined.

* designed shortly after I heard about jump torpedoes. It was the only jump-capable ship under 100 tons I ever designed. Really handy for PCs, though.

You're going to have to pay for that small craft, both up front as part of the purchase price/mortgage and continually through lost capacity, crewing requirements, and maintenance fees.

Since I don't run merchant campaigns, this is fine. The primary source of income will not be from passengers or freight.

The 20 dTon launch can carry all your passengers, but only 13 dTons of cargo if you rip out all the seat. The 10 dTon launch will carry even less of both.

This is acceptable for a ship where commerce is it's secondary or tertiary source of income. it may even be worth is for a standard merchant ship.

Is a launch worth it? Not if you're paying the mortgage, something which Redcap's design is specifically meant to do. He's not designing an adventuring ship, if he were the armed packet he first posted would be perfect. He's building a frontier trader so the requirements are different.[/QUOTE]

His building requirements changing during the thread, which makes it harder to figure out what he really wants. For his initial design, I still say a 10 or 20 ton small craft makes sense.
 
Last edited:
His building requirements changing during the thread, which makes it harder to figure out what he really wants. For his initial design, I still say a 10 or 20 ton small craft makes sense.


Yes, his requirements have changed during the course of the thread. That's why I later wrote:

There are many good reasons for a small craft and Brandon, one of GURPS most prolific and gifted designers, has alluded to a few. While I decided that my affordability requirements trumped those reasons, there's no real reason why you should make the same choice.
 
Yeah, the requirements changed over time, due to good arguments and points made by you lot :D Apologies if your answers and advice were more difficult to deliver as a result ;) If it helps, you could always think of this as being a form of "no good deed goes unpunished" ;)
 
Sorry, that was a CRAFT moment on my part! TTA is The Traveller Adventure for CT. IIRC, Mongoose has released an update but I've yet to see/read it.
Very few changes in the text, but the art doesn't rise to the level of "update"...
 
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